Hello All, I've reached the point where animated GIFs are loaded and frames can be correctly decoded to different buffers in memory. I can select which frame to display as well, and the class is calling Fl::add_timeout periodically to select its own appearance.
However, it does not work yet and I could some further insights. First of all- I can't call redraw() from Fl_GIF_Image- this method does not seem to be available for any of its parent classes, but forcing redraw from the front-end (for instance in the callback of a button) does not result in an updated image frame either. This suggests that a copy is made of the image (or at least the pointer to the frame that happens to be active when Fl_Help_View is first being rendered). One strange bit of behaviour is that if I set the timer to something really short, a different frame may show, suggesting that under the hood, the image is being animated, but a snapshot copy is made at some point. My code so far (as well as the animated Gif image that I'm using for testing) is here: http://ringbreak.dnd.utwente.nl/~mrjb/fltk/ Files are Fl_GIF_Image.* and runningcat.gif. The FL_GIF_Image files are drop-in replacements for the existing FL_GIF_Image sources. Any insights would be much appreciated! Best, Marc PS. As this is very obviously still a work in progress: 1. I'm aware that existing GIF images may be broken at the moment and that there still are memory leaks. 2. Of course I won't consider this finished unless I've ran a nice big set test GIF images through the rewritten class while monitoring it with valgrind, and it does not come up with any problems. _______________________________________________ fltk mailing list [email protected] http://lists.easysw.com/mailman/listinfo/fltk

