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- /*******************************************************************************************
- *
- * raylib [textures] example - gif playing
- *
- * Example originally created with raylib 4.2, last time updated with raylib 4.2
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2021-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #define MAX_FRAME_DELAY 20
- #define MIN_FRAME_DELAY 1
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [textures] example - gif playing");
- int animFrames = 0;
- // Load all GIF animation frames into a single Image
- // NOTE: GIF data is always loaded as RGBA (32bit) by default
- // NOTE: Frames are just appended one after another in image.data memory
- Image imScarfyAnim = LoadImageAnim("resources/scarfy_run.gif", &animFrames);
- // Load texture from image
- // NOTE: We will update this texture when required with next frame data
- // WARNING: It's not recommended to use this technique for sprites animation,
- // use spritesheets instead, like illustrated in textures_sprite_anim example
- Texture2D texScarfyAnim = LoadTextureFromImage(imScarfyAnim);
- unsigned int nextFrameDataOffset = 0; // Current byte offset to next frame in image.data
- int currentAnimFrame = 0; // Current animation frame to load and draw
- int frameDelay = 8; // Frame delay to switch between animation frames
- int frameCounter = 0; // General frames counter
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- frameCounter++;
- if (frameCounter >= frameDelay)
- {
- // Move to next frame
- // NOTE: If final frame is reached we return to first frame
- currentAnimFrame++;
- if (currentAnimFrame >= animFrames) currentAnimFrame = 0;
- // Get memory offset position for next frame data in image.data
- nextFrameDataOffset = imScarfyAnim.width*imScarfyAnim.height*4*currentAnimFrame;
- // Update GPU texture data with next frame image data
- // WARNING: Data size (frame size) and pixel format must match already created texture
- UpdateTexture(texScarfyAnim, ((unsigned char *)imScarfyAnim.data) + nextFrameDataOffset);
- frameCounter = 0;
- }
- // Control frames delay
- if (IsKeyPressed(KEY_RIGHT)) frameDelay++;
- else if (IsKeyPressed(KEY_LEFT)) frameDelay--;
- if (frameDelay > MAX_FRAME_DELAY) frameDelay = MAX_FRAME_DELAY;
- else if (frameDelay < MIN_FRAME_DELAY) frameDelay = MIN_FRAME_DELAY;
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- DrawText(TextFormat("TOTAL GIF FRAMES: %02i", animFrames), 50, 30, 20, LIGHTGRAY);
- DrawText(TextFormat("CURRENT FRAME: %02i", currentAnimFrame), 50, 60, 20, GRAY);
- DrawText(TextFormat("CURRENT FRAME IMAGE.DATA OFFSET: %02i", nextFrameDataOffset), 50, 90, 20, GRAY);
- DrawText("FRAMES DELAY: ", 100, 305, 10, DARKGRAY);
- DrawText(TextFormat("%02i frames", frameDelay), 620, 305, 10, DARKGRAY);
- DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 350, 10, DARKGRAY);
- for (int i = 0; i < MAX_FRAME_DELAY; i++)
- {
- if (i < frameDelay) DrawRectangle(190 + 21*i, 300, 20, 20, RED);
- DrawRectangleLines(190 + 21*i, 300, 20, 20, MAROON);
- }
- DrawTexture(texScarfyAnim, GetScreenWidth()/2 - texScarfyAnim.width/2, 140, WHITE);
- DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(texScarfyAnim); // Unload texture
- UnloadImage(imScarfyAnim); // Unload image (contains all frames)
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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