const ctx = canvas.getContext("2d");
var myGif;
// Can not load gif cross domain unless it has CORS header
const gifURL = "https://upload.wikimedia.org/wikipedia/commons/a/a2/Wax_fire.gif";
// timeout just waits till script has been parsed and executed
// then starts loading a gif
setTimeout(()=>{
myGif = GIF(); // creates a new gif
myGif.onerror = function(e){
console.log("Gif loading error " + e.type);
}
myGif.load(gifURL);
},0);
// Function draws an image
function drawImage(image,x,y,scale,rot){
ctx.setTransform(scale,0,0,scale,x,y);
ctx.rotate(rot);
ctx.drawImage(image,-image.width / 2, -image.height / 2);
}
// helper functions
const rand = (min = 1, max = min + (min = 0)) => Math.random() * (max - min) + min;
const setOf =(c,C)=>{var a=[],i=0;while(i<c){a.push(C(i++))}return a};
const eachOf =(a,C)=>{var i=0;const l=a.length;while(i<l && C(a[i],i++,l)!==true);return i};
const mod = (v,m) => ((v % m) + m) % m;
// create 100 particles
const particles = setOf(100,() => {
return {
x : rand(innerWidth),
y : rand(innerHeight),
scale : rand(0.15, 0.5),
rot : rand(Math.PI * 2),
frame : 0,
frameRate : rand(-2,2),
dr : rand(-0.1,0.1),
dx : rand(-4,4),
dy : rand(-4,4),
};
});
// Animate and draw 100 particles
function drawParticles(){
eachOf(particles, part => {
part.x += part.dx;
part.y += part.dy;
part.rot += part.dr;
part.frame += part.frameRate;
part.x = mod(part.x,innerWidth);
part.y = mod(part.y,innerHeight);
var frame = mod(part.frame ,myGif.frames.length) | 0;
drawImage(myGif.frames[frame].image,part.x,part.y,part.scale,part.rot);
});
}
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center
var ch = h / 2;
// main update function
function update(timer) {
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
if (w !== innerWidth || h !== innerHeight) {
cw = (w = canvas.width = innerWidth) / 2;
ch = (h = canvas.height = innerHeight) / 2;
} else {
ctx.clearRect(0, 0, w, h);
}
if(myGif) { // If gif object defined
if(!myGif.loading){ // if loaded
// draw random access to gif frames
drawParticles();
drawImage(myGif.image,cw,ch,1,0); // displays the current frame.
}else if(myGif.lastFrame !== null){ // Shows frames as they load
ctx.drawImage(myGif.lastFrame.image,0,0);
ctx.fillStyle = "white";
ctx.fillText("GIF loading frame " + myGif.frames.length ,10,21);
ctx.fillText("GIF loading frame " + myGif.frames.length,10,19);
ctx.fillText("GIF loading frame " + myGif.frames.length,9,20);
ctx.fillText("GIF loading frame " + myGif.frames.length,11,20);
ctx.fillStyle = "black";
ctx.fillText("GIF loading frame " + myGif.frames.length,10,20);
}
}else{
ctx.fillText("Waiting for GIF image ",10,20);
}
requestAnimationFrame(update);
}
requestAnimationFrame(update);
/*============================================================================
Gif Decoder and player for use with Canvas API's
**NOT** for commercial use.
To use
var myGif = GIF(); // creates a new gif
var myGif = new GIF(); // will work as well but not needed as GIF() returns the correct reference already.
myGif.load("myGif.gif"); // set URL and load
myGif.onload = function(event){ // fires when loading is complete
//event.type = "load"
//event.path array containing a reference to the gif
}
myGif.onprogress = function(event){ // Note this function is not bound to myGif
//event.bytesRead bytes decoded
//event.totalBytes total bytes
//event.frame index of last frame decoded
}
myGif.onerror = function(event){ // fires if there is a problem loading. this = myGif
//event.type a description of the error
//event.path array containing a reference to the gif
}
Once loaded the gif can be displayed
if(!myGif.loading){
ctx.drawImage(myGif.image,0,0);
}
You can display the last frame loaded during loading
if(myGif.lastFrame !== null){
ctx.drawImage(myGif.lastFrame.image,0,0);
}
To access all the frames
var gifFrames = myGif.frames; // an array of frames.
