Linux and UNIX Man Pages

Linux & Unix Commands - Search Man Pages

prima::image::animategif(3) [debian man page]

Prima::Image::AnimateGIF(3)				User Contributed Perl Documentation			       Prima::Image::AnimateGIF(3)

NAME
Prima::Image::AnimateGIF - animate gif files DESCRIPTION
The module provides high-level access to GIF animation sequences. SYNOPSIS
use Prima qw(Application Image::AnimateGIF); my $x = Prima::Image::AnimateGIF->load($ARGV[0]); die $@ unless $x; my ( $X, $Y) = ( 0, 100); my $background = $::application-> get_image( $X, $Y, $x-> size); $::application-> begin_paint; while ( my $info = $x-> next) { my $frame = $background-> dup; $frame-> begin_paint; $x-> draw( $frame, 0, 0); $::application-> put_image( $X, $Y, $frame); $::application-> sync; select(undef, undef, undef, $info-> {delay}); } $::application-> put_image( $X, $Y, $g); new $CLASS, %OPTIONS Creates an empty animation container. If $OPTIONS{images} is given, it is expected to be an array of images, best if loaded from gif files with "loadExtras" and "iconUnmask" parameters set ( see Prima::image-load for details). load $SOURCE, %OPTIONS Loads GIF animation sequence from file or stream $SOURCE. Options are the same as understood by "Prima::Image::load", and are passed down to it. add $IMAGE Appends an image frame to the container. bgColor Return the background color specified by the GIF sequence as the preferred background color to use when there is no specific background to superimpose the animation to. current Return index of the current frame draw $CANVAS, $X, $Y Draws the current composite frame on $CANVAS at the given coordinates. height Returns height of the composite frame. icon Creates and returns an icon object off the current composite frame. image Creates and returns an image object off the current composite frame. The transparent pixels on the image are replaced with the preferred background color. is_stopped Returns true if the animation sequence was stopped, false otherwise. If the sequence was stopped, the only way to restart it is to call "reset". length Returns total animation length (without repeats) in seconds. loopCount [ INTEGER ] Sets and returns number of loops left, undef for indefinite. masks Return the AND and XOR masks, that can be used to display the current composite frame. next Advances one animation frame. The step triggers changes to the internally kept AND and XOR masks that create effect of transparency, if needed. The method return a hash, where the following field are initialized: left, bottom, right, top Coordinates of the changed area since the last frame was updated. delay Time ins seconds how long the frame is expected to be displayed. reset Resets the animation sequence. This call is necessary either when image sequence was altered, or when sequence display restart is needed. size Returns width and height of the composite frame. total Return number fo frames width Returns width of the composite frame. SEE ALSO
Prima::image-load, "/www.the-labs.com/GIFMerge/ " in http: AUTHOR
Dmitry Karasik, <dmitry@karasik.eu.org>. perl v5.14.2 2009-02-24 Prima::Image::AnimateGIF(3)

Check Out this Related Man Page

pods::SDLx::Sprite::Animated(3pm)			User Contributed Perl Documentation			 pods::SDLx::Sprite::Animated(3pm)

