diff --git a/dist/pixi-gif.js b/dist/pixi-gif.js new file mode 100644 index 0000000..6ebe9f6 --- /dev/null +++ b/dist/pixi-gif.js @@ -0,0 +1,10 @@ +/*! + * @pixi/gif - v3.0.1 + * Compiled Wed, 10 Apr 2024 10:14:50 UTC + * + * @pixi/gif is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + * + * Copyright 2024, Matt Karl @bigtimebuddy, All Rights Reserved + */this.PIXI=this.PIXI||{},this.PIXI.gif=function(z,y){"use strict";var De=typeof globalThis!="undefined"?globalThis:typeof window!="undefined"?window:typeof global!="undefined"?global:typeof self!="undefined"?self:{};function K(t){return t&&t.__esModule&&Object.prototype.hasOwnProperty.call(t,"default")?t.default:t}function ze(t){return t&&Object.prototype.hasOwnProperty.call(t,"default")?t.default:t}function Ee(t){return t&&Object.prototype.hasOwnProperty.call(t,"default")&&Object.keys(t).length===1?t.default:t}function Ge(t){if(t.__esModule)return t;var r=t.default;if(typeof r=="function"){var 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b/dist/pixi-gif.js.map new file mode 100644 index 0000000..e4f858d --- /dev/null +++ b/dist/pixi-gif.js.map @@ -0,0 +1 @@ +{"version":3,"file":"pixi-gif.js","sources":["../node_modules/js-binary-schema-parser/lib/index.js","../node_modules/js-binary-schema-parser/lib/parsers/uint8.js","../node_modules/js-binary-schema-parser/lib/schemas/gif.js","../node_modules/gifuct-js/lib/deinterlace.js","../node_modules/gifuct-js/lib/lzw.js","../node_modules/gifuct-js/lib/index.js","../src/AnimatedGIF.ts","../src/AnimatedGIFAsset.ts"],"sourcesContent":["\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.loop = exports.conditional = exports.parse = void 0;\n\nvar parse = function parse(stream, schema) {\n var result = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n var parent = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : result;\n\n if (Array.isArray(schema)) {\n schema.forEach(function (partSchema) {\n 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termination is there and stream position is not getting updated as well\n // it falls into infinite recursion, null check to avoid the same\n\n if (stream.pos === lastStreamPos) {\n break;\n }\n\n lastStreamPos = stream.pos;\n arr.push(newParent);\n }\n\n return arr;\n };\n};\n\nexports.loop = loop;","\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.readBits = exports.readArray = exports.readUnsigned = exports.readString = exports.peekBytes = exports.readBytes = exports.peekByte = exports.readByte = exports.buildStream = void 0;\n\n// Default stream and parsers for Uint8TypedArray data type\nvar buildStream = function buildStream(uint8Data) {\n return {\n data: uint8Data,\n pos: 0\n };\n};\n\nexports.buildStream = buildStream;\n\nvar readByte = function readByte() {\n return function (stream) {\n return stream.data[stream.pos++];\n };\n};\n\nexports.readByte = readByte;\n\nvar peekByte = function peekByte() {\n var offset = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n return function (stream) {\n return stream.data[stream.pos + offset];\n };\n};\n\nexports.peekByte = peekByte;\n\nvar readBytes = function readBytes(length) {\n return function (stream) {\n return stream.data.subarray(stream.pos, stream.pos += length);\n };\n};\n\nexports.readBytes = readBytes;\n\nvar peekBytes = function peekBytes(length) {\n return function (stream) {\n return stream.data.subarray(stream.pos, stream.pos + length);\n };\n};\n\nexports.peekBytes = peekBytes;\n\nvar readString = function readString(length) {\n return function (stream) {\n return Array.from(readBytes(length)(stream)).map(function (value) {\n return String.fromCharCode(value);\n }).join('');\n };\n};\n\nexports.readString = readString;\n\nvar readUnsigned = function readUnsigned(littleEndian) {\n return function (stream) {\n var bytes = readBytes(2)(stream);\n return littleEndian ? (bytes[1] << 8) + bytes[0] : (bytes[0] << 8) + bytes[1];\n };\n};\n\nexports.readUnsigned = readUnsigned;\n\nvar readArray = function readArray(byteSize, totalOrFunc) {\n return function (stream, result, parent) {\n var total = typeof totalOrFunc === 'function' ? totalOrFunc(stream, result, parent) : totalOrFunc;\n var parser = readBytes(byteSize);\n var arr = new Array(total);\n\n for (var i = 0; i < total; i++) {\n arr[i] = parser(stream);\n }\n\n return arr;\n };\n};\n\nexports.readArray = readArray;\n\nvar subBitsTotal = function subBitsTotal(bits, startIndex, length) {\n var result = 0;\n\n for (var i = 0; i < length; i++) {\n result += bits[startIndex + i] && Math.pow(2, length - i - 1);\n }\n\n return result;\n};\n\nvar readBits = function readBits(schema) {\n return function (stream) {\n var _byte = readByte()(stream); // convert the byte to bit array\n\n\n var bits = new Array(8);\n\n for (var i = 0; i < 8; i++) {\n bits[7 - i] = !!(_byte & 1 << i);\n } // convert the bit array to values based on the schema\n\n\n return Object.keys(schema).reduce(function (res, key) {\n var def = schema[key];\n\n if (def.length) {\n res[key] = subBitsTotal(bits, def.index, def.length);\n } else {\n res[key] = bits[def.index];\n }\n\n return res;\n }, {});\n };\n};\n\nexports.readBits = readBits;","\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports[\"default\"] = void 0;\n\nvar _ = require(\"../\");\n\nvar _uint = require(\"../parsers/uint8\");\n\n// a set of 0x00 terminated subblocks\nvar subBlocksSchema = {\n blocks: function blocks(stream) {\n var terminator = 0x00;\n var chunks = [];\n var streamSize = stream.data.length;\n var total = 0;\n\n for (var size = (0, _uint.readByte)()(stream); size !== terminator; size = (0, _uint.readByte)()(stream)) {\n // size becomes undefined for some case when file is corrupted and terminator is not proper \n // null check to avoid recursion\n if (!size) break; // catch corrupted files with no terminator\n\n if (stream.pos + size >= streamSize) {\n var availableSize = streamSize - stream.pos;\n chunks.push((0, _uint.readBytes)(availableSize)(stream));\n total += availableSize;\n break;\n }\n\n chunks.push((0, _uint.readBytes)(size)(stream));\n total += size;\n }\n\n var result = new Uint8Array(total);\n var offset = 0;\n\n for (var i = 0; i < chunks.length; i++) {\n result.set(chunks[i], offset);\n offset += chunks[i].length;\n }\n\n return result;\n }\n}; // global control extension\n\nvar gceSchema = (0, _.conditional)({\n gce: [{\n codes: (0, _uint.readBytes)(2)\n }, {\n byteSize: (0, _uint.readByte)()\n }, {\n extras: (0, _uint.readBits)({\n future: {\n index: 0,\n length: 3\n },\n disposal: {\n index: 3,\n length: 3\n },\n userInput: {\n index: 6\n },\n transparentColorGiven: {\n index: 7\n }\n })\n }, {\n delay: (0, _uint.readUnsigned)(true)\n }, {\n transparentColorIndex: (0, _uint.readByte)()\n }, {\n terminator: (0, _uint.readByte)()\n }]\n}, function (stream) {\n var codes = (0, _uint.peekBytes)(2)(stream);\n return codes[0] === 0x21 && codes[1] === 0xf9;\n}); // image pipeline block\n\nvar imageSchema = (0, _.conditional)({\n image: [{\n code: (0, _uint.readByte)()\n }, {\n descriptor: [{\n left: (0, _uint.readUnsigned)(true)\n }, {\n top: (0, _uint.readUnsigned)(true)\n }, {\n width: (0, _uint.readUnsigned)(true)\n }, {\n height: (0, _uint.readUnsigned)(true)\n }, {\n lct: (0, _uint.readBits)({\n exists: {\n index: 0\n },\n interlaced: {\n index: 1\n },\n sort: {\n index: 2\n },\n future: {\n index: 3,\n length: 2\n },\n size: {\n index: 5,\n length: 3\n }\n })\n }]\n }, (0, _.conditional)({\n lct: (0, _uint.readArray)(3, function (stream, result, parent) {\n return Math.pow(2, parent.descriptor.lct.size + 1);\n })\n }, function (stream, result, parent) {\n return parent.descriptor.lct.exists;\n }), {\n data: [{\n minCodeSize: (0, _uint.readByte)()\n }, subBlocksSchema]\n }]\n}, function (stream) {\n return (0, _uint.peekByte)()(stream) === 0x2c;\n}); // plain text block\n\nvar textSchema = (0, _.conditional)({\n text: [{\n codes: (0, _uint.readBytes)(2)\n }, {\n blockSize: (0, _uint.readByte)()\n }, {\n preData: function preData(stream, result, parent) {\n return (0, _uint.readBytes)(parent.text.blockSize)(stream);\n }\n }, subBlocksSchema]\n}, function (stream) {\n var codes = (0, _uint.peekBytes)(2)(stream);\n return codes[0] === 0x21 && codes[1] === 0x01;\n}); // application block\n\nvar applicationSchema = (0, _.conditional)({\n application: [{\n codes: (0, _uint.readBytes)(2)\n }, {\n blockSize: (0, _uint.readByte)()\n }, {\n id: function id(stream, result, parent) {\n return (0, _uint.readString)(parent.blockSize)(stream);\n }\n }, subBlocksSchema]\n}, function (stream) {\n var codes = (0, _uint.peekBytes)(2)(stream);\n return codes[0] === 0x21 && codes[1] === 0xff;\n}); // comment block\n\nvar commentSchema = (0, _.conditional)({\n comment: [{\n codes: (0, _uint.readBytes)(2)\n }, subBlocksSchema]\n}, function (stream) {\n var codes = (0, _uint.peekBytes)(2)(stream);\n return codes[0] === 0x21 && codes[1] === 0xfe;\n});\nvar schema = [{\n header: [{\n signature: (0, _uint.readString)(3)\n }, {\n version: (0, _uint.readString)(3)\n }]\n}, {\n lsd: [{\n width: (0, _uint.readUnsigned)(true)\n }, {\n height: (0, _uint.readUnsigned)(true)\n }, {\n gct: (0, _uint.readBits)({\n exists: {\n index: 0\n },\n resolution: {\n index: 1,\n length: 3\n },\n sort: {\n index: 4\n },\n size: {\n index: 5,\n length: 3\n }\n })\n }, {\n backgroundColorIndex: (0, _uint.readByte)()\n }, {\n pixelAspectRatio: (0, _uint.readByte)()\n }]\n}, (0, _.conditional)({\n gct: (0, _uint.readArray)(3, function (stream, result) {\n return Math.pow(2, result.lsd.gct.size + 1);\n })\n}, function (stream, result) {\n return result.lsd.gct.exists;\n}), // content frames\n{\n frames: (0, _.loop)([gceSchema, applicationSchema, commentSchema, imageSchema, textSchema], function (stream) {\n var nextCode = (0, _uint.peekByte)()(stream); // rather than check for a terminator, we should check for the existence\n // of an ext or image block to avoid infinite loops\n //var terminator = 0x3B;\n //return nextCode !== terminator;\n\n return nextCode === 0x21 || nextCode === 0x2c;\n })\n}];\nvar _default = schema;\nexports[\"default\"] = _default;","\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.deinterlace = void 0;\n\n/**\r\n * Deinterlace function from https://github.com/shachaf/jsgif\r\n */\nvar deinterlace = function deinterlace(pixels, width) {\n var newPixels = new Array(pixels.length);\n var rows = pixels.length / width;\n\n var cpRow = function cpRow(toRow, fromRow) {\n var fromPixels = pixels.slice(fromRow * width, (fromRow + 1) * width);\n newPixels.splice.apply(newPixels, [toRow * width, width].concat(fromPixels));\n }; // See appendix E.