When is a GIF Finished Playing?

2016-02-10 Thread Ray
Does anybody know of an easy way to tell whether a GIF file is playing or not? If possible I'd like to avoid trying to write something involved using the CurrentFrame and FrameCount properties. I'm not even sure how that would be done. I'd rather have something like the sound() function,

Re: When is a GIF Finished Playing?

2016-02-10 Thread Sannyasin Brahmanathaswami
  I have a similar need. Seems we can set the repeatCount, but I don’t see a way to test for “currentLoop” Theoretically we need something like — where I am making up an unknown prop called “currentLoop": if (the currentFrame of img "myGif" = the frameCount of img “myGif”) AND \ (the

Re: When is a GIF Finished Playing?

2016-02-10 Thread Scott Rossi
I haven't done this in a long time, but in theory you should be able to compare the currentFrame of the GIF with the frameCount. if the currentFrame of img "myGif" = the frameCount of img "myGif" then answer "It's done" Regards, Scott Rossi Creative Director Tactile Media, UX/UI Design On

Re: When is a GIF Finished Playing?

2016-02-10 Thread Ray
Thanks Scott, but if you've set the RepeatCount to more than 1 and it's looping through the frames, twice for example, isn't there a possibility you'll get the CurrentFrame the same as the FrameCount too early? On 2/10/2016 2:25 PM, Scott Rossi wrote: I haven't done this in a long time, but

Re: When is a GIF Finished Playing?

2016-02-10 Thread Ray
It would also be helpful if a message was sent each time a new frame is displayed. We could trap for those messages, count them, and go from there. On 2/10/2016 2:48 PM, Sannyasin Brahmanathaswami wrote: I have a similar need. Seems we can set the repeatCount, but I don’t see a way to

Re: When is a GIF Finished Playing?

2016-02-10 Thread Scott Rossi
If you want the GIF to stop playing when it reaches the last frame, why wouldn't you set the repeatCount to 1? If your GIF can play multiple times through (repeatCount = -1), then I believe the only way you can track its frames is to poll it, with a frequency that slightly exceeds its frame

Re: When is a GIF Finished Playing?

2016-02-10 Thread BNig
Hi Ray, not pretty but seems to work: local sGifName local sLastFrame local sRepeatTimesFrames local sCount on mouseUp put "myGif" into sGifName put the currentFrame of img sGifName into sLastFrame put 7 into tRepeatCount put tRepeatCount *

Re: When is a GIF Finished Playing?

2016-02-10 Thread Ray
Hi Scott - In my case I let my users decide how many times the GIF cycles, so it more than likely will be more than once through, but not infinitely as in -1. I like your second option, below, but how are you getting the GIF's frame delay? Did I miss that Livecode property somewhere? On

Re: When is a GIF Finished Playing?

2016-02-10 Thread [-hh]
Scott R. wrote: > If you want the GIF to stop playing when it reaches the last frame, why > wouldn't you set the repeatCount to 1? > > If your GIF can play multiple times through (repeatCount = -1), then I > believe the only way you can track its frames is to poll it, with a > frequency that

Re: When is a GIF Finished Playing?

2016-02-10 Thread Ray
Bernd - thanks for this idea. Yes, it's a little sticky but if nothing else comes along I might be able to massage it somewhat. On 2/10/2016 3:46 PM, BNig wrote: Hi Ray, not pretty but seems to work: local sGifName local sLastFrame local

Re: When is a GIF Finished Playing?

2016-02-10 Thread Scott Rossi
Nope, you just have to "know" :-) -HH makes a good point that I forgot about: if you control the playback yourself, setting the GIF's currentFrame every so many millisecs, you'll always know which frame you're on in the GIF. This will work for most GIFs, but can mess up playback of GIFs that

Re: When is a GIF Finished Playing?

2016-02-10 Thread Sannyasin Brahmanathaswami
These methods work, of course, but surprisely “horsey” for something that should be easy. Assuming that the engineers are not following this thread, or at least not jumping in with solutions. I added this enhancement request.

Re: When is a GIF Finished Playing?

2016-02-10 Thread Ray
BR - thanks for filing this report. I guess we'll see if any of the LC team have time to accommodate this. On 2/10/2016 4:39 PM, Sannyasin Brahmanathaswami wrote: These methods work, of course, but surprisely “horsey” for something that should be easy. Assuming that the engineers are not

Re: When is a GIF Finished Playing?

2016-02-10 Thread J. Landman Gay
I had to manage gif playback manually once. It worked well to just set the currentframe repeatedly, ignoring auto-playback entirely. That way you can keep track of how many cycles you've done and you can control the speed of playback by changing the "send in time" frequency. You always know

Re: When is a GIF Finished Playing?

2016-02-10 Thread [-hh]
Scott R. wrote: > -HH makes a good point that I forgot about: if you control the playback > yourself, setting the GIF's currentFrame every so many millisecs, you'll > always know which frame you're on in the GIF. This will work for most > GIFs, but can mess up playback of GIFs that use varying

Re: When is a GIF Finished Playing?

2016-02-10 Thread Ray
Guys - thanks for this input. I'm going to experiment with 'rolling my own' GIF player as suggested. I guess I was just looking for an easy way out. There's a lot of time based events happening simultaneously in the project I'm working on so I'm already relying heavily on 'send' commands to

Re: When is a GIF Finished Playing?

2016-02-10 Thread Peter TB Brett
On 2016-02-10 22:52, Ray wrote: BR - thanks for filing this report. I guess we'll see if any of the LC team have time to accommodate this. Probably not before LiveCode 8.0, and the LiveCode 8.1 development cycle is filling up pretty fast too. All y'all make quite a lot of feature requests.