Adding gif and sprite animation examples.
-Added new UpdateTextureUnsafe method to support it.
This commit is contained in:
parent
a997a44fb9
commit
f529bc2897
6 changed files with 215 additions and 2 deletions
111
examples/textures/textures_gif_player/main.go
Normal file
111
examples/textures/textures_gif_player/main.go
Normal file
|
@ -0,0 +1,111 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"unsafe"
|
||||
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
func main() {
|
||||
|
||||
const MAX_FRAME_DELAY int32 = 20
|
||||
const MIN_FRAME_DELAY int32 = 1
|
||||
|
||||
// Initialization
|
||||
const screenWidth int32 = 800
|
||||
const screenHeight int32 = 450
|
||||
|
||||
rl.InitWindow(screenWidth, screenHeight, "raylib [textures] example - gif playing")
|
||||
|
||||
var animFrames int32 = 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
|
||||
var imScarfyAnim *rl.Image = rl.LoadImageAnim("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
|
||||
var texScarfyAnim rl.Texture2D = rl.LoadTextureFromImage(imScarfyAnim)
|
||||
|
||||
var nextFrameDataOffset uint32 = 0 // Current byte offset to next frame in image.data
|
||||
|
||||
var currentAnimFrame int32 = 0 // Current animation frame to load and draw
|
||||
var frameDelay int32 = 8 // Frame delay to switch between animation frames
|
||||
var frameCounter int32 = 0 // General frames counter
|
||||
|
||||
rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
|
||||
|
||||
// Main game loop
|
||||
for !rl.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 = uint32(imScarfyAnim.Width * imScarfyAnim.Height * int32(4) * currentAnimFrame)
|
||||
|
||||
// Update GPU texture data with next frame image data
|
||||
// WARNING: Data size (frame size) and pixel format must match already created texture
|
||||
// here we needed to make the Data as public
|
||||
rl.UpdateTextureUnsafe(texScarfyAnim, unsafe.Pointer(uintptr(imScarfyAnim.Data)+uintptr(nextFrameDataOffset)))
|
||||
|
||||
frameCounter = 0
|
||||
}
|
||||
|
||||
// Control frames delay
|
||||
if rl.IsKeyPressed(rl.KeyRight) {
|
||||
frameDelay++
|
||||
} else if rl.IsKeyPressed(rl.KeyLeft) {
|
||||
frameDelay--
|
||||
}
|
||||
|
||||
if frameDelay > MAX_FRAME_DELAY {
|
||||
frameDelay = MAX_FRAME_DELAY
|
||||
} else if frameDelay < MIN_FRAME_DELAY {
|
||||
frameDelay = MIN_FRAME_DELAY
|
||||
}
|
||||
|
||||
// Draw
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.RayWhite)
|
||||
|
||||
rl.DrawText(fmt.Sprintf("TOTAL GIF FRAMES: %02d", animFrames), 50, 30, 20, rl.LightGray)
|
||||
rl.DrawText(fmt.Sprintf("CURRENT FRAME: %02d", currentAnimFrame), 50, 60, 20, rl.Gray)
|
||||
rl.DrawText(fmt.Sprintf("CURRENT FRAME IMAGE.DATA OFFSET: %02d", nextFrameDataOffset), 50, 90, 20, rl.Gray)
|
||||
|
||||
rl.DrawText("FRAMES DELAY: ", 100, 305, 10, rl.DarkGray)
|
||||
rl.DrawText(fmt.Sprintf("%02d frames", frameDelay), 620, 305, 10, rl.DarkGray)
|
||||
rl.DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 350, 10, rl.DarkGray)
|
||||
|
||||
for i := int32(0); i < MAX_FRAME_DELAY; i++ {
|
||||
if i < frameDelay {
|
||||
rl.DrawRectangle(190+21*i, 300, 20, 20, rl.Red)
|
||||
}
|
||||
rl.DrawRectangleLines(190+21*i, 300, 20, 20, rl.Maroon)
|
||||
}
|
||||
|
||||
rl.DrawTexture(texScarfyAnim, int32(rl.GetScreenWidth()/2)-texScarfyAnim.Width/2, 140, rl.White)
|
||||
|
||||
rl.DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth-200, screenHeight-20, 10, rl.Gray)
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
defer rl.UnloadTexture(texScarfyAnim) // Unload texture
|
||||
defer rl.UnloadImage(imScarfyAnim) // Unload image (contains all frames)
|
||||
|
||||
defer rl.CloseWindow() // Close window and OpenGL context
|
||||
|
||||
}
|
BIN
examples/textures/textures_gif_player/scarfy_run.gif
Normal file
BIN
examples/textures/textures_gif_player/scarfy_run.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 21 KiB |
Loading…
Add table
Add a link
Reference in a new issue