\n\n\n var offsets = [0, 4, 2, 1];\n var steps = [8, 8, 4, 2];\n var fromRow = 0;\n\n for (var pass = 0; pass < 4; pass++) {\n for (var toRow = offsets[pass]; toRow < rows; toRow += steps[pass]) {\n cpRow(toRow, fromRow);\n fromRow++;\n }\n }\n\n return newPixels;\n};\n\nexports.deinterlace = deinterlace;","\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.lzw = void 0;\n\n/**\r\n * javascript port of java LZW decompression\r\n * Original java author url: https://gist.github.com/devunwired/4479231\r\n */\nvar lzw = function lzw(minCodeSize, data, pixelCount) {\n var MAX_STACK_SIZE = 4096;\n var nullCode = -1;\n var npix = pixelCount;\n var available, clear, code_mask, code_size, end_of_information, in_code, old_code, bits, code, i, datum, data_size, first, top, bi, pi;\n var dstPixels = new Array(pixelCount);\n var prefix = new Array(MAX_STACK_SIZE);\n var suffix = new Array(MAX_STACK_SIZE);\n var pixelStack = new Array(MAX_STACK_SIZE + 1); // Initialize GIF data stream decoder.\n\n data_size = minCodeSize;\n clear = 1 << data_size;\n end_of_information = clear + 1;\n available = clear + 2;\n old_code = nullCode;\n code_size = data_size + 1;\n code_mask = (1 << code_size) - 1;\n\n for (code = 0; code < clear; code++) {\n prefix[code] = 0;\n suffix[code] = code;\n } // Decode GIF pixel stream.\n\n\n var datum, bits, count, first, top, pi, bi;\n datum = bits = count = first = top = pi = bi = 0;\n\n for (i = 0; i < npix;) {\n if (top === 0) {\n if (bits < code_size) {\n // get the next byte\n datum += data[bi] << bits;\n bits += 8;\n bi++;\n continue;\n } // Get the next code.\n\n\n code = datum & code_mask;\n datum >>= code_size;\n bits -= code_size; // Interpret the code\n\n if (code > available || code == end_of_information) {\n break;\n }\n\n if (code == clear) {\n // Reset decoder.\n code_size = data_size + 1;\n code_mask = (1 << code_size) - 1;\n available = clear + 2;\n old_code = nullCode;\n continue;\n }\n\n if (old_code == nullCode) {\n pixelStack[top++] = suffix[code];\n old_code = code;\n first = code;\n continue;\n }\n\n in_code = code;\n\n if (code == available) {\n pixelStack[top++] = first;\n code = old_code;\n }\n\n while (code > clear) {\n pixelStack[top++] = suffix[code];\n code = prefix[code];\n }\n\n first = suffix[code] & 0xff;\n pixelStack[top++] = first; // add a new string to the table, but only if space is available\n // if not, just continue with current table until a clear code is found\n // (deferred clear code implementation as per GIF spec)\n\n if (available < MAX_STACK_SIZE) {\n prefix[available] = old_code;\n suffix[available] = first;\n available++;\n\n if ((available & code_mask) === 0 && available < MAX_STACK_SIZE) {\n code_size++;\n code_mask += available;\n }\n }\n\n old_code = in_code;\n } // Pop a pixel off the pixel stack.\n\n\n top--;\n dstPixels[pi++] = pixelStack[top];\n i++;\n }\n\n for (i = pi; i < npix; i++) {\n dstPixels[i] = 0; // clear missing pixels\n }\n\n return dstPixels;\n};\n\nexports.lzw = lzw;","\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.decompressFrames = exports.decompressFrame = exports.parseGIF = void 0;\n\nvar _gif = _interopRequireDefault(require(\"js-binary-schema-parser/lib/schemas/gif\"));\n\nvar _jsBinarySchemaParser = require(\"js-binary-schema-parser\");\n\nvar _uint = require(\"js-binary-schema-parser/lib/parsers/uint8\");\n\nvar _deinterlace = require(\"./deinterlace\");\n\nvar _lzw = require(\"./lzw\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { \"default\": obj }; }\n\nvar parseGIF = function parseGIF(arrayBuffer) {\n var byteData = new Uint8Array(arrayBuffer);\n return (0, _jsBinarySchemaParser.parse)((0, _uint.buildStream)(byteData), _gif[\"default\"]);\n};\n\nexports.parseGIF = parseGIF;\n\nvar generatePatch = function generatePatch(image) {\n var totalPixels = image.pixels.length;\n var patchData = new Uint8ClampedArray(totalPixels * 4);\n\n for (var i = 0; i < totalPixels; i++) {\n var pos = i * 4;\n var colorIndex = image.pixels[i];\n var color = image.colorTable[colorIndex] || [0, 0, 0];\n patchData[pos] = color[0];\n patchData[pos + 1] = color[1];\n patchData[pos + 2] = color[2];\n patchData[pos + 3] = colorIndex !== image.transparentIndex ? 255 : 0;\n }\n\n return patchData;\n};\n\nvar decompressFrame = function decompressFrame(frame, gct, buildImagePatch) {\n if (!frame.image) {\n console.warn('gif frame does not have associated image.');\n return;\n }\n\n var image = frame.image; // get the number of pixels\n\n var totalPixels = image.descriptor.width * image.descriptor.height; // do lzw decompression\n\n var pixels = (0, _lzw.lzw)(image.data.minCodeSize, image.data.blocks, totalPixels); // deal with interlacing if necessary\n\n if (image.descriptor.lct.interlaced) {\n pixels = (0, _deinterlace.deinterlace)(pixels, image.descriptor.width);\n }\n\n var resultImage = {\n pixels: pixels,\n dims: {\n top: frame.image.descriptor.top,\n left: frame.image.descriptor.left,\n width: frame.image.descriptor.width,\n height: frame.image.descriptor.height\n }\n }; // color table\n\n if (image.descriptor.lct && image.descriptor.lct.exists) {\n resultImage.colorTable = image.lct;\n } else {\n resultImage.colorTable = gct;\n } // add per frame relevant gce information\n\n\n if (frame.gce) {\n resultImage.delay = (frame.gce.delay || 10) * 10; // convert to ms\n\n resultImage.disposalType = frame.gce.extras.disposal; // transparency\n\n if (frame.gce.extras.transparentColorGiven) {\n resultImage.transparentIndex = frame.gce.transparentColorIndex;\n }\n } // create canvas usable imagedata if desired\n\n\n if (buildImagePatch) {\n resultImage.patch = generatePatch(resultImage);\n }\n\n return resultImage;\n};\n\nexports.decompressFrame = decompressFrame;\n\nvar decompressFrames = function decompressFrames(parsedGif, buildImagePatches) {\n return parsedGif.frames.filter(function (f) {\n return f.image;\n }).map(function (f) {\n return decompressFrame(f, parsedGif.gct, buildImagePatches);\n });\n};\n\nexports.decompressFrames = decompressFrames;","import { decompressFrames, ParsedFrame, parseGIF } from 'gifuct-js';\nimport { DOMAdapter, SCALE_MODE, Sprite, Texture, Ticker, UPDATE_PRIORITY } from 'pixi.js';\n\n/** Represents a single frame of a GIF. Includes image and timing data. */\ninterface FrameObject\n{\n /** Image data for the current frame */\n imageData: ImageData;\n /** The start of the current frame, in milliseconds */\n start: number;\n /** The end of the current frame, in milliseconds */\n end: number;\n}\n\n/** Default options for all AnimatedGIF objects. */\ninterface AnimatedGIFOptions\n{\n /** Whether to start playing right away */\n autoPlay: boolean;\n /**\n * Scale Mode to use for the texture\n * @type {PIXI.SCALE_MODE}\n */\n scaleMode: SCALE_MODE;\n /** To enable looping */\n loop: boolean;\n /** Speed of the animation */\n animationSpeed: number;\n /** Set to `false` to manage updates yourself */\n autoUpdate: boolean;\n /** The completed callback, optional */\n onComplete: null | (() => void);\n /** The loop callback, optional */\n onLoop: null | (() => void);\n /** The frame callback, optional */\n onFrameChange: null | ((currentFrame: number) => void);\n /** Fallback FPS if GIF contains no time information */\n fps?: number;\n}\n\n/** Options for the AnimatedGIF constructor. */\ninterface AnimatedGIFSize\n{\n /** Width of the GIF image */\n width: number;\n /** Height of the GIF image */\n height: number;\n}\n\n/**\n * Runtime object to play animated GIFs. This object is similar to an AnimatedSprite.\n * It support playback (seek, play, stop) as well as animation speed and looping.\n * @see Thanks to {@link https://github.com/matt-way/gifuct-js/ gifuct-js}\n */\nclass AnimatedGIF extends Sprite\n{\n /**\n * Default options for all AnimatedGIF objects.\n * @property {PIXI.SCALE_MODE} [scaleMode='linear'] - Scale mode to use for the texture.\n * @property {boolean} [loop=true] - To enable looping.\n * @property {number} [animationSpeed=1] - Speed of the animation.\n * @property {boolean} [autoUpdate=true] - Set to `false` to manage updates yourself.\n * @property {boolean} [autoPlay=true] - To start playing right away.\n * @property {Function} [onComplete=null] - The completed callback, optional.\n * @property {Function} [onLoop=null] - The loop callback, optional.\n * @property {Function} [onFrameChange=null] - The frame callback, optional.\n * @property {number} [fps=30] - Fallback FPS if GIF contains no time information.\n */\n public static defaultOptions: AnimatedGIFOptions = {\n scaleMode: 'linear',\n fps: 30,\n loop: true,\n animationSpeed: 1,\n autoPlay: true,\n autoUpdate: true,\n onComplete: null,\n onFrameChange: null,\n onLoop: null,\n };\n\n /**\n * The speed that the animation will play at. Higher is faster, lower is slower.\n * @default 1\n */\n public animationSpeed = 1;\n\n /**\n * Whether or not the animate sprite repeats after playing.\n * @default true\n */\n public loop = true;\n\n /**\n * User-assigned function to call when animation finishes playing. This only happens\n * if loop is set to `false`.\n *\n * @example\n * animation.onComplete = () => {\n * // finished!\n * };\n */\n public onComplete?: () => void;\n\n /**\n * User-assigned function to call when animation changes which texture is being rendered.\n *\n * @example\n * animation.onFrameChange = () => {\n * // updated!\n * };\n */\n public onFrameChange?: (currentFrame: number) => void;\n\n /**\n * User-assigned function to call when `loop` is true, and animation is played and\n * loops around to start again. This only happens if loop is set to `true`.\n *\n * @example\n * animation.onLoop = () => {\n * // looped!\n * };\n */\n public onLoop?: () => void;\n\n /** The total duration of animation in milliseconds. */\n public readonly duration: number = 0;\n\n /** Whether to play the animation after constructing. */\n public readonly autoPlay: boolean = true;\n\n /** Collection of frame to render. */\n private _frames: FrameObject[];\n\n /** Drawing context reference. */\n private _context: CanvasRenderingContext2D;\n\n /** Dirty means the image needs to be redrawn. Set to `true` to force redraw. */\n public dirty = false;\n\n /** The current frame number (zero-based index). */\n private _currentFrame = 0;\n\n /** `true` uses PIXI.Ticker.shared to auto update animation time.*/\n private _autoUpdate = false;\n\n /** `true` if the instance is currently connected to PIXI.Ticker.shared to auto update animation time. */\n private _isConnectedToTicker = false;\n\n /** If animation is currently playing. */\n private _playing = false;\n\n /** Current playback position in milliseconds. */\n private _currentTime = 0;\n\n /**\n * Create an animated GIF animation from a GIF image's ArrayBuffer. The easiest way to get\n * the buffer is to use Assets.\n * @example\n * import { Assets } from 'pixi.js';\n * import '@pixi/gif';\n *\n * const gif = await Assets.load('file.gif');\n * @param buffer - GIF image arraybuffer from Assets.