ADDED: example: `textures_gif_player`

This commit is contained in:
Ray 2022-07-07 12:15:55 +02:00
parent e121058eb6
commit 8e229ada1d
7 changed files with 526 additions and 2 deletions

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@ -431,7 +431,7 @@ TEXTURES = \
textures/textures_blend_modes \
textures/textures_draw_tiled \
textures/textures_polygon \
textures/textures_gif_anim
textures/textures_gif_player
TEXT = \
text/text_raylib_fonts \

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@ -96,7 +96,7 @@ Examples using raylib textures functionality, including image/textures loading/g
| 57 | [textures_blend_modes](textures/textures_blend_modes.c) | <img src="textures/textures_blend_modes.png" alt="textures_blend_modes" width="200"> | [Karlo Licudine](https://github.com/accidentalrebel) | |
| 58 | [textures_draw_tiled](textures/textures_draw_tiled.c) | <img src="textures/textures_draw_tiled.png" alt="textures_draw_tiled" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| -- | [textures_poly](textures/textures_poly.c) | <img src="textures/textures_poly.png" alt="textures_poly" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
| -- | [textures_gif_anim](textures/textures_gif_anim.c) | <img src="textures/textures_gif_anim.png" alt="textures_gif_anim" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
| -- | [textures_gif_player](textures/textures_gif_player.c) | <img src="textures/textures_gif_player.png" alt="textures_gif_player" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
### category: text

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/*******************************************************************************************
*
* raylib [textures] example - gif playing
*
* This example has been created using raylib 4.2 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2021-2022 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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<PostBuildEvent>
<Message>Copy Release DLL to output directory</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\textures\textures_gif_player.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -251,6 +251,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_window_should_close",
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_fog_of_war", "examples\textures_fog_of_war.vcxproj", "{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_gif_player", "examples\textures_gif_player.vcxproj", "{191A5289-BA65-4638-A215-C521F0187313}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug.DLL|x64 = Debug.DLL|x64
@ -2099,6 +2101,22 @@ Global
{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x64.Build.0 = Release|x64
{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x86.ActiveCfg = Release|Win32
{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x86.Build.0 = Release|Win32
{191A5289-BA65-4638-A215-C521F0187313}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{191A5289-BA65-4638-A215-C521F0187313}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{191A5289-BA65-4638-A215-C521F0187313}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{191A5289-BA65-4638-A215-C521F0187313}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{191A5289-BA65-4638-A215-C521F0187313}.Debug|x64.ActiveCfg = Debug|x64
{191A5289-BA65-4638-A215-C521F0187313}.Debug|x64.Build.0 = Debug|x64
{191A5289-BA65-4638-A215-C521F0187313}.Debug|x86.ActiveCfg = Debug|Win32
{191A5289-BA65-4638-A215-C521F0187313}.Debug|x86.Build.0 = Debug|Win32
{191A5289-BA65-4638-A215-C521F0187313}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{191A5289-BA65-4638-A215-C521F0187313}.Release.DLL|x64.Build.0 = Release.DLL|x64
{191A5289-BA65-4638-A215-C521F0187313}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{191A5289-BA65-4638-A215-C521F0187313}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{191A5289-BA65-4638-A215-C521F0187313}.Release|x64.ActiveCfg = Release|x64
{191A5289-BA65-4638-A215-C521F0187313}.Release|x64.Build.0 = Release|x64
{191A5289-BA65-4638-A215-C521F0187313}.Release|x86.ActiveCfg = Release|Win32
{191A5289-BA65-4638-A215-C521F0187313}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE