mirror of
https://github.com/Relintai/MemR.git
synced 2024-12-23 14:06:54 +01:00
Removed the gif loader addon.
This commit is contained in:
parent
2e8459268d
commit
83685593a9
@ -1,41 +0,0 @@
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# Derived from https://github.com/jegor377/godot-gdgifexporter
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tool
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extends EditorImportPlugin
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func get_importer_name():
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return "gif.animated.texture.plugin"
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func get_visible_name():
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return "Animated Texture"
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func get_recognized_extensions():
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return ["gif"]
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func get_save_extension():
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return "tres"
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func get_resource_type():
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return "AnimatedTexture"
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func get_preset_count():
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return 1
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func get_preset_name(i):
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return "Default"
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func get_import_options(i):
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return [
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{"name": "Filter", "default_value": false},
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{"name": "MipMaps", "default_value": false}
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]
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func import(source_file, save_path, options, platform_variants, gen_files):
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var reader = GifReader.new()
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reader.filter = options["Filter"]
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reader.mipmaps = options["MipMaps"]
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var tex = reader.read(source_file)
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if tex == null:
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return FAILED
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var filename = save_path + "." + get_save_extension()
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return ResourceSaver.save(filename, tex)
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@ -1,50 +0,0 @@
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# Derived from https://github.com/jegor377/godot-gdgifexporter
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tool
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extends EditorImportPlugin
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func get_importer_name():
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return "gif.animated.texture.plugin"
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func get_visible_name():
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return "Sprite Frames"
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func get_recognized_extensions():
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return ["gif"]
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func get_save_extension():
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return "tres"
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func get_resource_type():
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return "SpriteFrames"
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func get_preset_count():
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return 1
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func get_preset_name(i):
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return "Default"
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func get_import_options(i):
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return [
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{"name": "Filter", "default_value": false},
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{"name": "MipMaps", "default_value": false}
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]
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func import(source_file, save_path, options, platform_variants, gen_files):
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var reader = GifReader.new()
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reader.filter = options["Filter"]
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reader.mipmaps = options["MipMaps"]
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var tex = reader.read(source_file)
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if tex == null:
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return FAILED
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var filename = save_path + "." + get_save_extension()
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var sf = SpriteFrames.new()
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var minLength = 1000
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var maxLength = 0
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for i in range(0, tex.frames):
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sf.add_frame("default", tex.get_frame_texture(i))
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var length = tex.get_frame_delay(i)
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minLength = min(minLength, length)
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maxLength = min(maxLength, length)
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sf.set_animation_speed("default", 2.0 / (minLength + maxLength))
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return ResourceSaver.save(filename, sf)
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@ -1,150 +0,0 @@
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tool
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extends Reference
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class_name GifReader
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var filter = false
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var mipmaps = false
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var lzw_module = preload("./gif-lzw/lzw.gd")
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var lzw = lzw_module.new()
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func read(source_file):
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var file = File.new()
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if file.open(source_file, File.READ) != OK:
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return null
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var data = file.get_buffer(file.get_len())
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file.close()
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var pos = 0
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# Header 'GIF89a'
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var sttr : String = ""
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for i in range(6):
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sttr += char(data[i])
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if (sttr != "GIF89a"):
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print("Can only open GIF89a!")
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return null
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pos = pos + 6
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# Logical Screen Descriptor
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var width = get_int(data, pos)
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var height = get_int(data, pos + 2)
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var packed_info = data[pos + 4]
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var background_color_index = data[pos + 5]
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pos = pos + 7
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# Global color table
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var global_lut
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if (packed_info & 0x80) != 0:
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var lut_size = 1 << (1 + (packed_info & 0x07))
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global_lut = get_lut(data, pos, lut_size)
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pos = pos + 3 * lut_size
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# Frames
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var repeat = -1
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var img = Image.new()
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var frame_number = 0
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var frame_delay = -1
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var frame_anim_packed_info = -1
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var frame_transparent_color = -1
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var animated_texture = AnimatedTexture.new()
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animated_texture.fps = 0
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animated_texture.flags = 0
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if filter:
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animated_texture.flags = animated_texture.flags | Texture.FLAG_FILTER
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if mipmaps:
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animated_texture.flags = animated_texture.flags | Texture.FLAG_MIPMAPS
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img.create(width, height, false, Image.FORMAT_RGBA8)
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while pos < data.size():
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if data[pos] == 0x21: # Extension block
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var ext_type = data[pos + 1]
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pos = pos + 2 # 21 xx ...