\n * @param options - Options to use.\n * @returns\n */\n static fromBuffer(buffer: ArrayBuffer, options?: Partial): AnimatedGIF\n {\n if (!buffer || buffer.byteLength === 0)\n {\n throw new Error('Invalid buffer');\n }\n\n // fix https://github.com/matt-way/gifuct-js/issues/30\n const validateAndFix = (gif: any): void =>\n {\n let currentGce = null;\n\n for (const frame of gif.frames)\n {\n currentGce = frame.gce ?? currentGce;\n\n // fix loosing graphic control extension for same frames\n if ('image' in frame && !('gce' in frame))\n {\n frame.gce = currentGce;\n }\n }\n };\n\n const gif = parseGIF(buffer);\n\n validateAndFix(gif);\n const gifFrames = decompressFrames(gif, true);\n const frames: FrameObject[] = [];\n\n // Temporary canvases required for compositing frames\n const canvas = DOMAdapter.get().createCanvas(gif.lsd.width, gif.lsd.height) as HTMLCanvasElement;\n const context = canvas.getContext('2d', {\n willReadFrequently: true,\n }) as CanvasRenderingContext2D;\n const patchCanvas = DOMAdapter.get().createCanvas() as HTMLCanvasElement;\n const patchContext = patchCanvas.getContext('2d') as CanvasRenderingContext2D;\n\n let time = 0;\n let previousFrame: ImageData | null = null;\n\n // Some GIFs have a non-zero frame delay, so we need to calculate the fallback\n const { fps } = Object.assign({}, AnimatedGIF.defaultOptions, options);\n const defaultDelay = 1000 / (fps as number);\n\n // Precompute each frame and store as ImageData\n for (let i = 0; i < gifFrames.length; i++)\n {\n // Some GIF's omit the disposalType, so let's assume clear if missing\n const {\n disposalType = 2,\n delay = defaultDelay,\n patch,\n dims: { width, height, left, top },\n } = gifFrames[i] as ParsedFrame;\n\n patchCanvas.width = width;\n patchCanvas.height = height;\n patchContext.clearRect(0, 0, width, height);\n const patchData = patchContext.createImageData(width, height);\n\n patchData.data.set(patch);\n patchContext.putImageData(patchData, 0, 0);\n\n if (disposalType === 3)\n {\n previousFrame = context.getImageData(0, 0, canvas.width, canvas.height);\n }\n\n context.drawImage(patchCanvas, left, top);\n const imageData = context.getImageData(0, 0, canvas.width, canvas.height);\n\n if (disposalType === 2)\n {\n context.clearRect(0, 0, canvas.width, canvas.height);\n }\n else if (disposalType === 3)\n {\n context.putImageData(previousFrame as ImageData, 0, 0);\n }\n\n frames.push({\n start: time,\n end: time + delay,\n imageData,\n });\n time += delay;\n }\n\n // clear the canvases\n canvas.width = canvas.height = 0;\n patchCanvas.width = patchCanvas.height = 0;\n const { width, height } = gif.lsd;\n\n return new AnimatedGIF(frames, { width, height, ...options });\n }\n\n /**\n * @param frames - Data of the GIF image.\n * @param options - Options for the AnimatedGIF\n */\n constructor(frames: FrameObject[], options: Partial & AnimatedGIFSize)\n {\n super(Texture.EMPTY);\n\n // Handle rerenders\n this.onRender = () => this.updateFrame();\n\n // Get the options, apply defaults\n const { scaleMode, width, height, ...rest } = Object.assign({},\n AnimatedGIF.defaultOptions,\n options\n );\n\n // Create the texture\n const canvas = DOMAdapter.get().createCanvas(width, height) as HTMLCanvasElement;\n const context = canvas.getContext('2d') as CanvasRenderingContext2D;\n\n this.texture = Texture.from(canvas);\n this.texture.source.scaleMode = scaleMode;\n\n this.duration = (frames[frames.length - 1] as FrameObject).end;\n this._frames = frames;\n this._context = context;\n this._playing = false;\n this._currentTime = 0;\n this._isConnectedToTicker = false;\n Object.assign(this, rest);\n\n // Draw the first frame\n this.currentFrame = 0;\n if (rest.autoPlay)\n {\n this.play();\n }\n }\n\n /** Stops the animation. */\n public stop(): void\n {\n if (!this._playing)\n {\n return;\n }\n\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n\n /** Plays the animation. */\n public play(): void\n {\n if (this._playing)\n {\n return;\n }\n\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker)\n {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n\n // If were on the last frame and stopped, play should resume from beginning\n if (!this.loop && this.currentFrame === this._frames.length - 1)\n {\n this._currentTime = 0;\n }\n }\n\n /**\n * Get the current progress of the animation from 0 to 1.\n * @readonly\n */\n public get progress(): number\n {\n return this._currentTime / this.duration;\n }\n\n /** `true` if the current animation is playing */\n public get playing(): boolean\n {\n return this._playing;\n }\n\n /**\n * Updates the object transform for rendering. You only need to call this\n * if the `autoUpdate` property is set to `false`.\n *\n * @param deltaTime - Time since last tick.\n */\n update(ticker: Ticker): void\n {\n if (!this._playing)\n {\n return;\n }\n\n const elapsed = this.animationSpeed * ticker.deltaTime / Ticker.targetFPMS;\n const currentTime = this._currentTime + elapsed;\n const localTime = currentTime % this.duration;\n\n const localFrame = this._frames.findIndex((frame) =>\n frame.start <= localTime && frame.end > localTime);\n\n if (currentTime >= this.duration)\n {\n if (this.loop)\n {\n this._currentTime = localTime;\n this.updateFrameIndex(localFrame);\n this.onLoop?.();\n }\n else\n {\n this._currentTime = this.duration;\n this.updateFrameIndex(this._frames.length - 1);\n this.onComplete?.();\n this.stop();\n }\n }\n else\n {\n this._currentTime = localTime;\n this.updateFrameIndex(localFrame);\n }\n }\n\n /**\n * Redraw the current frame, is necessary for the animation to work when\n */\n private updateFrame(): void\n {\n if (!this.dirty)\n {\n return;\n }\n\n // Update the current frame\n const { imageData } = this._frames[this._currentFrame] as FrameObject;\n\n this._context.putImageData(imageData, 0, 0);\n\n // Workaround hack for Safari & iOS\n // which fails to upload canvas after putImageData\n // See: https://bugs.webkit.org/show_bug.cgi?id=229986\n this._context.fillStyle = 'transparent';\n this._context.fillRect(0, 0, 0, 1);\n this.texture.source.update();\n\n // Mark as clean\n this.dirty = false;\n }\n\n /**\n * Whether to use PIXI.Ticker.shared to auto update animation time.\n * @default true\n */\n get autoUpdate(): boolean\n {\n return this._autoUpdate;\n }\n\n set autoUpdate(value: boolean)\n {\n if (value !== this._autoUpdate)\n {\n this._autoUpdate = value;\n\n if (!this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._playing)\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n\n /** Set the current frame number */\n get currentFrame(): number\n {\n return this._currentFrame;\n }\n set currentFrame(value: number)\n {\n this.updateFrameIndex(value);\n this._currentTime = (this._frames[value] as FrameObject).start;\n }\n\n /** Internally handle updating the frame index */\n private updateFrameIndex(value: number): void\n {\n if (value < 0 || value >= this._frames.length)\n {\n throw new Error(`Frame index out of range, expecting 0 to ${this.totalFrames}, got ${value}`);\n }\n if (this._currentFrame !== value)\n {\n this._currentFrame = value;\n this.dirty = true;\n this.onFrameChange?.(value);\n }\n }\n\n /**\n * Get the total number of frame in the GIF.\n */\n get totalFrames(): number\n {\n return this._frames.length;\n }\n\n /** Destroy and don't use after this. */\n destroy(): void\n {\n this.stop();\n super.destroy(true);\n\n const forceClear = null as any;\n\n this._context = forceClear;\n this._frames = forceClear;\n this.onComplete = forceClear;\n this.onFrameChange = forceClear;\n this.onLoop = forceClear;\n }\n\n /**\n * Cloning the animation is a useful way to create a duplicate animation.\n * This maintains all the properties of the original animation but allows\n * you to control playback independent of the original animation.\n * If you want to create a simple copy, and not control independently,\n * then you can simply create a new Sprite, e.g. `const sprite = new Sprite(animation.texture)`.\n *\n * The clone will be flagged as `dirty` to immediatly trigger an update\n */\n clone(): AnimatedGIF\n {\n const clone = new AnimatedGIF([...this._frames], {\n autoUpdate: this._autoUpdate,\n loop: this.loop,\n autoPlay: this.autoPlay,\n scaleMode: this.texture.source.scaleMode,\n animationSpeed: this.animationSpeed,\n width: this._context.canvas.width,\n height: this._context.canvas.height,\n onComplete: this.onComplete,\n onFrameChange: this.onFrameChange,\n onLoop: this.onLoop,\n });\n\n clone.dirty = true;\n\n return clone;\n }\n}\n\nexport { AnimatedGIF };\nexport type { AnimatedGIFOptions };\n","import { DOMAdapter, extensions, ExtensionType, path } from 'pixi.js';\nimport { AnimatedGIF, AnimatedGIFOptions } from './AnimatedGIF';\n\nimport type { AssetExtension } from 'pixi.js';\n\n/**\n * Handle the loading of GIF images. Registering this loader plugin will\n * load all `.gif` images as an ArrayBuffer and transform into an\n * AnimatedGIF object.\n * @ignore\n */\nconst AnimatedGIFAsset = {\n extension: ExtensionType.Asset,\n detection: {\n test: async () => true,\n add: async (formats) => [...formats, 'gif'],\n remove: async (formats) => formats.filter((format) => format !== 'gif'),\n },\n loader: {\n name: 'gifLoader',\n test: (url) => path.extname(url) === '.gif',\n load: async (url, asset) =>\n {\n const response = await DOMAdapter.get().fetch(url);\n const buffer = await response.arrayBuffer();\n\n return AnimatedGIF.fromBuffer(buffer, asset?.data);\n },\n unload: async (asset) =>\n {\n asset.destroy();\n },\n }\n} as AssetExtension;\n\nextensions.add(AnimatedGIFAsset);\n\nexport { AnimatedGIFAsset 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n=$(a,!0),i=[],s=P.get().createCanvas(a.lsd.width,a.lsd.height),o=s.getContext("2d",{willReadFrequently:!0}),c=P.get().createCanvas(),p=c.getContext("2d");let g=0,l=null;const{fps:d}=Object.assign({},I.defaultOptions,r),f=1e3/d;for(let m=0;mo.start<=i&&o.end>i);n>=this.duration?this.loop?(this._currentTime=i,this.updateFrameIndex(s),(r=this.onLoop)==null||r.call(this)):(this._currentTime=this.duration,this.updateFrameIndex(this._frames.length-1),(e=this.onComplete)==null||e.call(this),this.stop()):(this._currentTime=i,this.updateFrameIndex(s))}updateFrame(){if(!this.dirty)return;const{imageData:t}=this._frames[this._currentFrame];this._context.putImageData(t,0,0),this._context.fillStyle="transparent",this._context.fillRect(0,0,0,1),this.texture.source.update(),this.dirty=!1}get autoUpdate(){return this._autoUpdate}set autoUpdate(t){t!==this._autoUpdate&&(this._autoUpdate=t,!this._autoUpdate&&this._isConnectedToTicker?