jeopardy/gui/addons/gifloader.lua
2026-05-06 19:39:08 -07:00

458 lines
15 KiB
Lua
Executable File

-- GIF Loader for Love2D with LZW Decompression
-- Note: love.data.compress/decompress don't support LZW, so we implement it
local GifLoader = {}
-- Pure Lua LZW decompression for GIF
local function decompressLZW(data, minCodeSize)
local clearCode = 2 ^ minCodeSize
local endCode = clearCode + 1
local nextCode = endCode + 1
local codeSize = minCodeSize + 1
local dict = {}
for i = 0, clearCode - 1 do
dict[i] = {string.byte(string.char(i))}
end
local output = {}
local bits = 0
local bitBuffer = 0
local pos = 1
local prevCode = nil
local function readCode()
while bits < codeSize do
if pos > #data then return nil end
bitBuffer = bitBuffer + bit.lshift(string.byte(data, pos), bits)
bits = bits + 8
pos = pos + 1
end
local code = bit.band(bitBuffer, bit.lshift(1, codeSize) - 1)
bitBuffer = bit.rshift(bitBuffer, codeSize)
bits = bits - codeSize
return code
end
local first = true
while true do
local code = readCode()
if not code or code == endCode then break end
if code == clearCode then
dict = {}
for i = 0, clearCode - 1 do
dict[i] = {string.byte(string.char(i))}
end
nextCode = endCode + 1
codeSize = minCodeSize + 1
prevCode = nil
first = true
else
local entry
if dict[code] then
entry = dict[code]
elseif code == nextCode and prevCode then
-- Special case: code not in dict yet
entry = {}
for i = 1, #dict[prevCode] do
entry[i] = dict[prevCode][i]
end
entry[#entry + 1] = dict[prevCode][1]
else
-- Invalid code, stop
break
end
-- Output the entry
for i = 1, #entry do
table.insert(output, entry[i])
end
-- Add new entry to dictionary
if not first and prevCode and nextCode < 4096 then
local newEntry = {}
for i = 1, #dict[prevCode] do
newEntry[i] = dict[prevCode][i]
end
newEntry[#newEntry + 1] = entry[1]
dict[nextCode] = newEntry
nextCode = nextCode + 1
-- Increase code size when needed
if nextCode >= bit.lshift(1, codeSize) and codeSize < 12 then
codeSize = codeSize + 1
end
end
prevCode = code
first = false
end
end
-- Convert output bytes to string
local result = {}
for i = 1, #output do
result[i] = string.char(output[i])
end
return table.concat(result)
end
function GifLoader.load(filepath)
local fileData = love.filesystem.read(filepath)
if not fileData then
error("Could not read GIF file: " .. filepath)
end
local gif = {
frames = {},
frameData = {}, -- Store ImageData for frame composition
delays = {},
currentFrame = 1,
timer = 0,
width = 0,
height = 0,
playing = true,
loop = true,
getWidth = function(self)
return self.width
end,
getHeight = function(self)
return self.height
end,
}
-- Parse GIF header
local header = fileData:sub(1, 6)
if header ~= "GIF87a" and header ~= "GIF89a" then
error("Not a valid GIF file")
end
-- Read logical screen descriptor
local pos = 7
gif.width = string.byte(fileData, pos) + string.byte(fileData, pos + 1) * 256
gif.height = string.byte(fileData, pos + 2) + string.byte(fileData, pos + 3) * 256
local packed = string.byte(fileData, pos + 4)
local hasGlobalColorTable = bit.band(packed, 0x80) ~= 0
local backgroundColorIndex = string.byte(fileData, pos + 5)
pos = pos + 7
-- Read global color table
local globalColorTable = {}
if hasGlobalColorTable then
local size = 2 ^ (bit.band(packed, 0x07) + 1)
for i = 1, size do
local r = string.byte(fileData, pos) / 255
local g = string.byte(fileData, pos + 1) / 255
local b = string.byte(fileData, pos + 2) / 255
table.insert(globalColorTable, {r, g, b, 1})
pos = pos + 3
end
end
-- Parse blocks
local delay = 0.1
local transparentIndex = nil
