mirror of
https://github.com/moonlight-stream/moonlight-ios.git
synced 2026-06-17 14:11:35 +00:00
Cache decoded UIImage objects for the scroll view to fix janky scrolling
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+37
-14
@@ -13,36 +13,35 @@
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UIButton* _appButton;
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UILabel* _appLabel;
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UIImageView* _appOverlay;
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NSCache* _artCache;
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id<AppCallback> _callback;
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}
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- (id) initWithApp:(App*)app andCallback:(id<AppCallback>)callback {
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static UIImage* noImage;
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- (id) initWithApp:(App*)app cache:(NSCache*)cache andCallback:(id<AppCallback>)callback {
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self = [super init];
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_app = app;
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_callback = callback;
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_artCache = cache;
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// Cache the NoAppImage ourselves to avoid
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// having to load it each time
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if (noImage == nil) {
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noImage = [UIImage imageNamed:@"NoAppImage"];
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}
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_appButton = [UIButton buttonWithType:UIButtonTypeCustom];
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UIImage* noImage = [UIImage imageNamed:@"NoAppImage"];
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[_appButton setBackgroundImage:noImage forState:UIControlStateNormal];
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[_appButton setContentEdgeInsets:UIEdgeInsetsMake(0, 4, 0, 4)];
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[_appButton sizeToFit];
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[_appButton addTarget:self action:@selector(appClicked) forControlEvents:UIControlEventTouchUpInside];
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_appOverlay = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"Play"]];
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_appOverlay.layer.shadowColor = [UIColor blackColor].CGColor;
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_appOverlay.layer.shadowOffset = CGSizeMake(0, 0);
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_appOverlay.layer.shadowOpacity = 1;
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_appOverlay.layer.shadowRadius = 2.0;
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[_appOverlay setHidden: YES];
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[self addSubview:_appButton];
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[self addSubview:_appOverlay];
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[self sizeToFit];
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_appButton.frame = CGRectMake(0, 0, noImage.size.width, noImage.size.height);
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_appOverlay.frame = CGRectMake(0, 0, noImage.size.width / 2.f, noImage.size.height / 4.f);
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self.frame = CGRectMake(0, 0, noImage.size.width, noImage.size.height);
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[_appOverlay setCenter:CGPointMake(self.frame.size.width/2, self.frame.size.height/6)];
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// Rasterizing the cell layer increases rendering performance by quite a bit
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self.layer.shouldRasterize = YES;
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@@ -56,13 +55,37 @@
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}
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- (void) updateAppImage {
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[_appOverlay setHidden:!_app.isRunning];
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if (_appOverlay != nil) {
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[_appOverlay removeFromSuperview];
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_appOverlay = nil;
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}
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if (_app.isRunning) {
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// Only create the app overlay if needed
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_appOverlay = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"Play"]];
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_appOverlay.layer.shadowColor = [UIColor blackColor].CGColor;
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_appOverlay.layer.shadowOffset = CGSizeMake(0, 0);
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_appOverlay.layer.shadowOpacity = 1;
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_appOverlay.layer.shadowRadius = 2.0;
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[self addSubview:_appOverlay];
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_appOverlay.frame = CGRectMake(0, 0, noImage.size.width / 2.f, noImage.size.height / 4.f);
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[_appOverlay setCenter:CGPointMake(self.frame.size.width/2, self.frame.size.height/6)];
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}
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// TODO: Improve no-app image detection
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BOOL noAppImage = false;
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if (_app.image != nil) {
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UIImage* appImage = [UIImage imageWithData:_app.image];
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// Load the decoded image from the cache
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UIImage* appImage = [_artCache objectForKey:_app];
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if (appImage == nil) {
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// Not cached; we have to decode this now
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appImage = [UIImage imageWithData:_app.image];
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[_artCache setObject:appImage forKey:_app];
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}
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// This size of image might be blank image received from GameStream.
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if (!(appImage.size.width == 130.f && appImage.size.height == 180.f)) {
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_appButton.frame = CGRectMake(0, 0, appImage.size.width / 2, appImage.size.height / 2);
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