(k.shared.remove(this.update,this),this._isConnectedToTicker=!1):this._autoUpdate&&!this._isConnectedToTicker&&this._playing&&(k.shared.add(this.update,this),this._isConnectedToTicker=!0))}get currentFrame(){return this._currentFrame}set currentFrame(t){this.updateFrameIndex(t),this._currentTime=this._frames[t].start}updateFrameIndex(t){var r;if(t<0||t>=this._frames.length)throw new Error(`Frame index out of range, expecting 0 to ${this.totalFrames}, got ${t}`);this._currentFrame!==t&&(this._currentFrame=t,this.dirty=!0,(r=this.onFrameChange)==null||r.call(this,t))}get totalFrames(){return this._frames.length}destroy(){this.stop(),super.destroy(!0);const t=null;this._context=t,this._frames=t,this.onComplete=t,this.onFrameChange=t,this.onLoop=t}clone(){const t=new I([...this._frames],{autoUpdate:this._autoUpdate,loop:this.loop,autoPlay:this.autoPlay,scaleMode:this.texture.source.scaleMode,animationSpeed:this.animationSpeed,width:this._context.canvas.width,height:this._context.canvas.height,onComplete:this.onComplete,onFrameChange:this.onFrameChange,onLoop:this.onLoop});return t.dirty=!0,t}};let G=I;G.defaultOptions={scaleMode:"linear",fps:30,loop:!0,animationSpeed:1,autoPlay:!0,autoUpdate:!0,onComplete:null,onFrameChange:null,onLoop:null};const X={extension:Q.Asset,detection:{test:async()=>!0,add:async t=>[...t,"gif"],remove:async t=>t.filter(r=>r!=="gif")},loader:{name:"gifLoader",test:t=>V.extname(t)===".gif",load:async(t,r)=>{const e=await(await P.get().fetch(t)).arrayBuffer();return G.fromBuffer(e,r==null?void 0:r.data)},unload:async t=>{t.destroy()}}};W.add(X);export{G as AnimatedGIF,X as AnimatedGIFAsset}; +//# sourceMappingURL=pixi-gif.mjs.map diff --git a/dist/pixi-gif.mjs.map b/dist/pixi-gif.mjs.map new file mode 100644 index 0000000..cbfddf4 --- /dev/null +++ b/dist/pixi-gif.mjs.map @@ -0,0 +1 @@ +{"version":3,"file":"pixi-gif.mjs","sources":["../node_modules/js-binary-schema-parser/lib/index.js","../node_modules/js-binary-schema-parser/lib/parsers/uint8.js","../node_modules/js-binary-schema-parser/lib/schemas/gif.js","../node_modules/gifuct-js/lib/deinterlace.js","../node_modules/gifuct-js/lib/lzw.js","../node_modules/gifuct-js/lib/index.js","../src/AnimatedGIF.ts","../src/AnimatedGIFAsset.ts"],"sourcesContent":["\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.loop = exports.conditional = exports.parse = void 0;\n\nvar parse = function parse(stream, schema) {\n var result = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n var parent = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : result;\n\n if (Array.isArray(schema)) {\n schema.forEach(function (partSchema) {\n return parse(stream, partSchema, result, parent);\n });\n } else if (typeof schema === 'function') {\n schema(stream, result, parent, parse);\n } else {\n var key = Object.keys(schema)[0];\n\n if (Array.isArray(schema[key])) {\n parent[key] = {};\n parse(stream, schema[key], result, parent[key]);\n } else {\n parent[key] = schema[key](stream, result, parent, parse);\n }\n }\n\n return result;\n};\n\nexports.parse = parse;\n\nvar conditional = function conditional(schema, conditionFunc) {\n return function (stream, result, parent, parse) {\n if (conditionFunc(stream, result, parent)) {\n parse(stream, schema, result, parent);\n }\n };\n};\n\nexports.conditional = conditional;\n\nvar loop = function loop(schema, continueFunc) {\n return function (stream, result, parent, parse) {\n var arr = [];\n var lastStreamPos = stream.pos;\n\n while (continueFunc(stream, result, parent)) {\n var newParent = {};\n parse(stream, schema, result, newParent); // cases when whole file is parsed but no termination is there and stream position is not getting updated as well\n // it falls into infinite recursion, null check to avoid the same\n\n if (stream.pos === lastStreamPos) {\n break;\n }\n\n lastStreamPos = stream.pos;\n arr.push(newParent);\n }\n\n return arr;\n };\n};\n\nexports.loop = loop;","\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.readBits = exports.readArray = exports.readUnsigned = exports.readString = exports.peekBytes = exports.readBytes = exports.peekByte = exports.readByte = exports.buildStream = void 0;\n\n// Default stream and parsers for Uint8TypedArray data type\nvar buildStream = function buildStream(uint8Data) {\n return {\n data: uint8Data,\n pos: 0\n };\n};\n\nexports.buildStream = buildStream;\n\nvar readByte = function readByte() {\n return function (stream) {\n return stream.data[stream.pos++];\n };\n};\n\nexports.readByte = readByte;\n\nvar peekByte = function peekByte() {\n var offset = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n return function (stream) {\n return stream.data[stream.pos + offset];\n };\n};\n\nexports.peekByte = peekByte;\n\nvar readBytes = function readBytes(length) {\n return function (stream) {\n return stream.data.subarray(stream.pos, stream.pos += length);\n };\n};\n\nexports.readBytes = readBytes;\n\nvar peekBytes = function peekBytes(length) {\n return function (stream) {\n return stream.data.subarray(stream.pos, stream.pos + length);\n };\n};\n\nexports.peekBytes = peekBytes;\n\nvar readString = function readString(length) {\n return function (stream) {\n return Array.from(readBytes(length)(stream)).map(function (value) {\n return String.fromCharCode(value);\n }).join('');\n };\n};\n\nexports.readString = readString;\n\nvar readUnsigned = function readUnsigned(littleEndian) {\n return function (stream) {\n var bytes = readBytes(2)(stream);\n return littleEndian ? (bytes[1] << 8) + bytes[0] : (bytes[0] << 8) + bytes[1];\n };\n};\n\nexports.readUnsigned = readUnsigned;\n\nvar readArray = function readArray(byteSize, totalOrFunc) {\n return function (stream, result, parent) {\n var total = typeof totalOrFunc === 'function' ? totalOrFunc(stream, result, parent) : totalOrFunc;\n var parser = readBytes(byteSize);\n var arr = new Array(total);\n\n for (var i = 0; i < total; i++) {\n arr[i] = parser(stream);\n }\n\n return arr;\n };\n};\n\nexports.readArray = readArray;\n\nvar subBitsTotal = function subBitsTotal(bits, startIndex, length) {\n var result = 0;\n\n for (var i = 0; i < length; i++) {\n result += bits[startIndex + i] && Math.pow(2, length - i - 1);\n }\n\n return result;\n};\n\nvar readBits = function readBits(schema) {\n return function (stream) {\n var _byte = readByte()(stream); // convert the byte to bit array\n\n\n var bits = new Array(8);\n\n for (var i = 0; i < 8; i++) {\n bits[7 - i] = !!(_byte & 1 << i);\n } // convert the bit array to values based on the schema\n\n\n return Object.keys(schema).reduce(function (res, key) {\n var def = schema[key];\n\n if (def.length) {\n res[key] = subBitsTotal(bits, def.index, def.length);\n } else {\n res[key] = bits[def.index];\n }\n\n return res;\n }, {});\n };\n};\n\nexports.readBits = readBits;","\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports[\"default\"] = void 0;\n\nvar _ = require(\"../\");\n\nvar _uint = require(\"../parsers/uint8\");\n\n// a set of 0x00 terminated subblocks\nvar subBlocksSchema = {\n blocks: function blocks(stream) {\n var terminator = 0x00;\n var chunks = [];\n var streamSize = stream.data.length;\n var total = 0;\n\n for (var size = (0, _uint.readByte)()(stream); size !== terminator; size = (0, _uint.readByte)()(stream)) {\n // size becomes undefined for some case when file is corrupted and terminator is not proper \n // null check to avoid recursion\n if (!size) break; // catch corrupted files with no terminator\n\n if (stream.pos + size >= streamSize) {\n var availableSize = streamSize - stream.pos;\n chunks.push((0, _uint.readBytes)(availableSize)(stream));\n total += availableSize;\n break;\n }\n\n chunks.push((0, _uint.readBytes)(size)(stream));\n total += size;\n }\n\n var result = new Uint8Array(total);\n var offset = 0;\n\n for (var i = 0; i < chunks.length; i++) {\n result.set(chunks[i], offset);\n offset += chunks[i].length;\n }\n\n return result;\n }\n}; // global control extension\n\nvar gceSchema = (0, _.conditional)({\n gce: [{\n codes: (0, _uint.readBytes)(2)\n }, {\n byteSize: (0, _uint.readByte)()\n }, {\n extras: (0, _uint.readBits)({\n future: {\n index: 0,\n length: 3\n },\n disposal: {\n index: 3,\n length: 3\n },\n userInput: {\n index: 6\n },\n transparentColorGiven: {\n index: 7\n }\n })\n }, {\n delay: (0, _uint.readUnsigned)(true)\n }, {\n transparentColorIndex: (0, _uint.readByte)()\n }, {\n terminator: (0, _uint.readByte)()\n }]\n}, function (stream) {\n var codes = (0, _uint.peekBytes)(2)(stream);\n return codes[0] === 0x21 && codes[1] === 0xf9;\n}); // image pipeline block\n\nvar imageSchema = (0, _.conditional)({\n image: [{\n code: (0, _uint.readByte)()\n }, {\n descriptor: [{\n left: (0, _uint.readUnsigned)(true)\n }, {\n top: (0, _uint.readUnsigned)(true)\n }, {\n width: (0, _uint.readUnsigned)(true)\n }, {\n height: (0, _uint.readUnsigned)(true)\n }, {\n lct: (0, _uint.readBits)({\n exists: {\n index: 0\n },\n interlaced: {\n index: 1\n },\n sort: {\n index: 2\n },\n future: {\n index: 3,\n length: 2\n },\n size: {\n index: 5,\n length: 3\n }\n })\n }]\n }, (0, _.conditional)({\n lct: (0, _uint.readArray)(3, function (stream, result, parent) {\n return Math.pow(2, parent.descriptor.lct.size + 1);\n })\n }, function (stream, result, parent) {\n return parent.descriptor.lct.exists;\n }), {\n data: [{\n minCodeSize: (0, _uint.readByte)()\n }, subBlocksSchema]\n }]\n}, function (stream) {\n return (0, _uint.peekByte)()(stream) === 0x2c;\n}); // plain text block\n\nvar textSchema = (0, _.conditional)({\n text: [{\n codes: (0, _uint.readBytes)(2)\n }, {\n blockSize: (0, _uint.readByte)()\n }, {\n preData: function preData(stream, result, parent) {\n return (0, _uint.readBytes)(parent.text.blockSize)(stream);\n }\n }, subBlocksSchema]\n}, function (stream) {\n var codes = (0, _uint.peekBytes)(2)(stream);\n return codes[0] === 0x21 && codes[1] === 0x01;\n}); // application block\n\nvar applicationSchema = (0, _.conditional)({\n application: [{\n codes: (0, _uint.readBytes)(2)\n }, {\n blockSize: (0, _uint.readByte)()\n }, {\n id: function id(stream, result, parent) {\n return (0, _uint.readString)(parent.blockSize)(stream);\n }\n }, subBlocksSchema]\n}, function (stream) {\n var codes = (0, _uint.peekBytes)(2)(stream);\n return codes[0] === 0x21 && codes[1] === 0xff;\n}); // comment block\n\nvar commentSchema = (0, _.conditional)({\n comment: [{\n codes: (0, _uint.readBytes)(2)\n }, subBlocksSchema]\n}, function (stream) {\n var codes = (0, _uint.peekBytes)(2)(stream);\n return codes[0] === 0x21 && codes[1] === 0xfe;\n});\nvar schema = [{\n header: [{\n signature: (0, _uint.readString)(3)\n }, {\n version: (0, _uint.readString)(3)\n }]\n}, {\n lsd: [{\n width: (0, _uint.readUnsigned)(true)\n }, {\n height: (0, _uint.readUnsigned)(true)\n }, {\n gct: (0, _uint.readBits)({\n exists: {\n index: 0\n },\n resolution: {\n index: 1,\n length: 3\n },\n sort: {\n index: 4\n },\n size: {\n index: 5,\n length: 3\n }\n })\n }, {\n backgroundColorIndex: (0, _uint.readByte)()\n }, {\n pixelAspectRatio: (0, _uint.readByte)()\n }]\n}, (0, _.conditional)({\n gct: (0, _uint.readArray)(3, function (stream, result) {\n return Math.pow(2, result.lsd.gct.size + 1);\n })\n}, function (stream, result) {\n return result.lsd.gct.exists;\n}), // content frames\n{\n frames: (0, _.loop)([gceSchema, applicationSchema, commentSchema, imageSchema, textSchema], function (stream) {\n var nextCode = (0, _uint.peekByte)()(stream); // rather than check for a terminator, we should check for the existence\n // of an ext or image block to avoid infinite loops\n //var terminator = 0x3B;\n //return nextCode !