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