NAME
SDLx::Sprite::Animated - create animated SDL sprites easily! CATEGORY
Extension SYNOPSIS
use SDLx::Sprite::Animated; # simplest possible form, where 'hero.png' is an image containing # fixed-length sprites in sequence. It doesn't matter if they are # placed vertically or horizontally, as long as the the widest # side is a multiple of the (narrowest) other. The widget will # automatically divide it in the proper frames, provided there is # no slack space between each frame. my $animation = SDLx::Sprite::Animated->new->load('hero.png'); # that's it! Defaults are sane enough to DWIM in simple cases, # so you just have to call draw() on the right place. If you # need to setup your animation or have more control over it, # feel free to use the attributes and methods below. # these are the most useful methods to use in your game loop # (or wherever you want to manipulate the animation): $animation->next; $animation->previous; $animation->reset; $animation->current_frame; # current frame number $animation->current_loop; # current loop number # you can control positioning just like a regular SDLx::Sprite: $animation->rect $animation->x; $animation->y; # just like a regular Sprite, we fetch our source rect from ->clip, # updating it on each call to ->next (or ->previous, or ->reset). # If source rects for your animation are further apart (or less) # than the rect's width and height, you can adjust the animation # x/y offsets: $animation->step_x(15); $animation->step_y(30); $animation->draw($screen); # remember to do this! :) # we can also call ->next() automatically after each draw(): $animation->start; $animation->stop; # default is to go to the next frame at each draw(). If this is # too fast for you, change the attribute below: $animation->ticks_per_frame(10); # select type of animation loop when it reaches the last frame: $animation->type('circular'); # restarts loop at the beginning $animation->type('reverse'); # goes backwards $animation->max_loops(3); 0 or undef for infinite looping # as usual, you can setup most of the above during object spawning my $animation = SDLx::Sprite::Animated->new( image => 'hero.png', rect => SDL::Rect->new(...), step_x => 20, step_y => 0, ... ); DESCRIPTION
An animation is a series of frames that are played in order. Frames are loaded from an image, usually referred to as a Sprite Sheet or Sprite Strip. This module let's you interact with such strips and create sprite animations just as easily as you would manipulate a regular SDLx::Sprite object. WARNING! VOLATILE CODE AHEAD This is a new module and the API is subject to change without notice. If you care, please join the discussion on the #sdl IRC channel in irc.perl.org. All thoughts on further improving the API are welcome. You have been warned :) ATTRIBUTES AND METHODS
SDLx::Sprite::Animated is a subclass of SDLx::Sprite, inheriting all its attributes and methods. Please refer to that module's documentation for information on those. The one difference in behavior is that, while a standard SDLx::Sprite uses "->clip()" to select the part of the surface to display, SDLx::Sprite::Animated treats "->clip()" as the initial rect, from which to start the animation. The following attributes and methods are available: new new( %options ) Creates a new SDLx::Sprite::Animated object. No option is mandatory. It accepts all the options from a regular SDLx::Sprite object plus these: o step_x => $integer Uses $integer as the number of pixels to move on the x-axis (left-to-right, 0 being no dislocation whatsoever, when the strip goes from top to bottom) to reach the next frame. o step_y => $integer Uses $integer as the number of pixels to move on the y-axis (top-to-bottom, 0 being no dislocation whatsoever, when the strip goes from left to right) to reach the next frame. o max_loops => $integer Uses $integer as the number of times to loop the animation (when it reaches the end of the strip). o ticks_per_frame => $integer Uses $integer to set how many calls to draw() must be issued before we go to the next frame during autoplay (i.e. between calls to start() and stop()). o type => $string Uses $string to set the type of animation loop when it reaches the last frame in the strip. See the type() method below for information on available looping types. o sequences => { $string => [ [ $x1, $y1 ], [ $x2, $y2 ], ... ], ... } Uses the supplied hashref to define named sequences of frames. o sequence => $string Uses $string to set the current sequence. step_x() step_x( $integer ) Uses $integer as the number of pixels to move on the x-axis (left-to-right, 0 being no dislocation whatsoever, when the strip goes from top to bottom) to reach the next frame. Defaults to the same width as the clip() rect. step_y() step_y( $integer ) Uses $integer as the number of pixels to move on the y-axis (top-to-bottom, 0 being no dislocation whatsoever, when the strip goes from left to right) to reach the next frame. Defaults to the same height as the clip() rect. max_loops() max_loops( $integer ) Uses $integer as the number of times to loop the animation (when it reaches the end of the strip). After that all calls to previous() or next() will be no-ops. Set it to 0 or "undef" to allow infinite loops. Default is 0 (infinite). ticks_per_frame() ticks_per_frame( $integer ) Uses $integer to set how many calls to draw() must be issued before we go to the next frame during autoplay (i.e. between calls to start() and stop()). Default is just 1 tick per frame, so you might want to change this if it's too fast. type() type( $string ) Uses $string to set the type of animation loop when it reaches the last frame in the strip. Available looping types are: o 'circular' Restarts loop at the beginning of the strip. If you have 4 frames, the flow will be 1-2-3-4-1-2-3-4-1-2-3-4-1-2-... up until the number of loops you set in the max_loops() attribute. o 'reverse' Loops back and forth on the strip. If you have 4 frames, the flow will be 1-2-3-4-3-2-1-2-3-4-3-2-... up until the number of loops you set in the max_loops() attribute. Case is irrelevant for type(), so for example 'Circular', 'CIRCULAR' and 'CiRcUlAr' are all accepted as 'circular'. The return value is guaranteed to be lowercase. Default value is 'circular'. set_sequences( $string => [ [ $x1, $y1 ], [ $x2, $y2 ], ... ], ... ) Uses the supplied hashref to define named sequences of frames. Replaces any previously defined sequences. sequence( $string ) Uses $string to set the current sequence. Goes to the first frame in the sequence and resets the loop counter. next() Goes to the next frame in the strip. Calling this method will also reset the tick counter used by ticks_per_frame(). If max_loops() has reached its limit, this will be a no-op. Returns the object, allowing method chaining. previous() Goes to the previous frame in the strip. Calling this method will also reset the tick counter used by ticks_per_frame(). If max_loops() has reached its limit, this will be a no-op. Returns the object, allowing method chaining. reset() Goes to the first frame in the strip, meaning whatever clip is set to. If max_loops() has reached its limit, this will be a no-op. Returns the object, allowing method chaining. current_frame() Returns the current frame number. Note that this is 1-based (first frame is 1, second is 2, etc). current_loop() Returns the loop counter, i.e. which run number is it at. This is also 1-based (first time is 1, second time is 2, etc). Note that we only keep track of the counter if max_loops() is set to a finite number. Otherwise, this will be a no-op. start() After you call this method, the object will issue a call to "->next()" automatically for you every time "->draw()" is called "ticks_per_frame()" times. If you want to stop autoplay, see "stop()" below. Default is off (no autoplay). stop() Stops autoplay. After you call this, the object will need you to call "->previous()" and "->next()" explicitly to change frames. To resume autoplay from wherever you are, use "start()". If you want to restart autoplay from the initial frame, just do: $sprite->reset->start; AUTHORS
See "AUTHORS" in SDL. SEE ALSO
SDL::Surface, SDL perl v5.14.2 2012-05-28 pods::SDLx::Sprite::Animated(3pm)
Man Page