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match ext_type:
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0xF9: # Graphic extension
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var subblock = get_subblock(data, pos)
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frame_anim_packed_info = subblock[0]
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frame_delay = get_int(subblock, 1)
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frame_transparent_color = subblock[3]
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0xFF: # Application extension
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var subblock = get_subblock(data, pos)
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if subblock != null and subblock.get_string_from_ascii() == "NETSCAPE2.0":
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subblock = get_subblock(data, pos + 1 + subblock.size())
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repeat = get_int(subblock, 1)
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_: # Miscelaneous extension
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#print("extension ", data[pos + 1])
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pass
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var block_len = 0
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while data[pos + block_len] != 0:
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block_len = block_len + data[pos + block_len] + 1
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pos = pos + block_len + 1
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elif data[pos] == 0x2C: # Image data
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var img_left = get_int(data, pos + 1)
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var img_top = get_int(data, pos + 3)
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var img_width = get_int(data, pos + 5)
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var img_height = get_int(data, pos + 7)
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var img_packed_info = get_int(data, pos + 9)
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pos = pos + 10
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# Local color table
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var local_lut = global_lut
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if (img_packed_info & 0x80) != 0:
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var lut_size = 1 << (1 + (img_packed_info & 0x07))
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local_lut = get_lut(data, pos, lut_size)
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pos = pos + 3 * lut_size
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# Image data
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var min_code_size = data[pos]
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pos = pos + 1
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var colors = []
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for i in range(0, 1 << min_code_size):
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colors.append(i)
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var block = PoolByteArray()
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while data[pos] != 0:
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block.append_array(data.subarray(pos + 1, pos + data[pos]))
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pos = pos + data[pos] + 1
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pos = pos + 1
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var decompressed = lzw.decompress_lzw(block, min_code_size, colors)
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var disposal = (frame_anim_packed_info >> 2) & 7 # 1 = Keep, 2 = Clear
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var transparency = frame_anim_packed_info & 1
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if disposal == 2:
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if transparency == 0 or background_color_index != frame_transparent_color:
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img.fill(local_lut[background_color_index])
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else:
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img.fill(Color(0,0,0,0))
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var p = 0
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img.lock()
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for y in range(0, img_height):
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for x in range(0, img_width):
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if p >= decompressed.size():
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break
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var c = decompressed[p]
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if transparency == 0 or c != frame_transparent_color:
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img.set_pixel(img_left + x, img_top + y, local_lut[c])
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p = p + 1
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img.unlock()
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var frame = ImageTexture.new()
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frame.create_from_image(img, 0)
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animated_texture.set_frame_texture(frame_number, frame)
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animated_texture.set_frame_delay(frame_number, frame_delay / 100.0)
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frame_anim_packed_info = -1
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frame_transparent_color = -1
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frame_delay = -1
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frame_number = frame_number + 1
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elif data[pos] == 0x3B: # Trailer
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pos = pos + 1
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animated_texture.frames = frame_number
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return animated_texture
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func get_subblock(data, pos):
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if data[pos] == 0:
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return null
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else:
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return data.subarray(pos + 1, pos + data[pos])
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func get_lut(data, pos, size):
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var colors = Array()
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for i in range(0, size):
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colors.append(Color(data[pos + i * 3] / 255.0, data[pos + 1 + i * 3] / 255.0, data[pos + 2 + i * 3] / 255.0))
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return colors
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func get_int(data, pos):
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return data[pos] + (data[pos + 1] << 8)
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d8645b160b084fc4ea1f09c45ce09bcc15fa0bcb
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MIT License
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Copyright (c) 2021 Vincent Bousquet
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@ -1,18 +0,0 @@
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# Godot GIF importer
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Plugin for [Godot Engine](https://godotengine.org/) to import GIF image as AnimatedTexture
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## Installation
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Download or clone this repository and copy the contents of the `addons` folder to your own project's `addons` folder.
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Then enable the plugin on the Project Settings. All your project's GIF assets should now appear in the Godot's asset browser as AnimatedTextures.
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## Credits
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This little script uses [godot-gif-lzw](https://github.com/jegor377/godot-gif-lzw) to decompress images, and is entirely based on the content of this [website](http://www.matthewflickinger.com/lab/whatsinagif/bits_and_bytes.asp).
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The author of godot-gif-lzw also developped a [little godot script](https://github.com/jegor377/godot-gdgifexporter) to compress and export GIF images.
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## License
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[MIT License](LICENSE). Copyright (c) 2021 Vincent Bousquet.
