YYAsyncLayer主要作用是異步繪圖,可以提高性能,平常應(yīng)用時,比如像微信朋友圈的列表內(nèi)容就可以用這個框架實現(xiàn)。先看個例子:
YYTextShadow *shadow = [YYTextShadow new];//陰影
shadow.offset = CGSizeMake(0,1);
shadow.color = [UIColor blackColor];
shadow.radius = 5;
NSMutableAttributedString *attributedStr = [[NSMutableAttributedString alloc]initWithString:@"Shadow"];
attributedStr.textShadow = shadow;
YYLabel *label = [YYLabel new];
label.attributedText = attributedStr;
[self.view addSubview: label];
-
YYAsyncLayer
繼承于CALayer
顶瞒,繪圖時調(diào)用display
,通過子類重寫CALayer
實現(xiàn)自定義繪制:
@interface YYAsyncLayer : CALayer
@implementation YYAsyncLayer
...
- (void)display {
super.contents = super.contents;
[self _displayAsync:_displaysAsynchronously];//_displaysAsynchronously默認YES
}
- (void)_displayAsync:(BOOL)async {
__strong id<YYAsyncLayerDelegate> delegate = self.delegate;
YYAsyncLayerDisplayTask *task = [delegate newAsyncDisplayTask];//調(diào)用代理
if (!task.display) {
if (task.willDisplay) task.willDisplay(self);//準備繪制的工作
self.contents = nil;//清除上次繪制內(nèi)容
if (task.didDisplay) task.didDisplay(self, YES);//繪制完成后的工作
return;
}
...
if (async) {
if (task.willDisplay) task.willDisplay(self);//準備繪制的工作
...
//子線程
dispatch_async(YYAsyncLayerGetDisplayQueue(), ^{
...
UIGraphicsBeginImageContextWithOptions(size, opaque, scale);//開始合成圖片
...
task.display(context, size, isCancelled);//調(diào)用繪制
...
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();//使用圖片達到效果元旬,可以減少圖層的層級
...
//主線程
dispatch_async(dispatch_get_main_queue(), ^{
if (isCancelled()) {
if (task.didDisplay) task.didDisplay(self, NO);
} else {
self.contents = (__bridge id)(image.CGImage);//顯示的內(nèi)容
if (task.didDisplay) task.didDisplay(self, YES);//繪制完成后的工作
}
});
});
}
- 然后調(diào)用代理協(xié)議榴徐,而代理就是
YYLabel
:
@implementation YYLabel
...
- (YYAsyncLayerDisplayTask *)newAsyncDisplayTask {
...
YYAsyncLayerDisplayTask *task = [YYAsyncLayerDisplayTask new];
task.willDisplay = ^(CALayer *layer) { ... }
task.display = ^(CGContextRef context, CGSize size, BOOL (^isCancelled)(void)) {
...
[drawLayout drawInContext:context size:size point:point view:nil layer:nil debug:debug cancel:isCancelled];//繪制
};
task.didDisplay = ^(CALayer *layer, BOOL finished) { ... }
return task;
}
@implementation YYTextLayout
...
- (void)drawInContext:(CGContextRef)context
size:(CGSize)size
point:(CGPoint)point
view:(UIView *)view
layer:(CALayer *)layer
debug:(YYTextDebugOption *)debug
cancel:(BOOL (^)(void))cancel{
@autoreleasepool {
...
if (self.needDrawShadow && context) {
if (cancel && cancel()) return;
YYTextDrawShadow(self, context, size, point, cancel);//繪制陰影
}
...
}
}
- 完成后回到第1步,返回主線程進行顯示
self.contents = (__bridge id)(image.CGImage);
匀归。
使用框架創(chuàng)建任務(wù)時坑资,會根據(jù)
Runloop
狀態(tài)分發(fā)任務(wù),然后會調(diào)用setNeedsDisplay
穆端,接著執(zhí)行display
進行異步繪制袱贮。最終顯示的文字內(nèi)容其實是UIImage
。
- YYAsyncLayerGetDisplayQueue
在上文出現(xiàn)了YYAsyncLayerGetDisplayQueue
体啰,用它來調(diào)度子線程攒巍,內(nèi)部進行了處理:
static dispatch_queue_t YYAsyncLayerGetDisplayQueue() {
#ifdef YYDispatchQueuePool_h
return YYDispatchQueueGetForQOS(NSQualityOfServiceUserInitiated);
#else
...
}
dispatch_queue_t YYDispatchQueueGetForQOS(NSQualityOfService qos) {
return YYDispatchContextGetQueue(YYDispatchContextGetForQOS(qos));
}
通過YYDispatchContextGetForQOS
嗽仪,根據(jù)NSQualityOfService
控制最大線程數(shù),防止線程數(shù)使用過大:
static YYDispatchContext *YYDispatchContextGetForQOS(NSQualityOfService qos) {
static YYDispatchContext *context[5] = {0};
switch (qos) {
case NSQualityOfServiceUserInteractive: {
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
int count = (int)[NSProcessInfo processInfo].activeProcessorCount;
count = count < 1 ? 1 : count > MAX_QUEUE_COUNT ? MAX_QUEUE_COUNT : count;
context[0] = YYDispatchContextCreate("com.ibireme.yykit.user-interactive", count, qos);
});
return context[0];
} break;
case NSQualityOfServiceUserInitiated: { ... } break;
case NSQualityOfServiceUtility: { ... } break;
case NSQualityOfServiceBackground: { ... } break;
default: { ... } break;
}
}
并可以對已經(jīng)創(chuàng)建過的隊列進行復(fù)用柒莉,從而減少占用 CPU 資源:
static dispatch_queue_t YYDispatchContextGetQueue(YYDispatchContext *context) {
int32_t counter = OSAtomicIncrement32(&context->counter);
if (counter < 0) counter = -counter;
void *queue = context->queues[counter % context->queueCount];//獲取已經(jīng)創(chuàng)建過的隊列進行復(fù)用闻坚,減少cpu資源占用
return (__bridge dispatch_queue_t)(queue);
}