140 lines
5.4 KiB
Markdown
140 lines
5.4 KiB
Markdown
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# Godot GIF
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<br>
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<p align="center">
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<img src="./docs-images/logo.gif" alt="Logo" width="128" height="128" />
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</p>
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<p align="center">
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<a href="https://github.com/BOTLANNER/godot-gif/actions/workflows/build_releases.yml"><img alt="GitHub Build" src="https://github.com/BOTLANNER/godot-gif/actions/workflows/build_releases.yml/badge.svg" height="20"/></a>
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<a href="https://github.com/BOTLANNER/godot-gif/blob/develop/LICENSE.txt"><img alt="MIT License" src="https://img.shields.io/github/license/BOTLANNER/godot-gif" height="20"/></a>
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</p>
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## Description
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GDExtension for Godot 4+ to load GIF files as [AnimatedTexture](https://docs.godotengine.org/en/stable/classes/class_animatedtexture.html) and/or [SpriteFrames](https://docs.godotengine.org/en/stable/classes/class_spriteframes.html).
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NOTE: ~~**AnimatedTexture**~~ has been marked as deprecated according to development docs and could be removed in a future version of Godot.
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## Usage
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### Editor
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Gif files can be imported at edit time as one of the supported types via Import options.
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<details open>
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<summary>Editor Imports Options</summary>
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</details>
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See the [Editor Imports](./demo/editor_imports_example.tscn) example scene.
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<details open>
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<summary>Editor Imports Example</summary>
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</details>
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<hr/>
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### Runtime
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Gif files can be loaded at runtime as one of the supported types via the `GifManager` singleton.
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`GifManager` exposes the following methods for loading gifs either from file or from bytes directly:
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e.g. to load from file
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```py
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get_node("AnimFromRuntimeFile").texture = GifManager.animated_texture_from_file("res://examples/file/optic.gif")
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get_node("AnimatedSprite2RuntimeFile").sprite_frames = GifManager.sprite_frames_from_file("res://examples/file/optic.gif")
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```
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See the [Runtime Imports](./demo/main.tscn) example scene.
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<details open>
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<summary>Runtime Imports Example</summary>
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</details>
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## Installation
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Download the `gdextension` artifact from the [latest successful build](https://github.com/BOTLANNER/godot-gif/actions/workflows/build_releases.yml). (It should be right at the bottom of the **Summary**)
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Extract the contents to your Godot project directory.
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You should have an `addons` directory at the root with the following structure:
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```bash
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└───addons
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└───godotgif
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│ godotgif.gdextension
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│ LICENSE.txt
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│ README.md
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│
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└───bin
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│ godotgif.windows.template_debug.x86_32.dll
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│ godotgif.windows.template_debug.x86_64.dll
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│ godotgif.windows.template_release.x86_32.dll
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│ godotgif.windows.template_release.x86_64.dll
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│ libgodotgif.android.template_debug.arm64.so
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│ libgodotgif.android.template_release.arm64.so
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│ libgodotgif.linux.template_debug.x86_32.so
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│ libgodotgif.linux.template_debug.x86_64.so
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│ libgodotgif.linux.template_release.x86_32.so
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│ libgodotgif.linux.template_release.x86_64.so
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│
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├───godotgif.macos.template_debug.framework
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│ libgodotgif.macos.template_debug
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│
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└───godotgif.macos.template_release.framework
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libgodotgif.macos.template_release
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```
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Open your project. Any exisitng gifs should auto-import. New gifs in the project directory will automatically import as `SpriteFrames`. To convert them into `AnimatedTexture`, update the [import settings](#editor).
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The `GifManager` class should also now be available for access within GDScript.
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## Contributing
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### Setup
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Ensure **SCons** is setup. Refer to [Introduction to the buildsystem](https://docs.godotengine.org/en/stable/contributing/development/compiling/introduction_to_the_buildsystem.html)
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* If using a different version of Godot, be sure to dump the bindings e.g.
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```sh
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godot --dump-extension-api extension_api.json
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```
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* Compile with
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```sh
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scons platform=<platform> custom_api_file=extension_api.json
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```
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### Debugging
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This repository is configured for use with [VSCode](https://code.visualstudio.com/)
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[Launch configurations](./.vscode/launch.json) have been setup for both debugging in editor and in runtime provided certain **VSCode** extensions are present and environment variables are defined.
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The following environment variables are required:
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1. `GODOT_PATH` - The directory in which Godot is installed
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1. `GODOT_EXECUTABLE` - The executable name of the Godot installation
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### More Details
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Refer to [GDExtension C++ example](https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_cpp_example.html)
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## License
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Unless otherwise specified, the extension is released under the
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[MIT license](LICENSE.txt).
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See the full list of third-party libraries with their licenses used by this
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extension at [src/thirdparty/README.md](src/thirdparty/README.md).
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This implementation heavily borrowed inspiration from the [gif module](https://github.com/goostengine/goost/tree/gd3/modules/gif) for [Goost](https://github.com/goostengine/goost) that is currently only based on Godot 3
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