xiandie/addons/godotgif/README.md
2025-01-17 19:22:34 +08:00

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# Godot GIF
<br>
<p align="center">
<img src="./docs-images/logo.gif" alt="Logo" width="128" height="128" />
</p>
<p align="center">
<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>
<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>
</p>
## Description
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).
NOTE: ~~**AnimatedTexture**~~ has been marked as deprecated according to development docs and could be removed in a future version of Godot.
## Usage
### Editor
Gif files can be imported at edit time as one of the supported types via Import options.
<details open>
<summary>Editor Imports Options</summary>
![Editor Imports Options](./docs-images/EditorImportSettings.gif)
</details>
See the [Editor Imports](./demo/editor_imports_example.tscn) example scene.
<details open>
<summary>Editor Imports Example</summary>
![Editor Imports](./docs-images/EditorImports.gif)
</details>
<hr/>
### Runtime
Gif files can be loaded at runtime as one of the supported types via the `GifManager` singleton.
`GifManager` exposes the following methods for loading gifs either from file or from bytes directly:
![GifManager Methods](./docs-images/methods.png)
e.g. to load from file
```py
get_node("AnimFromRuntimeFile").texture = GifManager.animated_texture_from_file("res://examples/file/optic.gif")
get_node("AnimatedSprite2RuntimeFile").sprite_frames = GifManager.sprite_frames_from_file("res://examples/file/optic.gif")
```
See the [Runtime Imports](./demo/main.tscn) example scene.
<details open>
<summary>Runtime Imports Example</summary>
![Runtime Imports](./docs-images/RuntimeImports.gif)
</details>
## Installation
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**)
![image](https://github.com/BOTLANNER/godot-gif/assets/16349308/f28867c6-f669-45f2-9309-dbb17cec2031)
Extract the contents to your Godot project directory.
You should have an `addons` directory at the root with the following structure:
```bash
└───addons
└───godotgif
│ godotgif.gdextension
│ LICENSE.txt
│ README.md
└───bin
│ godotgif.windows.template_debug.x86_32.dll
│ godotgif.windows.template_debug.x86_64.dll
│ godotgif.windows.template_release.x86_32.dll
│ godotgif.windows.template_release.x86_64.dll
│ libgodotgif.android.template_debug.arm64.so
│ libgodotgif.android.template_release.arm64.so
│ libgodotgif.linux.template_debug.x86_32.so
│ libgodotgif.linux.template_debug.x86_64.so
│ libgodotgif.linux.template_release.x86_32.so
│ libgodotgif.linux.template_release.x86_64.so
├───godotgif.macos.template_debug.framework
│ libgodotgif.macos.template_debug
└───godotgif.macos.template_release.framework
libgodotgif.macos.template_release
```
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).
The `GifManager` class should also now be available for access within GDScript.
## Contributing
### Setup
Ensure **SCons** is setup. Refer to [Introduction to the buildsystem](https://docs.godotengine.org/en/stable/contributing/development/compiling/introduction_to_the_buildsystem.html)
* If using a different version of Godot, be sure to dump the bindings e.g.
```sh
godot --dump-extension-api extension_api.json
```
* Compile with
```sh
scons platform=<platform> custom_api_file=extension_api.json
```
### Debugging
This repository is configured for use with [VSCode](https://code.visualstudio.com/)
[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.
The following environment variables are required:
1. `GODOT_PATH` - The directory in which Godot is installed
1. `GODOT_EXECUTABLE` - The executable name of the Godot installation
### More Details
Refer to [GDExtension C++ example](https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_cpp_example.html)
## License
Unless otherwise specified, the extension is released under the
[MIT license](LICENSE.txt).
See the full list of third-party libraries with their licenses used by this
extension at [src/thirdparty/README.md](src/thirdparty/README.md).
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