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MIT License
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Copyright (c) 2020 Igor Santarek
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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tool
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extends Reference
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class LSBLZWBitPacker:
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var bit_index: int = 0
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var stream: int = 0
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var chunks: PoolByteArray = PoolByteArray([])
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func put_byte():
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chunks.append(stream & 0xff)
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bit_index -= 8
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stream >>= 8
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func write_bits(value: int, bits_count: int) -> void:
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value &= (1 << bits_count) - 1
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value <<= bit_index
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stream |= value
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bit_index += bits_count
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while bit_index >= 8:
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self.put_byte()
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func pack() -> PoolByteArray:
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if bit_index != 0:
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self.put_byte()
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return chunks
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func reset() -> void:
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bit_index = 0
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stream = 0
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chunks = PoolByteArray([])
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tool
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extends Reference
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class LSBLZWBitUnpacker:
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var chunk_stream: PoolByteArray
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var bit_index: int = 0
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var byte: int
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var byte_index: int = 0
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func _init(_chunk_stream: PoolByteArray):
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chunk_stream = _chunk_stream
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self.get_byte()
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func get_bit(value: int, index: int) -> int:
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return (value >> index) & 1
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func set_bit(value: int, index: int) -> int:
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return value | (1 << index)
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func get_byte():
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byte = chunk_stream[byte_index]
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byte_index += 1
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bit_index = 0
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func read_bits(bits_count: int) -> int:
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var result: int = 0
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var result_bit_index: int = 0
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for _i in range(bits_count):
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if self.get_bit(byte, bit_index) == 1:
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result = self.set_bit(result, result_bit_index)
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result_bit_index += 1
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bit_index += 1
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if bit_index == 8:
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self.get_byte()
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return result
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func remove_bits(bits_count: int) -> void:
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self.read_bits(bits_count)
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tool
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extends Reference
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var lsbbitpacker = preload("./lsbbitpacker.gd")
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var lsbbitunpacker = preload("./lsbbitunpacker.gd")
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class CodeEntry:
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var sequence: PoolByteArray
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var raw_array: Array
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func _init(_sequence):
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raw_array = _sequence
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sequence = _sequence
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func add(other):
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return CodeEntry.new(self.raw_array + other.raw_array)
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func to_string():
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var result: String = ""
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for element in self.sequence:
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result += str(element) + ", "
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return result.substr(0, result.length() - 2)
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class CodeTable:
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var entries: Dictionary = {}
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var counter: int = 0
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var lookup: Dictionary = {}
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func add(entry) -> int:
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self.entries[self.counter] = entry
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self.lookup[entry.raw_array] = self.counter
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counter += 1
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return counter
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func find(entry) -> int:
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return self.lookup.get(entry.raw_array, -1)
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func has(entry) -> bool:
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return self.find(entry) != -1
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func get(index) -> CodeEntry:
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return self.entries.get(index, null)
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func to_string() -> String:
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var result: String = "CodeTable:\n"
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for id in self.entries:
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result += str(id) + ": " + self.entries[id].to_string() + "\n"
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result += "Counter: " + str(self.counter) + "\n"
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return result
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func log2(value: float) -> float:
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return log(value) / log(2.0)
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func get_bits_number_for(value: int) -> int:
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if value == 0:
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return 1
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return int(ceil(log2(value + 1)))
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func initialize_color_code_table(colors: PoolByteArray) -> CodeTable:
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var result_code_table: CodeTable = CodeTable.new()
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for color_id in colors:
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# warning-ignore:return_value_discarded
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result_code_table.add(CodeEntry.new([color_id]))
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# move counter to the first available compression code index
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var last_color_index: int = colors.size() - 1
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var clear_code_index: int = pow(2, get_bits_number_for(last_color_index))
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result_code_table.counter = clear_code_index + 2
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return result_code_table
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# compression and decompression done with source:
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# http://www.matthewflickinger.com/lab/whatsinagif/lzw_image_data.asp
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func compress_lzw(image: PoolByteArray, colors: PoolByteArray) -> Array:
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# Initialize code table
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var code_table: CodeTable = initialize_color_code_table(colors)
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# Clear Code index is 2**<code size>
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# <code size> is the amount of bits needed to write down all colors
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# from color table. We use last color index because we can write
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# all colors (for example 16 colors) with indexes from 0 to 15.
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# Number 15 is in binary 0b1111, so we'll need 4 bits to write all
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# colors down.
