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Copyright 2015-present Google Inc. All Rights Reserved.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
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distributed under the License is distributed on an "AS IS" BASIS,
See the License for the specific language governing permissions and
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#import <UIKit/UIKit.h>
Animation view for loading in sprites.
This control provides an alternative to animating an array of images with a UIImageView. Only
a single image composed of individual sprite frames is used, and animation simply consists of
updating the layer contentsRect.
@interface MDFSpritedAnimationView : UIView
Optional tint color of the icon.
If set to non-nil, the sprite sheet will be treated as an alpha mask and the color will be
@property(nonatomic, strong, nullable) UIColor *tintColor;
An image composed of a single column of individual sprite frames.
Each sprite frame is assumed to be square.
@property(nonatomic, strong, nullable) UIImage *spriteSheetImage;
Framerate of the sprite playback in number of frames per second.
Default is 60 frames per second.
@property(nonatomic, assign) NSInteger frameRate;
Number of times to repeat the animation.
Setting to 0 means infinite. Default is 1.
@property(nonatomic, assign) NSInteger animationRepeatCount;
Returns whether the animation is playing.
@return YES if the the sprite animation is playing.
@property(nonatomic, readonly, getter=isAnimating) BOOL animating;
Creates an animated sprite view.
Designated initializer.
@param spriteSheetImage A vertical sprite sheet of square images.
@return Initialized sprited animation view.
- (nonnull instancetype)initWithSpriteSheetImage:
(nullable UIImage *)spriteSheetImage NS_DESIGNATED_INITIALIZER;
/** Please use initWithSpriteSheetImage:. */
- (nullable instancetype)initWithCoder:(nonnull NSCoder *)aDecoder NS_UNAVAILABLE;
Start the animation.
Does nothing if the animation is already playing.
@param completion Block called when transition completes.
- (void)startAnimatingWithCompletion:(nullable void (^)())completion;
/** Stop the animation. */
- (void)stop;
/** Reset playing state to the first frame. */
- (void)seekToBeginning;
/** Reset playing state to the last frame. */
- (void)seekToEnd;