== terminator;\n\n return nextCode === 0x21 || nextCode === 0x2c;\n })\n}];\nvar _default = schema;\nexports[\"default\"] = _default;","\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.deinterlace = void 0;\n\n/**\r\n * Deinterlace function from https://github.com/shachaf/jsgif\r\n */\nvar deinterlace = function deinterlace(pixels, width) {\n var newPixels = new Array(pixels.length);\n var rows = pixels.length / width;\n\n var cpRow = function cpRow(toRow, fromRow) {\n var fromPixels = pixels.slice(fromRow * width, (fromRow + 1) * width);\n newPixels.splice.apply(newPixels, [toRow * width, width].concat(fromPixels));\n }; // See appendix E.\n\n\n var offsets = [0, 4, 2, 1];\n var steps = [8, 8, 4, 2];\n var fromRow = 0;\n\n for (var pass = 0; pass < 4; pass++) {\n for (var toRow = offsets[pass]; toRow < rows; toRow += steps[pass]) {\n cpRow(toRow, fromRow);\n fromRow++;\n }\n }\n\n return newPixels;\n};\n\nexports.deinterlace = deinterlace;","\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.lzw = void 0;\n\n/**\r\n * javascript port of java LZW decompression\r\n * Original java author url: https://gist.github.com/devunwired/4479231\r\n */\nvar lzw = function lzw(minCodeSize, data, pixelCount) {\n var MAX_STACK_SIZE = 4096;\n var nullCode = -1;\n var npix = pixelCount;\n var available, clear, code_mask, code_size, end_of_information, in_code, old_code, bits, code, i, datum, data_size, first, top, bi, pi;\n var dstPixels = new Array(pixelCount);\n var prefix = new Array(MAX_STACK_SIZE);\n var suffix = new Array(MAX_STACK_SIZE);\n var pixelStack = new Array(MAX_STACK_SIZE + 1); // Initialize GIF data stream decoder.\n\n data_size = minCodeSize;\n clear = 1 << data_size;\n end_of_information = clear + 1;\n available = clear + 2;\n old_code = nullCode;\n code_size = data_size + 1;\n code_mask = (1 << code_size) - 1;\n\n for (code = 0; code < clear; code++) {\n prefix[code] = 0;\n suffix[code] = code;\n } // Decode GIF pixel stream.\n\n\n var datum, bits, count, first, top, pi, bi;\n datum = bits = count = first = top = pi = bi = 0;\n\n for (i = 0; i < npix;) {\n if (top === 0) {\n if (bits < code_size) {\n // get the next byte\n datum += data[bi] << bits;\n bits += 8;\n bi++;\n continue;\n } // Get the next code.\n\n\n code = datum & code_mask;\n datum >>= code_size;\n bits -= code_size; // Interpret the code\n\n if (code > available || code == end_of_information) {\n break;\n }\n\n if (code == clear) {\n // Reset decoder.\n code_size = data_size + 1;\n code_mask = (1 << code_size) - 1;\n available = clear + 2;\n old_code = nullCode;\n continue;\n }\n\n if (old_code == nullCode) {\n pixelStack[top++] = suffix[code];\n old_code = code;\n first = code;\n continue;\n }\n\n in_code = code;\n\n if (code == available) {\n pixelStack[top++] = first;\n code = old_code;\n }\n\n while (code > clear) {\n pixelStack[top++] = suffix[code];\n code = prefix[code];\n }\n\n first = suffix[code] & 0xff;\n pixelStack[top++] = first; // add a new string to the table, but only if space is available\n // if not, just continue with current table until a clear code is found\n // (deferred clear code implementation as per GIF spec)\n\n if (available < MAX_STACK_SIZE) {\n prefix[available] = old_code;\n suffix[available] = first;\n available++;\n\n if ((available & code_mask) === 0 && available < MAX_STACK_SIZE) {\n code_size++;\n code_mask += available;\n }\n }\n\n old_code = in_code;\n } // Pop a pixel off the pixel stack.\n\n\n top--;\n dstPixels[pi++] = pixelStack[top];\n i++;\n }\n\n for (i = pi; i < npix; i++) {\n dstPixels[i] = 0; // clear missing pixels\n }\n\n return dstPixels;\n};\n\nexports.lzw = lzw;","\"use strict\";\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\nexports.decompressFrames = exports.decompressFrame = exports.parseGIF = void 0;\n\nvar _gif = _interopRequireDefault(require(\"js-binary-schema-parser/lib/schemas/gif\"));\n\nvar _jsBinarySchemaParser = require(\"js-binary-schema-parser\");\n\nvar _uint = require(\"js-binary-schema-parser/lib/parsers/uint8\");\n\nvar _deinterlace = require(\"./deinterlace\");\n\nvar _lzw = require(\"./lzw\");\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { \"default\": obj }; }\n\nvar parseGIF = function parseGIF(arrayBuffer) {\n var byteData = new Uint8Array(arrayBuffer);\n return (0, _jsBinarySchemaParser.parse)((0, _uint.buildStream)(byteData), _gif[\"default\"]);\n};\n\nexports.parseGIF = parseGIF;\n\nvar generatePatch = function generatePatch(image) {\n var totalPixels = image.pixels.length;\n var patchData = new Uint8ClampedArray(totalPixels * 4);\n\n for (var i = 0; i < totalPixels; i++) {\n var pos = i * 4;\n var colorIndex = image.pixels[i];\n var color = image.colorTable[colorIndex] || [0, 0, 0];\n patchData[pos] = color[0];\n patchData[pos + 1] = color[1];\n patchData[pos + 2] = color[2];\n patchData[pos + 3] = colorIndex !== image.transparentIndex ? 255 : 0;\n }\n\n return patchData;\n};\n\nvar decompressFrame = function decompressFrame(frame, gct, buildImagePatch) {\n if (!frame.image) {\n console.warn('gif frame does not have associated image.');\n return;\n }\n\n var image = frame.image; // get the number of pixels\n\n var totalPixels = image.descriptor.width * image.descriptor.height; // do lzw decompression\n\n var pixels = (0, _lzw.lzw)(image.data.minCodeSize, image.data.blocks, totalPixels); // deal with interlacing if necessary\n\n if (image.descriptor.lct.interlaced) {\n pixels = (0, _deinterlace.deinterlace)(pixels, image.descriptor.width);\n }\n\n var resultImage = {\n pixels: pixels,\n dims: {\n top: frame.image.descriptor.top,\n left: frame.image.descriptor.left,\n width: frame.image.descriptor.width,\n height: frame.image.descriptor.height\n }\n }; // color table\n\n if (image.descriptor.lct && image.descriptor.lct.exists) {\n resultImage.colorTable = image.lct;\n } else {\n resultImage.colorTable = gct;\n } // add per frame relevant gce information\n\n\n if (frame.gce) {\n resultImage.delay = (frame.gce.delay || 10) * 10; // convert to ms\n\n resultImage.disposalType = frame.gce.extras.disposal; // transparency\n\n if (frame.gce.extras.transparentColorGiven) {\n resultImage.transparentIndex = frame.gce.transparentColorIndex;\n }\n } // create canvas usable imagedata if desired\n\n\n if (buildImagePatch) {\n resultImage.patch = generatePatch(resultImage);\n }\n\n return resultImage;\n};\n\nexports.decompressFrame = decompressFrame;\n\nvar decompressFrames = function decompressFrames(parsedGif, buildImagePatches) {\n return parsedGif.frames.filter(function (f) {\n return f.image;\n }).map(function (f) {\n return decompressFrame(f, parsedGif.gct, buildImagePatches);\n });\n};\n\nexports.decompressFrames = decompressFrames;","import { decompressFrames, ParsedFrame, parseGIF } from 'gifuct-js';\nimport { DOMAdapter, SCALE_MODE, Sprite, Texture, Ticker, UPDATE_PRIORITY } from 'pixi.js';\n\n/** Represents a single frame of a GIF. Includes image and timing data. */\ninterface FrameObject\n{\n /** Image data for the current frame */\n imageData: ImageData;\n /** The start of the current frame, in milliseconds */\n start: number;\n /** The end of the current frame, in milliseconds */\n end: number;\n}\n\n/** Default options for all AnimatedGIF objects. */\ninterface AnimatedGIFOptions\n{\n /** Whether to start playing right away */\n autoPlay: boolean;\n /**\n * Scale Mode to use for the texture\n * @type {PIXI.SCALE_MODE}\n */\n scaleMode: SCALE_MODE;\n /** To enable looping */\n loop: boolean;\n /** Speed of the animation */\n animationSpeed: number;\n /** Set to `false` to manage updates yourself */\n autoUpdate: boolean;\n /** The completed callback, optional */\n onComplete: null | (() => void);\n /** The loop callback, optional */\n onLoop: null | (() => void);\n /** The frame callback, optional */\n onFrameChange: null | ((currentFrame: number) => void);\n /** Fallback FPS if GIF contains no time information */\n fps?: number;\n}\n\n/** Options for the AnimatedGIF constructor. */\ninterface AnimatedGIFSize\n{\n /** Width of the GIF image */\n width: number;\n /** Height of the GIF image */\n height: number;\n}\n\n/**\n * Runtime object to play animated GIFs. This object is similar to an AnimatedSprite.\n * It support playback (seek, play, stop) as well as animation speed and looping.\n * @see Thanks to {@link https://github.com/matt-way/gifuct-js/ gifuct-js}\n */\nclass AnimatedGIF extends Sprite\n{\n /**\n * Default options for all AnimatedGIF objects.\n * @property {PIXI.SCALE_MODE} [scaleMode='linear'] - Scale mode to use for the texture.\n * @property {boolean} [loop=true] - To enable looping.\n * @property {number} [animationSpeed=1] - Speed of the animation.\n * @property {boolean} [autoUpdate=true] - Set to `false` to manage updates yourself.\n * @property {boolean} [autoPlay=true] - To start playing right away.\n * @property {Function} [onComplete=null] - The completed callback, optional.\n * @property {Function} [onLoop=null] - The loop callback, optional.\n * @property {Function} [onFrameChange=null] - The frame callback, optional.\n * @property {number} [fps=30] - Fallback FPS if GIF contains no time information.\n */\n public static defaultOptions: AnimatedGIFOptions = {\n scaleMode: 'linear',\n fps: 30,\n loop: true,\n animationSpeed: 1,\n autoPlay: true,\n autoUpdate: true,\n onComplete: null,\n onFrameChange: null,\n onLoop: null,\n };\n\n /**\n * The speed that the animation will play at. Higher is faster, lower is slower.\n * @default 1\n */\n public animationSpeed = 1;\n\n /**\n * Whether or not the animate sprite repeats after playing.\n * @default true\n */\n public loop = true;\n\n /**\n * User-assigned function to call when animation finishes playing. This only happens\n * if loop is set to `false`.\n *\n * @example\n * animation.onComplete = () => {\n * // finished!\n * };\n */\n public onComplete?: () => void;\n\n /**\n * User-assigned function to call when animation changes which texture is being rendered.\n *\n * @example\n * animation.onFrameChange = () => {\n * // updated!