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var last_color_index: int = colors.size() - 1
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var clear_code_index: int = pow(2, get_bits_number_for(last_color_index))
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var index_stream: PoolByteArray = image
|
||||
var current_code_size: int = get_bits_number_for(clear_code_index)
|
||||
var binary_code_stream = lsbbitpacker.LSBLZWBitPacker.new()
|
||||
|
||||
# initialize with Clear Code
|
||||
binary_code_stream.write_bits(clear_code_index, current_code_size)
|
||||
|
||||
# Read first index from index stream.
|
||||
var index_buffer: CodeEntry = CodeEntry.new([index_stream[0]])
|
||||
var data_index: int = 1
|
||||
# <LOOP POINT>
|
||||
while data_index < index_stream.size():
|
||||
# Get the next index from the index stream.
|
||||
var k: CodeEntry = CodeEntry.new([index_stream[data_index]])
|
||||
data_index += 1
|
||||
# Is index buffer + k in our code table?
|
||||
var new_index_buffer: CodeEntry = index_buffer.add(k)
|
||||
if code_table.has(new_index_buffer): # if YES
|
||||
# Add k to the end of the index buffer
|
||||
index_buffer = new_index_buffer
|
||||
else: # if NO
|
||||
# Add a row for index buffer + k into our code table
|
||||
binary_code_stream.write_bits(code_table.find(index_buffer), current_code_size)
|
||||
|
||||
# We don't want to add new code to code table if we've exceeded 4095
|
||||
# index.
|
||||
var last_entry_index: int = code_table.counter - 1
|
||||
if last_entry_index != 4095:
|
||||
# Output the code for just the index buffer to our code stream
|
||||
# warning-ignore:return_value_discarded
|
||||
code_table.add(new_index_buffer)
|
||||
else:
|
||||
# if we exceeded 4095 index (code table is full), we should
|
||||
# output Clear Code and reset everything.
|
||||
binary_code_stream.write_bits(clear_code_index, current_code_size)
|
||||
code_table = initialize_color_code_table(colors)
|
||||
# get_bits_number_for(clear_code_index) is the same as
|
||||
# LZW code size + 1
|
||||
current_code_size = get_bits_number_for(clear_code_index)
|
||||
|
||||
# Detect when you have to save new codes in bigger bits boxes
|
||||
# change current code size when it happens because we want to save
|
||||
# flexible code sized codes
|
||||
var new_code_size_candidate: int = get_bits_number_for(code_table.counter - 1)
|
||||
if new_code_size_candidate > current_code_size:
|
||||
current_code_size = new_code_size_candidate
|
||||
|
||||
# Index buffer is set to k
|
||||
index_buffer = k
|
||||
# Output code for contents of index buffer
|
||||
binary_code_stream.write_bits(code_table.find(index_buffer), current_code_size)
|
||||
|
||||
# output end with End Of Information Code
|
||||
binary_code_stream.write_bits(clear_code_index + 1, current_code_size)
|
||||
|
||||
var min_code_size: int = get_bits_number_for(clear_code_index) - 1
|
||||
|
||||
return [binary_code_stream.pack(), min_code_size]
|
||||
|
||||
|
||||
# gdlint: ignore=max-line-length
|
||||
func decompress_lzw(code_stream_data: PoolByteArray, min_code_size: int, colors: PoolByteArray) -> PoolByteArray:
|
||||
var code_table: CodeTable = initialize_color_code_table(colors)
|
||||
var index_stream: PoolByteArray = PoolByteArray([])
|
||||
var binary_code_stream = lsbbitunpacker.LSBLZWBitUnpacker.new(code_stream_data)
|
||||
var current_code_size: int = min_code_size + 1
|
||||
var clear_code_index: int = pow(2, min_code_size)
|
||||
|
||||
# CODE is an index of code table, {CODE} is sequence inside
|
||||
# code table with index CODE. The same goes for PREVCODE.
|
||||
|
||||
# Remove first Clear Code from stream. We don't need it.
|
||||
binary_code_stream.remove_bits(current_code_size)
|
||||
|
||||
# let CODE be the first code in the code stream
|
||||
var code: int = binary_code_stream.read_bits(current_code_size)
|
||||
# output {CODE} to index stream
|
||||
index_stream.append_array(code_table.get(code).sequence)
|
||||
# set PREVCODE = CODE
|
||||
var prevcode: int = code
|
||||
# <LOOP POINT>
|
||||
while true:
|
||||
if binary_code_stream.chunk_stream.size() - binary_code_stream.byte_index <= current_code_size:
|
||||
break
|
||||
|
||||
# let CODE be the next code in the code stream
|
||||
code = binary_code_stream.read_bits(current_code_size)
|
||||
# Detect Clear Code. When detected reset everything and get next code.
|
||||
if code == clear_code_index:
|
||||
code_table = initialize_color_code_table(colors)
|
||||
current_code_size = min_code_size + 1
|
||||
code = binary_code_stream.read_bits(current_code_size)
|
||||
prevcode = code
|
||||
elif code == clear_code_index + 1: # Stop when detected EOI Code.