A frame holds various frame associated items.
myGif.frame[0].image; // the first frames image
myGif.frame[0].delay; // time in milliseconds frame is displayed for
Gifs use various methods to reduce the file size. The loaded frames do not maintain the optimisations and hold the full resolution frames as DOM images. This mean the memory footprint of a decode gif will be many time larger than the Gif file.
*/
const GIF = function () {
// **NOT** for commercial use.
var timerID; // timer handle for set time out usage
var st; // holds the stream object when loading.
var interlaceOffsets = [0, 4, 2, 1]; // used in de-interlacing.
var interlaceSteps = [8, 8, 4, 2];
var interlacedBufSize; // this holds a buffer to de interlace. Created on the first frame and when size changed
var deinterlaceBuf;
var pixelBufSize; // this holds a buffer for pixels. Created on the first frame and when size changed
var pixelBuf;
const GIF_FILE = { // gif file data headers
GCExt : 0xF9,
COMMENT : 0xFE,
APPExt : 0xFF,
UNKNOWN : 0x01, // not sure what this is but need to skip it in parser
IMAGE : 0x2C,
EOF : 59, // This is entered as decimal
EXT : 0x21,
};
// simple buffered stream used to read from the file
var Stream = function (data) {
this.data = new Uint8ClampedArray(data);
this.pos = 0;
var len = this.data.length;
this.getString = function (count) { // returns a string from current pos of len count
var s = "";
while (count--) { s += String.fromCharCode(this.data[this.pos++]) }
return s;
};
this.readSubBlocks = function () { // reads a set of blocks as a string
var size, count, data = "";
do {
count = size = this.data[this.pos++];
while (count--) { data += String.fromCharCode(this.data[this.pos++]) }
} while (size !== 0 && this.pos < len);
return data;
}
this.readSubBlocksB = function () { // reads a set of blocks as binary
var size, count, data = [];
do {
count = size = this.data[this.pos++];
while (count--) { data.push(this.data[this.pos++]);}
} while (size !== 0 && this.pos < len);
return data;
}
};
// LZW decoder uncompressed each frames pixels
// this needs to be optimised.
// minSize is the min dictionary as powers of two
// size and data is the compressed pixels
function lzwDecode(minSize, data) {
var i, pixelPos, pos, clear, eod, size, done, dic, code, last, d, len;
pos = pixelPos = 0;
dic = [];
clear = 1 << minSize;
eod = clear + 1;
size = minSize + 1;
done = false;
while (!done) { // JavaScript optimisers like a clear exit though I never use 'done' apart from fooling the optimiser
last = code;
code = 0;
for (i = 0; i < size; i++) {
if (data[pos >> 3] & (1 << (pos & 7))) { code |= 1 << i }
pos++;
}
if (code === clear) { // clear and reset the dictionary
dic = [];
size = minSize + 1;
for (i = 0; i < clear; i++) { dic[i] = [i] }
dic[clear] = [];
dic[eod] = null;
} else {
if (code === eod) { done = true; return }
if (code >= dic.length) { dic.push(dic[last].concat(dic[last][0])) }
else if (last !== clear) { dic.push(dic[last].concat(dic[code][0])) }
d = dic[code];
len = d.length;
for (i = 0; i < len; i++) { pixelBuf[pixelPos++] = d[i] }
if (dic.length === (1 << size) && size < 12) { size++ }
}
}
};
function parseColourTable(count) { // get a colour table of length count Each entry is 3 bytes, for RGB.
var colours = [];
for (var i = 0; i < count; i++) { colours.push([st.data[st.pos++], st.data[st.pos++], st.data[st.pos++]]) }
return colours;
}
function parse (){ // read the header. This is the starting point of the decode and asy