I have imported an animated GIF as a resource into a picturebox - unfortunitly it only plays to the end frame and never repeats. Id there something I could do to make it loop continiously. The gif is for my "please wait busy box"
Brad
Animated GIFs have a few different settings. Usually, embedded in the file is some data that tells the renderer how the image should be displayed.
This data says how fast the image is animated, if it should loop infinitely, or how many times it should repeat.
There are several programs available that you can use to edit an animated GIF and change the looping settings.
First, I'd open your GIF in some app to preview it to see if it loops before trying to alter the image.
You can use the System.Drawing.ImageAnimator class helper. You have the Animate, UpdateFrames, and StopAnimate methods to control the loop.
Related
In my application, there is an image uploading and if a user wants to upload gif image. I need to disable looping in an image and save it, in the result gif image of a user must be played once and stop after that. Maybe I need to delete pointer from the last frame of gif image? Any ideas?
You need to add or change the Netscape Application extension block. In this block there are 2 bytes to control the looping, see details in the following answer:
https://stackoverflow.com/a/28486261/3936440
I couldn't find a proper package for GIF manipulation but i think you can use BumpKit as an inspiration as mentioned here
https://stackoverflow.com/a/32810041/3936440
or
https://github.com/DataDink/Bumpkit/blob/master/BumpKit/BumpKit/GifEncoder.cs
I found an answer, thank you all who tried to helped me.
The gif image has a set of properties which you can get if you know the specific address of a byte of each property.
For example, 20737 is looping property.
if this property set to 0 gif image will have infinite looping, but if set this property great than 0 gif image will be repeated infinitely. The example I placed here.
var image = System.Drawing.Image.FromFile(path)
var IsLooped = BitConverter.ToInt16(image.GetPropertyItem(20737).Value, 0) != 1;
So, the subject is describes my question itself but I'll add some notices here. I have around 20 PictureBox controls and when the form appears it takes like 0,5 second to load them all. I tried to attach nvapi.dll to enable HW rendering, but it looks like that the problem is in something else. So basically I need to render 20 images in multithreaded mode so it'll be faster.
You can use LoadAsync method of PictureBox to load your images asynchronously:
this.pictureBox1.LoadAsync(imagePath);
A call to the LoadAsync method sets the
ImageLocation
property to the value of url. Besides calling the LoadAsync method,
you must set the
WaitOnLoad property to false (default value) to load an image asynchronously.
Simple answer is that you cannot multi-thread rendering images to picturebox controls, however;
(1) you mention loading 20 1024x768 images - your user cannot see all those at once, so is there a way of loading "just in time" instead if "just in case"
(2) you can definitely multi-thread load Images from files, and then use Invoke() on the UI thead to assign the image created in the loading thread to the pictureBox.Image.
I was adding something to my XNA project, and I downloaded the GIF animation library from https://xnagif.codeplex.com/
I added the pipeline and references as needed (I followed the sample GIF animation) and one of my gif images worked (yay) but I have decided to add more gif images and only the first image loaded animates normally, while the other ones do not...I just see a still image/frame.
How am I supposed to fix that?
Also just something extra, how can I make it so that I do not have specific color in the spritebatch.Draw parameters? I want the colors to remain as they are from image, but I can't find a way to get rid of the color restriction to be incolved as a parameter also. How can I get rid of that?
After long thought, I figured out a while ago that I had to update time in the other functions in seemed.
I am looking to animate a set of images and perform different actions dependent on which images are showing.
There are 13 images (ball1, ball2, ..., ball13), once the series reaches 'ball6' I need to a graphic to be created from the centre of the image. After that has happened it will need to pause/hold/wait for maybe 2 seconds and then follow onto 'ball7' (this is why a .gif hasn't been used). The animation needs to continue until the end (ball13) then create a different graphic and finally pause again for 2 seconds before restart the cycle...
I am poor with graphics and I am looking to learn this field so as much information as possible is appreciated.
Edits
Sorry, using WinForms at present, willing to convert for simplicity as this is start of newest project.
I loaded the application again, re-imported images using WinForms as that supports .gif files. You can simply switch between the .Image file for each .gif at any point with one line of code; using a bool if it fits nicely which it did for me.
This isn't correct code, just draft.
bool picswitch = false;
_For Loop here_
{
if (picswitch = false)
{pictureBox1.image (*.png)}
else if (picswitch = true)
{pictureBox1.image (*.png)}
}
I need to restart a gif image so it will start from the first frame.
I have little experience with gif images in C#. I work on a C# windows form application. My gif image is in a picturebox. I need to restart it each time a person for example presses a button.
I have tried doing:
pictureBox1.Image.SelectActiveFrame(new FrameDimension(pictureBox1.Image.FrameDimensionsList[0]), 0)
but it didnt show any change.
I also tried Image animator also no luck. I really need help it is for my final project in high school engineering.
I found that Image.SelectActiveFrame() doesn't seem to work because how it works is not what you thought. It just set the initial frame if there is some control reading its frame, the first frame read is the active frame. So after SelectActiveFrame() you have to re-assign the Image property of your pictureBox to that new Image, like this:
private void RestartToFrameIndex(int index){
pictureBox.Image.SelectActiveFrame(new FrameDimension(pictureBox.Image.FrameDimensionsList[0]), index);
pictureBox.Image = pictureBox.Image;
}
//If you want to restart to the first frame, just call the method above like this:
RestartToFrameIndex(0);
That's the general solution I've just found :) hope it helps others...
I tried this solution and It's working fine :
Image animated = pictureBox1.Image;
pictureBox1.Image = animated;
this way , you reset pictureBox1.Image so the animated GIF starts from beginning.