/******************************************************************************************* * * 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) * ********************************************************************************************/ 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; } }