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Add GIF support for loading image frames and import #8
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Co-Authored-By: Davide Busterna <davidebusterna@gmail.com>
This makes the API to reflect `ImageLoader` class by introducing `ImageFramesLoader`. `AnimatedTexture` is implemented as a dedicated importer handling `ImageFrames` loaded from `ImageFramesLoader`, similarly to `Image`.
See godotengine/godot-proposals#1433 (comment). This is mostly completed, image frames loading works and successfully importing as |
Co-Authored-By: Davide Busterna <davidebusterna@gmail.com>
`GifSaver` can be implemented in the future, if needed. Also renamed `_load_gif` to `load_gif_func` for consistency with `Image`.
For consistency with `AnimatedTexture` API.
Sligthly different implementation in relation to refactored API. Mostly the imported data is already compatible for it to be loaded as `SpriteFrames` from the `ImageFramesLoader`. This can be used in `AnimatedSprite` nodes (drag-n-drop conversion from `SpriteFrames` to `AnimatedSprite` is still not implemented). Co-Authored-By: Davide Busterna <davidebusterna@gmail.com>
Re-implemented The lack of decision making regarding godotengine/godot-proposals#1433 shouldn't block this PR, I cannot possibly know for sure how long it would take for the proposal to get reviewed/approved/rejected, there are no deadlines so this could take infinitely long to wait for, so lets just test the implementation "in production" and see. Credits: I've added @Daw11 as a co-author (means that changes will be reflected in the actual Context: @Daw11 hasn't responded to any messages from the moment he has completed all the planned changes for godotengine/godot#31831 (comment), so the PR considered abandoned. |
Implement APNG too, #193 |
Co-Authored-By: @Daw11, as originally implemented for Godot in godotengine/godot#31831.
Notable changes:
AnimatedImage
renamed toImageFrames
, to avoid confusion withAnimatedTexture
, see Errors in renderer when assigning an empty image to TextureButton godotengine/godot#41106 for instance.GIF
, so these features are also removed (there are too many core changes required for that anyway).Note that some changes are currently governed by Godot development requirements. This PR is created in hopes that it can be reviewed (and hopefully approved), so that these features can have a chance to be merged directly in Godot for the
master
branch (and perhaps backported to 3.2), else these features are already quite functional and can be tested, and eventually merged to Goost.You can test this out by compiling this PR with the plain
scons
command.Godot proposal: godotengine/godot-proposals#1433.