ADDED: LoadAnimatedGIF() -WIP-
Still looking for a better way to integrate it into raylib API, maybe add a LoadImageAnim()?
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@ -161,6 +161,9 @@
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static Image LoadAnimatedGIF(const char *fileName, int *frames, int **delays); // Load animated GIF file
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#if defined(SUPPORT_FILEFORMAT_DDS)
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static Image LoadDDS(const char *fileName); // Load DDS file
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#endif
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@ -2961,6 +2964,44 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destR
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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// Load animated GIF data
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// - Image.data buffer includes all frames: [image#0][image#1][image#2][...]
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// - Number of frames is returned through 'frames' parameter
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// - Frames delay is returned through 'delays' parameter (int array)
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// - All frames are returned in RGBA format
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static Image LoadAnimatedGIF(const char *fileName, int *frames, int **delays)
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{
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Image image = { 0 };
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FILE *gifFile = fopen(fileName, "rb");
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if (gifFile == NULL)
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{
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TraceLog(LOG_WARNING, "[%s] Animated GIF file could not be opened", fileName);
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}
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else
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{
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fseek(gifFile, 0L, SEEK_END);
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int size = ftell(gifFile);
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fseek(gifFile, 0L, SEEK_SET);
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char *buffer = (char *)RL_CALLOC(size, sizeof(char));
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fread(buffer, sizeof(char), size, gifFile);
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fclose(gifFile); // Close file pointer
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int comp = 0;
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image.data = stbi_load_gif_from_memory(buffer, size, delays, &image.width, &image.height, frames, &comp, 4);
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image.mipmaps = 1;
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image.format = UNCOMPRESSED_R8G8B8A8;
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free(buffer);
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}
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return image;
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}
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#if defined(SUPPORT_FILEFORMAT_DDS)
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// Loading DDS image data (compressed or uncompressed)
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static Image LoadDDS(const char *fileName)
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