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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;
+} \ No newline at end of file