\n * };\n */\n public onFrameChange?: (currentFrame: number) => void;\n\n /**\n * User-assigned function to call when `loop` is true, and animation is played and\n * loops around to start again. This only happens if loop is set to `true`.\n *\n * @example\n * animation.onLoop = () => {\n * // looped!\n * };\n */\n public onLoop?: () => void;\n\n /** The total duration of animation in milliseconds. */\n public readonly duration: number = 0;\n\n /** Whether to play the animation after constructing. */\n public readonly autoPlay: boolean = true;\n\n /** Collection of frame to render. */\n private _frames: FrameObject[];\n\n /** Drawing context reference. */\n private _context: CanvasRenderingContext2D;\n\n /** Dirty means the image needs to be redrawn. Set to `true` to force redraw. */\n public dirty = false;\n\n /** The current frame number (zero-based index). */\n private _currentFrame = 0;\n\n /** `true` uses PIXI.Ticker.shared to auto update animation time.*/\n private _autoUpdate = false;\n\n /** `true` if the instance is currently connected to PIXI.Ticker.shared to auto update animation time. */\n private _isConnectedToTicker = false;\n\n /** If animation is currently playing. */\n private _playing = false;\n\n /** Current playback position in milliseconds. */\n private _currentTime = 0;\n\n /**\n * Create an animated GIF animation from a GIF image's ArrayBuffer. The easiest way to get\n * the buffer is to use Assets.\n * @example\n * import { Assets } from 'pixi.js';\n * import '@pixi/gif';\n *\n * const gif = await Assets.load('file.gif');\n * @param buffer - GIF image arraybuffer from Assets.\n * @param options - Options to use.\n * @returns\n */\n static fromBuffer(buffer: ArrayBuffer, options?: Partial): AnimatedGIF\n {\n if (!buffer || buffer.byteLength === 0)\n {\n throw new Error('Invalid buffer');\n }\n\n // fix https://github.com/matt-way/gifuct-js/issues/30\n const validateAndFix = (gif: any): void =>\n {\n let currentGce = null;\n\n for (const frame of gif.frames)\n {\n currentGce = frame.gce ?? currentGce;\n\n // fix loosing graphic control extension for same frames\n if ('image' in frame && !('gce' in frame))\n {\n frame.gce = currentGce;\n }\n }\n };\n\n const gif = parseGIF(buffer);\n\n validateAndFix(gif);\n const gifFrames = decompressFrames(gif, true);\n const frames: FrameObject[] = [];\n\n // Temporary canvases required for compositing frames\n const canvas = DOMAdapter.get().createCanvas(gif.lsd.width, gif.lsd.height) as HTMLCanvasElement;\n const context = canvas.getContext('2d', {\n willReadFrequently: true,\n }) as CanvasRenderingContext2D;\n const patchCanvas = DOMAdapter.get().createCanvas() as HTMLCanvasElement;\n const patchContext = patchCanvas.getContext('2d') as CanvasRenderingContext2D;\n\n let time = 0;\n let previousFrame: ImageData | null = null;\n\n // Some GIFs have a non-zero frame delay, so we need to calculate the fallback\n const { fps } = Object.assign({}, AnimatedGIF.defaultOptions, options);\n const defaultDelay = 1000 / (fps as number);\n\n // Precompute each frame and store as ImageData\n for (let i = 0; i < gifFrames.length; i++)\n {\n // Some GIF's omit the disposalType, so let's assume clear if missing\n const {\n disposalType = 2,\n delay = defaultDelay,\n patch,\n dims: { width, height, left, top },\n } = gifFrames[i] as ParsedFrame;\n\n patchCanvas.width = width;\n patchCanvas.height = height;\n patchContext.clearRect(0, 0, width, height);\n const patchData = patchContext.createImageData(width, height);\n\n patchData.data.set(patch);\n patchContext.putImageData(patchData, 0, 0);\n\n if (disposalType === 3)\n {\n previousFrame = context.getImageData(0, 0, canvas.width, canvas.height);\n }\n\n context.drawImage(patchCanvas, left, top);\n const imageData = context.getImageData(0, 0, canvas.width, canvas.height);\n\n if (disposalType === 2)\n {\n context.clearRect(0, 0, canvas.width, canvas.height);\n }\n else if (disposalType === 3)\n {\n context.putImageData(previousFrame as ImageData, 0, 0);\n }\n\n frames.push({\n start: time,\n end: time + delay,\n imageData,\n });\n time += delay;\n }\n\n // clear the canvases\n canvas.width = canvas.height = 0;\n patchCanvas.width = patchCanvas.height = 0;\n const { width, height } = gif.lsd;\n\n return new AnimatedGIF(frames, { width, height, ...options });\n }\n\n /**\n * @param frames - Data of the GIF image.\n * @param options - Options for the AnimatedGIF\n */\n constructor(frames: FrameObject[], options: Partial & AnimatedGIFSize)\n {\n super(Texture.EMPTY);\n\n // Handle rerenders\n this.onRender = () => this.updateFrame();\n\n // Get the options, apply defaults\n const { scaleMode, width, height, ...rest } = Object.assign({},\n AnimatedGIF.defaultOptions,\n options\n );\n\n // Create the texture\n const canvas = DOMAdapter.get().createCanvas(width, height) as HTMLCanvasElement;\n const context = canvas.getContext('2d') as CanvasRenderingContext2D;\n\n this.texture = Texture.from(canvas);\n this.texture.source.scaleMode = scaleMode;\n\n this.duration = (frames[frames.length - 1] as FrameObject).end;\n this._frames = frames;\n this._context = context;\n this._playing = false;\n this._currentTime = 0;\n this._isConnectedToTicker = false;\n Object.assign(this, rest);\n\n // Draw the first frame\n this.currentFrame = 0;\n if (rest.autoPlay)\n {\n this.play();\n }\n }\n\n /** Stops the animation. */\n public stop(): void\n {\n if (!this._playing)\n {\n return;\n }\n\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n\n /** Plays the animation. */\n public play(): void\n {\n if (this._playing)\n {\n return;\n }\n\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker)\n {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n\n // If were on the last frame and stopped, play should resume from beginning\n if (!this.loop && this.currentFrame === this._frames.length - 1)\n {\n this._currentTime = 0;\n }\n }\n\n /**\n * Get the current progress of the animation from 0 to 1.\n * @readonly\n */\n public get progress(): number\n {\n return this._currentTime / this.duration;\n }\n\n /** `true` if the current animation is playing */\n public get playing(): boolean\n {\n return this._playing;\n }\n\n /**\n * Updates the object transform for rendering. You only need to call this\n * if the `autoUpdate` property is set to `false`.\n *\n * @param deltaTime - Time since last tick.\n */\n update(ticker: Ticker): void\n {\n if (!this._playing)\n {\n return;\n }\n\n const elapsed = this.animationSpeed * ticker.deltaTime / Ticker.targetFPMS;\n const currentTime = this._currentTime + elapsed;\n const localTime = currentTime % this.duration;\n\n const localFrame = this._frames.findIndex((frame) =>\n frame.start <= localTime && frame.end > localTime);\n\n if (currentTime >= this.duration)\n {\n if (this.loop)\n {\n this._currentTime = localTime;\n this.updateFrameIndex(localFrame);\n this.onLoop?.();\n }\n else\n {\n this._currentTime = this.duration;\n this.updateFrameIndex(this._frames.length - 1);\n this.onComplete?.();\n this.stop();\n }\n }\n else\n {\n this._currentTime = localTime;\n this.updateFrameIndex(localFrame);\n }\n }\n\n /**\n * Redraw the current frame, is necessary for the animation to work when\n */\n private updateFrame(): void\n {\n if (!this.dirty)\n {\n return;\n }\n\n // Update the current frame\n const { imageData } = this._frames[this._currentFrame] as FrameObject;\n\n this._context.putImageData(imageData, 0, 0);\n\n // Workaround hack for Safari & iOS\n // which fails to upload canvas after putImageData\n // See: https://bugs.webkit.org/show_bug.cgi?id=229986\n this._context.fillStyle = 'transparent';\n this._context.fillRect(0, 0, 0, 1);\n this.texture.source.update();\n\n // Mark as clean\n this.dirty = false;\n }\n\n /**\n * Whether to use PIXI.Ticker.shared to auto update animation time.\n * @default true\n */\n get autoUpdate(): boolean\n {\n return this._autoUpdate;\n }\n\n set autoUpdate(value: boolean)\n {\n if (value !== this._autoUpdate)\n {\n this._autoUpdate = value;\n\n if (!this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._playing)\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n\n /** Set the current frame number */\n get currentFrame(): number\n {\n return this._currentFrame;\n }\n set currentFrame(value: number)\n {\n this.updateFrameIndex(value);\n this._currentTime = (this._frames[value] as FrameObject).start;\n }\n\n /** Internally handle updating the frame index */\n private updateFrameIndex(value: number): void\n {\n if (value < 0 || value >= this._frames.length)\n {\n throw new Error(`Frame index out of range, expecting 0 to ${this.totalFrames}, got ${value}`);\n }\n if (this._currentFrame !== value)\n {\n this._currentFrame = value;\n this.dirty = true;\n this.onFrameChange?.(value);\n }\n }\n\n /**\n * Get the total number of frame in the GIF.\n */\n get totalFrames(): number\n {\n return this._frames.length;\n }\n\n /** Destroy and don't use after this. */\n destroy(): void\n {\n this.stop();\n super.destroy(true);\n\n const forceClear = null as any;\n\n this._context = forceClear;\n this._frames = forceClear;\n this.onComplete = forceClear;\n this.onFrameChange = forceClear;\n this.onLoop = forceClear;\n }\n\n /**\n * Cloning the animation is a useful way to create a duplicate animation.\n * This maintains all the properties of the original animation but allows\n * you to control playback independent of the original animation.\n * If you want to create a simple copy, and not control independently,\n * then you can simply create a new Sprite, e.g. `const sprite = new Sprite(animation.texture)`.\n *\n * The clone will be flagged as `dirty` to immediatly trigger an update\n */\n clone(): AnimatedGIF\n {\n const clone = new AnimatedGIF([...this._frames], {\n autoUpdate: this._autoUpdate,\n loop: this.loop,\n autoPlay: this.autoPlay,\n scaleMode: this.texture.source.scaleMode,\n animationSpeed: this.animationSpeed,\n width: this._context.canvas.width,\n height: this._context.canvas.height,\n onComplete: this.onComplete,\n onFrameChange: this.onFrameChange,\n onLoop: this.onLoop,\n });\n\n clone.dirty = true;\n\n return clone;\n }\n}\n\nexport { AnimatedGIF };\nexport type { AnimatedGIFOptions };\n","import { DOMAdapter, extensions, ExtensionType, path } from 'pixi.js';\nimport { AnimatedGIF, AnimatedGIFOptions } from './AnimatedGIF';\n\nimport type { AssetExtension } from 'pixi.js';\n\n/**\n * Handle the loading of GIF images. 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\ No newline at end of file diff --git a/docs/AnimatedGIF.html b/docs/AnimatedGIF.html new file mode 100644 index 0000000..1e04edb --- /dev/null +++ b/docs/AnimatedGIF.html @@ -0,0 +1,2246 @@ + + + + + PixiJS GIF API Documentation + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + +
+

