Loading and displaying animated GIFs using SDL_Image requires a bit more work than static images, but it's definitely doable. Here's a step-by-step guide on how to accomplish this:
First, we need to load the GIF using IMG_LoadAnimation()
instead of IMG_Load()
. This function returns an SDL_Surface*
array containing all the frames of the animation.
#include <SDL.h>
#include <SDL_image.h>
#include <iostream>
int main() {
SDL_Init(SDL_INIT_VIDEO);
IMG_Init(IMG_INIT_GIF);
SDL_Window* window =
SDL_CreateWindow("Animated GIF Example",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
640, 480, 0);
SDL_Renderer* renderer = SDL_CreateRenderer(
window, -1, 0);
SDL_Surface* gifSurface = IMG_Load(
"animation.gif");
if (!gifSurface) {
std::cout << "Failed to load GIF: " <<
IMG_GetError() << '\n';
return 1;
}
SDL_Texture* gifTexture =
SDL_CreateTextureFromSurface(
renderer, gifSurface);
SDL_FreeSurface(gifSurface);
// ... (rest of the code)
}
To display the animation, we need to keep track of which frame we're currently on and when to switch to the next frame. We can use SDL_GetTicks()
to manage the timing:
int main() {
// ... (previous code)
int frameWidth = gifSurface->w;
int frameHeight = gifSurface->h;
// Assuming horizontal strip
int totalFrames = gifSurface->w / frameWidth;
int currentFrame = 0;
// Milliseconds between frames
int frameDelay = 100;
Uint32 frameStart = SDL_GetTicks();
bool quit = false;
SDL_Event event;
while (!quit) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
quit = true;
}
}
Uint32 currentTime = SDL_GetTicks();
if (currentTime - frameStart >=
frameDelay) {
currentFrame = (currentFrame + 1) %
totalFrames;
frameStart = currentTime;
}
SDL_Rect srcRect = {
currentFrame * frameWidth, 0, frameWidth,
frameHeight};
// Adjust as needed
SDL_Rect dstRect = {0, 0, 640, 480};
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, gifTexture,
&srcRect, &dstRect);
SDL_RenderPresent(renderer);
}
SDL_DestroyTexture(gifTexture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
IMG_Quit();
SDL_Quit();
return 0;
}
This code assumes that the GIF frames are arranged in a horizontal strip. If your GIF is structured differently, you'll need to adjust the frame calculations accordingly.
Remember to link against the SDL2_image library when compiling:
g++ -std=c++17 animated_gif.cpp -lSDL2 -lSDL2_image
With this setup, you should be able to load and display animated GIFs using SDL_Image!
Answers to questions are automatically generated and may not have been reviewed.
SDL_Image
Learn to load, manipulate, and save various image formats using SDL_Image
.