gif player
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//! raylib [textures] example - gif player
//!
//! Zig-API translation of examples/textures/textures_gif_player.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2021-2025 Ramon Santamaria (@raysan5)
const rl = @import("raylib");
const max_frame_delay = 20;
const min_frame_delay = 1;
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [textures] example - gif player");
defer rl.closeWindow(); // Close window and OpenGL context
// 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
const scarfy_anim = try rl.loadImageAnim("resources/scarfy_run.gif");
const im_scarfy_anim = scarfy_anim.image;
defer rl.unloadImage(im_scarfy_anim); // Unload image (contains all frames)
const anim_frames: u32 = @intCast(scarfy_anim.frames);
const frame_data: [*]const u8 = @ptrCast(im_scarfy_anim.data.?);
// 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
const tex_scarfy_anim = try rl.loadTextureFromImage(im_scarfy_anim);
defer rl.unloadTexture(tex_scarfy_anim);
var next_frame_data_offset: u32 = 0; // Current byte offset to next frame in image.data
var current_anim_frame: u32 = 0; // Current animation frame to load and draw
var frame_delay: u32 = 8; // Frame delay to switch between animation frames
var frame_counter: u32 = 0; // General frames counter
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
frame_counter += 1;
if (frame_counter >= frame_delay) {
// Move to next frame
// NOTE: If final frame is reached we return to first frame
current_anim_frame += 1;
if (current_anim_frame >= anim_frames) current_anim_frame = 0;
// Get memory offset position for next frame data in image.data
const frame_size: u32 = @intCast(im_scarfy_anim.width * im_scarfy_anim.height * 4);
next_frame_data_offset = frame_size * current_anim_frame;
// Update GPU texture data with next frame image data
// WARNING: Data size (frame size) and pixel format must match already created texture
rl.updateTexture(tex_scarfy_anim, frame_data + next_frame_data_offset);
frame_counter = 0;
}
// Control frames delay
if (rl.isKeyPressed(.right)) {
frame_delay = @min(frame_delay + 1, max_frame_delay);
} else if (rl.isKeyPressed(.left)) {
frame_delay = @max(frame_delay - 1, min_frame_delay);
}
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
rl.drawText(rl.textFormat("TOTAL GIF FRAMES: {d:0>2}", .{anim_frames}), 50, 30, 20, .light_gray);
rl.drawText(rl.textFormat("CURRENT FRAME: {d:0>2}", .{current_anim_frame}), 50, 60, 20, .gray);
rl.drawText(rl.textFormat("CURRENT FRAME IMAGE.DATA OFFSET: {d:0>2}", .{next_frame_data_offset}), 50, 90, 20, .gray);
rl.drawText("FRAMES DELAY: ", 100, 305, 10, .dark_gray);
rl.drawText(rl.textFormat("{d:0>2} frames", .{frame_delay}), 620, 305, 10, .dark_gray);
rl.drawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 350, 10, .dark_gray);
for (0..max_frame_delay) |n| {
const i: i32 = @intCast(n);
if (n < frame_delay) rl.drawRectangle(190 + 21 * i, 300, 20, 20, .red);
rl.drawRectangleLines(190 + 21 * i, 300, 20, 20, .maroon);
}
rl.drawTexture(tex_scarfy_anim, @divTrunc(rl.getScreenWidth(), 2) - @divTrunc(tex_scarfy_anim.width, 2), 140, .white);
rl.drawText("(c) Scarfy sprite by Eiden Marsal", screen_width - 200, screen_height - 20, 10, .gray);
}
}/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
#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 player");
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;
}From raylib 6.2. The original on GitHub.