Class: AnimatedGIF

+ + + +
+ +
+
+

+ AnimatedGIF + + +

+ + + +

Runtime object to play animated GIFs. This object is similar to an AnimatedSprite. +It support playback (seek, play, stop) as well as animation speed and looping.

+ +
+
+ +
+
+ + +
+
+

+ + + + new AnimatedGIF + + + (frames, options) + + + + +

+ + +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
frames + + FrameObject[] + + +

Data of the GIF image.

+ +
options + + Partial<AnimatedGIFOptions> & AnimatedGIFSize + + +

Options for the AnimatedGIF

+ +
+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + +
+ + + + + +
+ + + + + + + + + + + + + + + + + + + +
See:
+
+ +
+ + + +
+ + + +
+ + +

Extends

+ +
    + + +
  • Sprite
  • + +
+ + + + + + + + + + + + + + + + + +

Members

+ + + +
+
+

+ + AnimatedGIF.defaultOptions + AnimatedGIFOptions + + static + + +

+
+
+
+ + +
+

Default options for all AnimatedGIF objects.

+
+ + + +
+ + +
Properties:
+ + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeAttributesDefaultDescription
animationSpeed + + number + + + + <optional>
+ + + + + +
+ + 1 + + + +

Speed of the animation.

+ +
autoPlay + + boolean + + + + <optional>
+ + + + + +
+ + true + + + +

To start playing right away.

+ +
autoUpdate + + boolean + + + + <optional>
+ + + + + +
+ + true + + + +

Set to false to manage updates yourself.

+ +
fps + + number + + + + <optional>
+ + + + + +
+ + 30 + + + +

Fallback FPS if GIF contains no time information.

+ +
loop + + boolean + + + + <optional>
+ + + + + +
+ + true + + + +

To enable looping.

+ +
onComplete + + Function + + + + <optional>
+ + + + + +
+ + null + + + +

The completed callback, optional.

+ +
onFrameChange + + Function + + + + <optional>
+ + + + + +
+ + null + + + +

The frame callback, optional.

+ +
onLoop + + Function + + + + <optional>
+ + + + + +
+ + null + + + +

The loop callback, optional.

+ +
scaleMode + + PIXI.SCALE_MODE + + + + <optional>
+ + + + + +
+ + 'linear' + + + +

Scale mode to use for the texture.

+ +
+
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + animationSpeed + number + + + + +

+
+
+
+ + +
+

The speed that the animation will play at. Higher is faster, lower is slower.

+
+ + + +
+ + + + + + + + + + + + + + + +
Default Value:
+
  • 1
+ + + + + + + +
+ + + +
+ + + +
+
+

+ + autoPlay + boolean + + readonly + + +

+
+
+
+ +

Whether to play the animation after constructing.

+ + + + +
+ + + + + + + + + + + + + + + +
Default Value:
+
  • true
+ + + + + + + +
+ + + +
+ + + +
+
+

+ + autoUpdate + boolean + + + + +

+
+
+
+ + +
+

Whether to use PIXI.Ticker.shared to auto update animation time.

+
+ + + +
+ + + + + + + + + + + + + + + +
Default Value:
+
  • true
+ + + + + + + +
+ + + +
+ + + +
+
+

+ + currentFrame + number + + + + +

+
+
+
+ +

Set the current frame number

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + dirty + boolean + + + + +

+
+
+
+ +

Dirty means the image needs to be redrawn. Set to true to force redraw.

+ + + + +
+ + + + + + + + + + + + + + + +
Default Value:
+
  • false
+ + + + + + + +
+ + + +
+ + + +
+
+

+ + duration + number + + readonly + + +

+
+
+
+ +

The total duration of animation in milliseconds.

+ + + + +
+ + + + + + + + + + + + + + + +
Default Value:
+
  • 0
+ + + + + + + +
+ + + +
+ + + +
+
+

+ + loop + boolean + + + + +

+
+
+
+ + +
+

Whether or not the animate sprite repeats after playing.

+
+ + + +
+ + + + + + + + + + + + + + + +
Default Value:
+
  • true
+ + + + + + + +
+ + + +
+ + + +
+
+

+ + onComplete + () => void + + + + +

+
+
+
+ + +
+

User-assigned function to call when animation finishes playing. This only happens +if loop is set to false.

+
+ + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
Example
+ +
animation.onComplete = () => {
+  // finished!
+};
+ + +
+ + + +
+
+

+ + onFrameChange + (currentFrame: number) => void + + + + +

+
+
+
+ +

User-assigned function to call when animation changes which texture is being rendered.

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
Example
+ +
animation.onFrameChange = () => {
+  // updated!
+};
+ + +
+ + + +
+
+

+ + onLoop + () => void + + + + +

+
+
+
+ + +
+

User-assigned function to call when loop is true, and animation is played and +loops around to start again. This only happens if loop is set to true.

+
+ + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
Example
+ +
animation.onLoop = () => {
+  // looped!
+};
+ + +
+ + + +
+
+

+ + playing + boolean + + + + +

+
+
+
+ +

true if the current animation is playing

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + progress + number + + readonly + + +

+
+
+
+ + +
+

Get the current progress of the animation from 0 to 1.

+
+ + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + totalFrames + number + + + + +

+
+
+
+ +

Get the total number of frame in the GIF.

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + + + + + + + +

Methods

+ + + +
+
+

+ + + + AnimatedGIF.fromBuffer + + + (buffer, options) AnimatedGIF + + static + + +

+ + +
+
+
+ + +
+

Create an animated GIF animation from a GIF image's ArrayBuffer. The easiest way to get +the buffer is to use Assets.

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeAttributesDescription
buffer + + ArrayBuffer + + + + + + + + +

GIF image arraybuffer from Assets.

+ +
options + + Partial<AnimatedGIFOptions> + + + + <optional>
+ + + + + +
+

Options to use.

+ +
+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + +
Returns:
+ + + + + + + + + + + + + + + + + + + + +
TypeDescription
+ + AnimatedGIF + +
+ + + + + +
Example
+ +
 import { Assets } from 'pixi.js';
+ import '@pixi/gif';
+
+ const gif = await Assets.load('file.gif');
+ + +
+ + + +
+
+

+ + + + clone + + + () AnimatedGIF + + + + +

+ + +
+
+
+ + +
+

Cloning the animation is a useful way to create a duplicate animation. +This maintains all the properties of the original animation but allows +you to control playback independent of the original animation. +If you want to create a simple copy, and not control independently, +then you can simply create a new Sprite, e.g. const sprite = new Sprite(animation.texture).

+

The clone will be flagged as dirty to immediatly trigger an update

+
+ + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + +
Returns:
+ + + + + + + + + + + + + + + + + + + + +
TypeDescription
+ + AnimatedGIF + +
+ + + + + +
+ + + +
+
+

+ + + + destroy + + + () void + + + + +

+ + +
+
+
+ +

Destroy and don't use after this.

+ + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + +
+ + + +
+
+

+ + + + play + + + () void + + + + +

+ + +
+
+
+ +

Plays the animation.

+ + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + +
+ + + +
+
+

+ + + + stop + + + () void + + + + +

+ + +
+
+
+ +

Stops the animation.

+ + + + + + + + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + +
+ + + +
+
+

+ + + + update + + + (deltaTime) void + + + + +

+ + +
+
+
+ + +
+

Updates the object transform for rendering. You only need to call this +if the autoUpdate property is set to false.

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
deltaTime + + Ticker + + +

Time since last tick.

+ +
+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + + + + + + + + + + + +
+ + + + + + + + + + + +
+ +
+ + + + + + + +
+ +
+
+
+ + + + + + + + diff --git a/docs/AnimatedGIFOptions.html b/docs/AnimatedGIFOptions.html new file mode 100644 index 0000000..207a260 --- /dev/null +++ b/docs/AnimatedGIFOptions.html @@ -0,0 +1,987 @@ + + + + + PixiJS GIF API Documentation + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + +
+

Interface: AnimatedGIFOptions

+ + + +
+ +
+
+

+ AnimatedGIFOptions + + +

+ + +

Default options for all AnimatedGIF objects.

+ + +
+
+ +
+
+ + + +
+ + +
Properties:
+ + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
animationSpeed + + number + + +

Speed of the animation

+ + +
autoPlay + + boolean + + +

Whether to start playing right away

+ + +
autoUpdate + + boolean + + +

Set to false to manage updates yourself

+ + +
fps + + number + + +

Fallback FPS if GIF contains no time information

+ + +
loop + + boolean + + +

To enable looping

+ + +
onComplete + + null | (() => void) + + +

The completed callback, optional

+ + +
onFrameChange + + null | ((currentFrame: number) => void) + + +

The frame callback, optional

+ + +
onLoop + + null | (() => void) + + +

The loop callback, optional

+ + +
scaleMode + + PIXI.SCALE_MODE + + + +

Scale Mode to use for the texture

+ +
+
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + + + + + + + + + + + + + + + + +

Members

+ + + +
+
+

+ + animationSpeed + number + + + + +

+
+
+
+ +

Speed of the animation

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + autoPlay + boolean + + + + +

+
+
+
+ +

Whether to start playing right away

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + autoUpdate + boolean + + + + +

+
+
+
+ +

Set to false to manage updates yourself

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + fps + number + + + + +

+
+
+
+ +

Fallback FPS if GIF contains no time information

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + loop + boolean + + + + +

+
+
+
+ +

To enable looping

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + onComplete + null | (() => void) + + + + +

+
+
+
+ +

The completed callback, optional

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + onFrameChange + null | ((currentFrame: number) => void) + + + + +

+
+
+
+ +

The frame callback, optional

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + onLoop + null | (() => void) + + + + +

+
+
+
+ +

The loop callback, optional

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + scaleMode + PIXI.SCALE_MODE + + + + +

+
+
+
+ + +
+

Scale Mode to use for the texture

+
+ + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + + + + + + + + + + + + + + + +
+ +
+ + + + + + + +
+ +
+
+
+ + + + + + + + diff --git a/docs/AnimatedGIFSize.html b/docs/AnimatedGIFSize.html new file mode 100644 index 0000000..4636ab9 --- /dev/null +++ b/docs/AnimatedGIFSize.html @@ -0,0 +1,446 @@ + + + + + PixiJS GIF API Documentation + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + +
+

Interface: AnimatedGIFSize

+ + + +
+ +
+
+

+ AnimatedGIFSize + + +

+ + +

Options for the AnimatedGIF constructor.

