Watch
2
0
Fork
You've already forked raylib-cs
0

chore: clean recommit

This commit is contained in:
tiger tiger tiger 2026-07-07 23:47:38 +02:00
commit 60ad2e7fb1
122 changed files with 23950 additions and 323 deletions

View file

@ -0,0 +1,171 @@
/*******************************************************************************************
*
* raylib [textures] example - gif player
*
* Example complexity rating: [] 3/4
*
* 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) 2021-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using static Raylib_cs.Raylib;
namespace Examples.Textures;
public partial class GifPlayer : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MaxFrameDelay = 20;
private const int MinFrameDelay = 1;
public string Name => "Textures / Gif Player";
public string Title => "raylib [textures] example - gif player";
private int animFrames;
private Image imScarfyAnim;
private Texture2D texScarfyAnim;
private uint nextFrameDataOffset; // Current byte offset to next frame in image.data
private int currentAnimFrame; // Current animation frame to load and draw
private int frameDelay; // Frame delay to switch between animation frames
private int frameCounter; // General frames counter
public void Init()
{
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
imScarfyAnim = LoadImageAnim("resources/scarfy_run.gif", out 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
texScarfyAnim = LoadTextureFromImage(imScarfyAnim);
nextFrameDataOffset = 0;
currentAnimFrame = 0;
frameDelay = 8;
frameCounter = 0;
}
public unsafe void Update()
{
// 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 = (uint)(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, (byte*)imScarfyAnim.Data + nextFrameDataOffset);
frameCounter = 0;
}
// Control frames delay
if (IsKeyPressed(KeyboardKey.Right))
{
frameDelay++;
}
else if (IsKeyPressed(KeyboardKey.Left))
{
frameDelay--;
}
if (frameDelay > MaxFrameDelay)
{
frameDelay = MaxFrameDelay;
}
else if (frameDelay < MinFrameDelay)
{
frameDelay = MinFrameDelay;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText($"TOTAL GIF FRAMES: {animFrames:D2}", 50, 30, 20, Color.LightGray);
DrawText($"CURRENT FRAME: {currentAnimFrame:D2}", 50, 60, 20, Color.Gray);
DrawText($"CURRENT FRAME IMAGE.DATA OFFSET: {nextFrameDataOffset:D2}", 50, 90, 20, Color.Gray);
DrawText("FRAMES DELAY: ", 100, 305, 10, Color.DarkGray);
DrawText($"{frameDelay:D2} frames", 620, 305, 10, Color.DarkGray);
DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 350, 10, Color.DarkGray);
for (var i = 0; i < MaxFrameDelay; i++)
{
if (i < frameDelay)
{
DrawRectangle(190 + 21 * i, 300, 20, 20, Color.Red);
}
DrawRectangleLines(190 + 21 * i, 300, 20, 20, Color.Maroon);
}
DrawTexture(texScarfyAnim, GetScreenWidth() / 2 - texScarfyAnim.Width / 2, 140, Color.White);
DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(texScarfyAnim); // Unload texture
UnloadImage(imScarfyAnim); // Unload image (contains all frames)
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - gif player");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new GifPlayer();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}