raylib-go/examples/textures/textures_gif_player/main.go
Palessan f529bc2897 Adding gif and sprite animation examples.
-Added new UpdateTextureUnsafe method to support it.
2024-06-28 12:50:30 +03:00

111 lines
3.6 KiB
Go

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
}