local disposalMethod = 0
local delayForNextFrame = 0.1 -- Track delay for next frame
while pos <= #fileData do
local separator = string.byte(fileData, pos)
if separator == 0x21 then -- Extension
local label = string.byte(fileData, pos + 1)
pos = pos + 2
if label == 0xF9 then -- Graphic Control Extension
local blockSize = string.byte(fileData, pos)
pos = pos + 1
local flags = string.byte(fileData, pos)
disposalMethod = bit.rshift(bit.band(flags, 0x1C), 2)
local hasTransparency = bit.band(flags, 0x01) ~= 0
local delayTime = string.byte(fileData, pos + 1) + string.byte(fileData, pos + 2) * 256
-- GIF delay is in hundredths of a second, convert to seconds
-- Many GIFs use 0 or very small delays, set a minimum
if delayTime == 0 then
delayForNextFrame = 0.1 -- Default 100ms
elseif delayTime <= 2 then
delayForNextFrame = 0.02 -- Minimum 20ms for very fast animations
else
delayForNextFrame = delayTime / 100
end
if hasTransparency then
transparentIndex = string.byte(fileData, pos + 3)
else
transparentIndex = nil
end
pos = pos + blockSize + 1
else
-- Skip other extensions
repeat
local blockSize = string.byte(fileData, pos)
pos = pos + 1
if blockSize > 0 then
pos = pos + blockSize
end
until blockSize == 0
end
elseif separator == 0x2C then -- Image Descriptor
pos = pos + 1
local left = string.byte(fileData, pos) + string.byte(fileData, pos + 1) * 256
local top = string.byte(fileData, pos + 2) + string.byte(fileData, pos + 3) * 256
local width = string.byte(fileData, pos + 4) + string.byte(fileData, pos + 5) * 256
local height = string.byte(fileData, pos + 6) + string.byte(fileData, pos + 7) * 256
local imgPacked = string.byte(fileData, pos + 8)
local hasLocalColorTable = bit.band(imgPacked, 0x80) ~= 0
local interlaced = bit.band(imgPacked, 0x40) ~= 0
pos = pos + 9
local colorTable = globalColorTable
if hasLocalColorTable then
local size = 2 ^ (bit.band(imgPacked, 0x07) + 1)
colorTable = {}
for i = 1, size do
local r = string.byte(fileData, pos) / 255
local g = string.byte(fileData, pos + 1) / 255
local b = string.byte(fileData, pos + 2) / 255
table.insert(colorTable, {r, g, b, 1})
pos = pos + 3
end
end
-- Read LZW minimum code size
local minCodeSize = string.byte(fileData, pos)
pos = pos + 1
-- Read compressed image data blocks
local compressedData = {}
while true do
local blockSize = string.byte(fileData, pos)
pos = pos + 1
if blockSize == 0 then break end
table.insert(compressedData, fileData:sub(pos, pos + blockSize - 1))
pos = pos + blockSize
end
-- Decompress image data
local indexStream = decompressLZW(table.concat(compressedData), minCodeSize)
-- Create image data
local imageData = love.image.newImageData(gif.width, gif.height)
-- Fill with background if first frame
if #gif.frames == 0 and backgroundColorIndex and globalColorTable[backgroundColorIndex + 1] then
local bg = globalColorTable[backgroundColorIndex + 1]
for y = 0, gif.height - 1 do
for x = 0, gif.width - 1 do
imageData:setPixel(x, y, bg[1], bg[2], bg[3], bg[4])
end
end
elseif #gif.frames > 0 then
-- Copy previous frame if needed
local prevData = gif.frameData[#gif.frameData]
imageData:paste(prevData, 0, 0, 0, 0, gif.width, gif.height)
end
-- Draw current frame
if indexStream and #indexStream > 0 then
local idx = 1
-- Use mapPixel for faster pixel operations
local function setPixels(x, y, r, g, b, a)
if x >= left and x < left + width and y >= top and y < top + height then
local pixelIdx = (y - top) * width + (x - left) + 1
if pixelIdx <= #indexStream then
local colorIndex = string.byte(indexStream, pixelIdx)