+ + +
+
+ +
+
+ + + +
+ + +
Properties:
+ + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
height + + number + + +

Height of the GIF image

+ + +
width + + number + + +

Width of the GIF image

+ + +
+
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + + + + + + + + + + + + + + + + +

Members

+ + + +
+
+

+ + height + number + + + + +

+
+
+
+ +

Height of the GIF image

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + width + number + + + + +

+
+
+
+ +

Width of the GIF image

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + + + + + + + + + + + + + + + +
+ +
+ + + + + + + +
+ +
+
+
+ + + + + + + + diff --git a/docs/FrameObject.html b/docs/FrameObject.html new file mode 100644 index 0000000..61b7697 --- /dev/null +++ b/docs/FrameObject.html @@ -0,0 +1,523 @@ + + + + + PixiJS GIF API Documentation + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + +
+

Interface: FrameObject

+ + + +
+ +
+
+

+ FrameObject + + +

+ + +

Represents a single frame of a GIF. Includes image and timing data.

+ + +
+
+ +
+
+ + + +
+ + +
Properties:
+ + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameTypeDescription
end + + number + + +

The end of the current frame, in milliseconds

+ + +
imageData + + ImageData + + +

Image data for the current frame

+ + +
start + + number + + +

The start of the current frame, in milliseconds

+ + +
+
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + + + + + + + + + + + + + + + + +

Members

+ + + +
+
+

+ + end + number + + + + +

+
+
+
+ +

The end of the current frame, in milliseconds

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + imageData + ImageData + + + + +

+
+
+
+ +

Image data for the current frame

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + +
+
+

+ + start + number + + + + +

+
+
+
+ +

The start of the current frame, in milliseconds

+ + + + +
+ + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ + + + + + + + + + + + + + + + + +
+ +
+ + + + + + + +
+ +
+
+
+ + + + + + + + diff --git a/docs/fonts/OpenSans-Bold.svg b/docs/fonts/OpenSans-Bold.svg new file mode 100644 index 0000000..464e984 --- /dev/null +++ b/docs/fonts/OpenSans-Bold.svg @@ -0,0 +1,958 @@ + + + + +This is a custom SVG webfont generated by Font Squirrel. +Copyright : Digitized data copyright 20102011 Google Corporation +Foundry : Ascender Corporation +Foundry URL : httpwwwascendercorpcom + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/docs/fonts/OpenSans-Bold.ttf b/docs/fonts/OpenSans-Bold.ttf new file mode 100644 index 0000000..cf53e6e Binary files /dev/null and b/docs/fonts/OpenSans-Bold.ttf differ diff --git a/docs/fonts/OpenSans-Bold.woff b/docs/fonts/OpenSans-Bold.woff new file mode 100644 index 0000000..c668e45 Binary files /dev/null and b/docs/fonts/OpenSans-Bold.woff differ diff --git a/docs/fonts/OpenSans-Bold.woff2 b/docs/fonts/OpenSans-Bold.woff2 new file mode 100644 index 0000000..c80b2d2 Binary files /dev/null and b/docs/fonts/OpenSans-Bold.woff2 differ diff --git a/docs/fonts/OpenSans-BoldItalic.svg b/docs/fonts/OpenSans-BoldItalic.svg new file mode 100644 index 0000000..cc73325 --- /dev/null +++ b/docs/fonts/OpenSans-BoldItalic.svg @@ -0,0 +1,958 @@ + + + + +This is a custom SVG webfont generated by Font Squirrel. +Copyright : Digitized data copyright 20102011 Google Corporation +Foundry : Ascender Corporation +Foundry URL : httpwwwascendercorpcom + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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@@ -0,0 +1,958 @@ + + + + +This is a custom SVG webfont generated by Font Squirrel. +Copyright : Digitized data copyright 20102011 Google Corporation +Foundry : Ascender Corporation +Foundry URL : httpwwwascendercorpcom + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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data copyright 20102011 Google Corporation +Foundry : Ascender Corporation +Foundry URL : httpwwwascendercorpcom + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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+ + + + + + \ No newline at end of file diff --git a/docs/fonts/OpenSans-Light.ttf b/docs/fonts/OpenSans-Light.ttf new file mode 100644 index 0000000..dddcc62 Binary files /dev/null and b/docs/fonts/OpenSans-Light.ttf differ diff --git a/docs/fonts/OpenSans-Light.woff b/docs/fonts/OpenSans-Light.woff new file mode 100644 index 0000000..937323d Binary files /dev/null and b/docs/fonts/OpenSans-Light.woff differ diff --git a/docs/fonts/OpenSans-Light.woff2 b/docs/fonts/OpenSans-Light.woff2 new file mode 100644 index 0000000..d0b43e0 Binary files /dev/null and b/docs/fonts/OpenSans-Light.woff2 differ diff --git a/docs/fonts/OpenSans-LightItalic.svg b/docs/fonts/OpenSans-LightItalic.svg new file mode 100644 index 0000000..162f95c --- /dev/null +++ b/docs/fonts/OpenSans-LightItalic.svg @@ -0,0 +1,958 @@ + + + + +This is a custom SVG webfont generated by Font Squirrel. +Copyright : Digitized data copyright 20102011 Google Corporation +Foundry : Ascender Corporation +Foundry URL : httpwwwascendercorpcom + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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b/docs/fonts/OpenSans-LightItalic.ttf new file mode 100644 index 0000000..9338bd9 Binary files /dev/null and b/docs/fonts/OpenSans-LightItalic.ttf differ diff --git a/docs/fonts/OpenSans-LightItalic.woff b/docs/fonts/OpenSans-LightItalic.woff new file mode 100644 index 0000000..bc83d1d Binary files /dev/null and b/docs/fonts/OpenSans-LightItalic.woff differ diff --git a/docs/fonts/OpenSans-LightItalic.woff2 b/docs/fonts/OpenSans-LightItalic.woff2 new file mode 100644 index 0000000..21a92a7 Binary files /dev/null and b/docs/fonts/OpenSans-LightItalic.woff2 differ diff --git a/docs/fonts/OpenSans-Regular.svg b/docs/fonts/OpenSans-Regular.svg new file mode 100644 index 0000000..067c09c --- /dev/null +++ b/docs/fonts/OpenSans-Regular.svg @@ -0,0 +1,958 @@ + + + + +This is a custom SVG webfont generated by Font Squirrel. +Copyright : Digitized data copyright 20102011 Google Corporation +Foundry : Ascender Corporation +Foundry URL : httpwwwascendercorpcom + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/docs/fonts/glyphicons-halflings-regular.ttf b/docs/fonts/glyphicons-halflings-regular.ttf new file mode 100644 index 0000000..1413fc6 Binary files /dev/null and b/docs/fonts/glyphicons-halflings-regular.ttf differ diff --git a/docs/fonts/glyphicons-halflings-regular.woff b/docs/fonts/glyphicons-halflings-regular.woff new file mode 100644 index 0000000..9e61285 Binary files /dev/null and b/docs/fonts/glyphicons-halflings-regular.woff differ diff --git a/docs/fonts/glyphicons-halflings-regular.woff2 b/docs/fonts/glyphicons-halflings-regular.woff2 new file mode 100644 index 0000000..64539b5 Binary files /dev/null and b/docs/fonts/glyphicons-halflings-regular.woff2 differ diff --git a/docs/icons/chevron-down.svg b/docs/icons/chevron-down.svg new file mode 100644 index 0000000..0ba78a5 --- /dev/null +++ b/docs/icons/chevron-down.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/docs/index.html b/docs/index.html new file mode 100644 index 0000000..ec73092 --- /dev/null +++ b/docs/index.html @@ -0,0 +1,232 @@ + + + + + PixiJS GIF API Documentation + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + +
+

Home

+ + + + + + + +
+

PixiJS Animated GIF

+

Node.js CI

+

Plugin to support playback of animated GIF images in PixiJS. Unlike normal GIF playback in the browser, this plugins allows you to stop, loop, change speed, or go to a specific frame.

+ +

Usage

+

Load an animated GIF image with Assets:

+
import '@pixi/gif';
+import { Assets } from 'pixi.js';
+
+const app = new Application();
+const image = await Assets.load('image.gif');
+app.stage.addChild(image);
+
+

To use a gif without Assets:

+
import { Application } from 'pixi.js';
+import { AnimatedGIF } from '@pixi/gif';
+
+const app = new Application();
+fetch('image.gif')
+    .then(res => res.arrayBuffer())
+    .then(AnimatedGIF.fromBuffer)
+    .then(image => app.stage.addChild(image));
+
+

Version Compatiblity

+ + + + + + + + + + + + + + + + + + + + + +
PixiJSPixiJS GIF
v6.xv1.x
v7.xv2.x
v8.xv3.x
+
+
+ + + + + + + + + +
+ +
+
+
+ + + + + + + + diff --git a/docs/scripts/Apache-License-2.0.txt b/docs/scripts/Apache-License-2.0.txt new file mode 100644 index 0000000..d645695 --- /dev/null +++ b/docs/scripts/Apache-License-2.0.txt @@ -0,0 +1,202 @@ + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. Definitions. + + "License" shall mean the terms and conditions for use, reproduction, + and distribution as defined by Sections 1 through 9 of this document. + + "Licensor" shall mean the copyright owner or entity authorized by + the copyright owner that is granting the License. + + "Legal Entity" shall mean the union of the acting entity and all + other entities that control, are controlled by, or are under common + control with that entity. For the purposes of this definition, + "control" means (i) the power, direct or indirect, to cause the + direction or management of such entity, whether by contract or + otherwise, or (ii) ownership of fifty percent (50%) or more of the + outstanding shares, or (iii) beneficial ownership of such entity. + + "You" (or "Your") shall mean an individual or Legal Entity + exercising permissions granted by this License. + + "Source" form shall mean the preferred form for making modifications, + including but not limited to software source code, documentation + source, and configuration files. + + "Object" form shall mean any form resulting from mechanical + transformation or translation of a Source form, including but + not limited to compiled object code, generated documentation, + and conversions to other media types. + + "Work" shall mean the work of authorship, whether in Source or + Object form, made available under the License, as indicated by a + copyright notice that is included in or attached to the work + (an example is provided in the Appendix below). + + "Derivative Works" shall mean any work, whether in Source or Object + form, that is based on (or derived from) the Work and for which the + editorial revisions, annotations, elaborations, or other modifications + represent, as a whole, an original work of authorship. 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