/******************************************************************************************* * * 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) 2021-2023 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; }