-- Skip transparent pixels
if transparentIndex == nil or colorIndex ~= transparentIndex then
if colorTable[colorIndex + 1] then
local color = colorTable[colorIndex + 1]
return color[1], color[2], color[3], color[4]
end
end
end
end
return r, g, b, a
end
-- Only update the region where the frame is located
for y = top, top + height - 1 do
for x = left, left + width - 1 do
local pixelIdx = (y - top) * width + (x - left) + 1
if pixelIdx <= #indexStream then
local colorIndex = string.byte(indexStream, pixelIdx)
-- Skip transparent pixels
if transparentIndex == nil or colorIndex ~= transparentIndex then
if colorTable[colorIndex + 1] then
local color = colorTable[colorIndex + 1]
imageData:setPixel(x, y, color[1], color[2], color[3], color[4])
end
end
end
end
end
end
table.insert(gif.frameData, imageData)
table.insert(gif.frames, love.graphics.newImage(imageData))
table.insert(gif.delays, delayForNextFrame)
-- Reset delay for next frame
delayForNextFrame = 0.1
elseif separator == 0x3B then -- Trailer
break
else
pos = pos + 1
end
end
if #gif.frames == 0 then
error("No frames found in GIF")
end
-- Ensure all frames have valid delays
for i = 1, #gif.delays do
if gif.delays[i] <= 0 or gif.delays[i] ~= gif.delays[i] then -- check for 0 or NaN
gif.delays[i] = 0.1
end
end
return gif
end
function GifLoader.Updater(gif, proc)
local wait = function()
return gif.playing or gif.kill
end
proc:newThread("Gif Handler",function()
while true do
-- Only run if not paused
if gif.kill then -- When we want to clean up
thread.kill()
end
thread.hold(wait)
thread.sleep(gif.delays[gif.currentFrame] * 4)
gif.currentFrame = gif.currentFrame + 1
if gif.currentFrame > #gif.frames then
if gif.loop then
gif.currentFrame = 1
else
gif.currentFrame = #gif.frames
gif.playing = false
gif.timer = 0
end
end
end
end)
end
function GifLoader.update(gif, dt)
if not gif.playing or #gif.frames <= 1 then return end
gif.timer = gif.timer + dt
-- Simple, accurate frame advancement
if gif.timer >= gif.delays[gif.currentFrame] then
-- Subtract the current frame's delay
gif.timer = gif.timer - gif.delays[gif.currentFrame]
-- Move to next frame
gif.currentFrame = gif.currentFrame + 1
if gif.currentFrame > #gif.frames then
if gif.loop then
gif.currentFrame = 1
else
gif.currentFrame = #gif.frames
gif.playing = false
gif.timer = 0
end
end
-- If we've accumulated too much time (lag spike), cap it
if gif.timer > 0.5 then
gif.timer = 0
end
end
end
function GifLoader.draw(gif, x, y, r, sx, sy, ox, oy)
if gif.frames[gif.currentFrame] then
love.graphics.draw(gif.frames[gif.currentFrame], x, y, r or 0, sx or 1, sy or 1, ox or 0, oy or 0)
end
end
function GifLoader.play(gif)
gif.playing = true
end
function GifLoader.pause(gif)
gif.playing = false
end
function GifLoader.reset(gif)
gif.currentFrame = 1
gif.timer = 0
end
function GifLoader.setFixedFramerate(gif, fps)
local delay = 1 / fps
for i = 1, #gif.delays do
gif.delays[i] = delay
end
end
function GifLoader.getInfo(gif)
return {
width = gif.width,
height = gif.height,
frameCount = #gif.frames,
delays = gif.delays, -- Show actual delays for debugging
totalDuration = (function()
local total = 0
for i = 1, #gif.delays do
total = total + gif.delays[i]
end
return total
end)()
}
end
return GifLoader
-- USAGE:
--[[
local GifLoader = require("gifloader")
function love.load()
myGif = GifLoader.load("animation.gif")
myGif.loop = true
end
function love.update(dt)
GifLoader.update(myGif, dt)
end
function love.draw()
GifLoader.draw(myGif, 100, 100)
-- Draw scaled
GifLoader.draw(myGif, 300, 100, 0, 2, 2)
end
]]