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/**
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Animations are structured in AnimationData as follows:
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Animations are structured in AnimationData as follows:
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.colors contains .color_count*3 uint8_t values for R, G and B.
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.colors contains .color_count*3 uint8_t values for R, G and B.
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.offsets contains the frame start offsets within .data + the length of the data. (So
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you can always do something like `for (int i=anim.offsets[i]; i<anim.offsets[i+1]; i++)`.
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Accordingly it has a length of .frame_count+1.
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.offsets contains the frame start offsets within .data + the length of the data. (So
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you can always do something like `for (int i=anim.offsets[i]; i<anim.offsets[i+1]; i++)`.
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Accordingly it has a length of .frame_count+1.
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.data contains all frames data with a run-length compression with escape char 255.
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This data references the index of one or multiple pixels in .colors. It starts at the
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top left pixel and walks each row to the right before starting the next row.
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To decode it: Start at a frame (indicated by .offsets). Get one byte as x.
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If x is <255: This is a single pixel of color x.
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if x is 255: Run-length-encoding. The next byte indicates of often the byte after that
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will be repeated. So, {255, 4, 10} is equal to {10, 10, 10, 10}.
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A special case that may happen in larger GIFs is that there are more than 255 repetitions
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of a color. Those will be split, so 355*color #10 will be: {255, 255, 10, 255, 100, 10},
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e.g. 255*10 + 100*10. Usually this shouldn't need special handling within a decoder.
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Regarding colors in .data:
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Color 0 means "keep the color from the previous frame". This color should never appear on frame #0.
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Color 1 means "show the background color".
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All other color values point to a color in .colors - with an offset of 2.
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So if in .data there's a color 3, paint this pixel in .colors[1].
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.data contains all frames data with a run-length compression with escape char 255.
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This data references the index of one or multiple pixels in .colors. It starts at the
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top left pixel and walks each row to the right before starting the next row.
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To decode it: Start at a frame (indicated by .offsets). Get one byte as x.
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If x is <255: This is a single pixel of color x.
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if x is 255: Run-length-encoding. The next byte indicates of often the byte after that
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will be repeated. So, {255, 4, 10} is equal to {10, 10, 10, 10}.
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A special case that may happen in larger GIFs is that there are more than 255 repetitions
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of a color. Those will be split, so 355*color #10 will be: {255, 255, 10, 255, 100, 10},
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e.g. 255*10 + 100*10. Usually this shouldn't need special handling within a decoder.
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Regarding colors in .data:
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Color 0 means "keep the color from the previous frame". This color should never appear on frame #0.
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Color 1 means "show the background color".
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All other color values point to a color in .colors - with an offset of 2.
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So if in .data there's a color 3, paint this pixel in .colors[1].
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.individual_delays contains either 1 or .frame_count delays. They are given in ms and
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indicate how long the matching frame should be displayed. If all times are equal, then
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it contains only one entry and .individual_delays will be false.
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.individual_delays contains either 1 or .frame_count delays. They are given in ms and
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indicate how long the matching frame should be displayed. If all times are equal, then
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it contains only one entry and .individual_delays will be false.
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.w and .h contain the dimensions of the image.
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**/
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.w and .h contain the dimensions of the image.
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**/
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#include "Animation.h"
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#include "functions.h"
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@ -142,8 +142,8 @@ void Animation::drawPixel(int index, CRGB* color) {
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}
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uint16_t Animation::getFrameDelay(int frame) {
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if (this->data->individual_delays) return this->data->delays[frame];
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return this->data->delays[0];
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if (this->data->individual_delays) return this->data->delays[frame];
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return this->data->delays[0];
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}
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CRGB* Animation::getColor(uint8_t index) {
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