|
||||
break
|
||||
|
||||
# is CODE in the code table?
|
||||
var code_entry: CodeEntry = code_table.get(code)
|
||||
if code_entry != null: # if YES
|
||||
# output {CODE} to index stream
|
||||
index_stream.append_array(code_entry.sequence)
|
||||
# let k be the first index in {CODE}
|
||||
var k: CodeEntry = CodeEntry.new([code_entry.sequence[0]])
|
||||
# warning-ignore:return_value_discarded
|
||||
# add {PREVCODE} + k to the code table
|
||||
var prev_code_entry: CodeEntry = code_table.get(prevcode)
|
||||
code_table.add(prev_code_entry.add(k))
|
||||
# set PREVCODE = CODE
|
||||
prevcode = code
|
||||
else: # if NO
|
||||
# let k be the first index of {PREVCODE}
|
||||
var prevcode_entry: CodeEntry = code_table.get(prevcode)
|
||||
var k: CodeEntry = CodeEntry.new([prevcode_entry.sequence[0]])
|
||||
# output {PREVCODE} + k to index stream
|
||||
index_stream.append_array(prevcode_entry.add(k).sequence)
|
||||
# output {PREVCODE} + k to index stream
|
||||
index_stream.append_array(prevcode_entry.add(k).sequence)
|
||||
# add {PREVCODE} + k to code table
|
||||
# warning-ignore:return_value_discarded
|
||||
code_table.add(prevcode_entry.add(k))
|
||||
# set PREVCODE = CODE
|
||||
prevcode = code
|
||||
|
||||
# Detect when we should increase current code size and increase it.
|
||||
var new_code_size_candidate: int = get_bits_number_for(code_table.counter)
|
||||
if new_code_size_candidate > current_code_size:
|
||||
current_code_size = new_code_size_candidate
|
||||
|
||||
return index_stream
|
@ -1,7 +0,0 @@
|
||||
[plugin]
|
||||
|
||||
name="GIF Importer"
|
||||
description="Editor plugin ti import GIF as AnimatedTexture"
|
||||
author="SoftMotionLabs"
|
||||
version="1.0"
|
||||
script="plugin.gd"
|
@ -1,17 +0,0 @@
|
||||
tool
|
||||
extends EditorPlugin
|
||||
|
||||
var import_sprite_frames_plugin
|
||||
var import_animated_texture_plugin
|
||||
|
||||
func _enter_tree():
|
||||
import_sprite_frames_plugin = preload("GIF2SpriteFramesPlugin.gd").new()
|
||||
add_import_plugin(import_sprite_frames_plugin)
|
||||
import_animated_texture_plugin = preload("GIF2AnimatedTexturePlugin.gd").new()
|
||||
add_import_plugin(import_animated_texture_plugin)
|
||||
|
||||
func _exit_tree():
|
||||
remove_import_plugin(import_sprite_frames_plugin)
|
||||
import_sprite_frames_plugin = null
|
||||
remove_import_plugin(import_animated_texture_plugin)
|
||||
import_animated_texture_plugin = null
|
@ -8,16 +8,6 @@
|
||||
|
||||
config_version=4
|
||||
|
||||
_global_script_classes=[ {
|
||||
"base": "Reference",
|
||||
"class": @"GifReader",
|
||||
"language": @"GDScript",
|
||||
"path": "res://addons/gif-importer/GIFReader.gd"
|
||||
} ]
|
||||
_global_script_class_icons={
|
||||
@"GifReader": ""
|
||||
}
|
||||
|
||||
[application]
|
||||
|
||||
config/name="MemR"
|
||||
@ -35,7 +25,7 @@ window/handheld/orientation="sensor"
|
||||
|
||||
[editor_plugins]
|
||||
|
||||
enabled=PoolStringArray( "res://addons/gif-importer/plugin.cfg" )
|
||||
enabled=PoolStringArray( )
|
||||
|
||||
[physics]
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user