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 delay. Try running a loop while
the GIF is playing, maybe something like:
# GIF WITH 10 MS FRAME DELAY
on mouseUp
set the repeatCount of img "myGif" to -1
trackPlayback
end mouseUp
on trackPlayback
if the currentFrame of img "myGif" > (the frameCount of img "myGif" - 1)
then
set the repeatCount of img "myGif" to 0
set the currentFrame of img "myGif" to the frameCount of img "myGif"
-- just to be sure
exit trackPlayback
end if
send "trackPlayback" to me in 8 millisecs
end trackPlayback
Regards,
Scott Rossi
Creative Director
Tactile Media, UX/UI Design
On 2/10/16, 12:06 PM, "use-livecode on behalf of Ray"
<[email protected] on behalf of [email protected]> wrote:
> 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 don¹t see a way to test for
>> ³currentLoop²
>>
>> Theoretically we need something like where I am making up an unknown prop
>> called ³currentLoop":
>>
>> if (the currentFrame of img "myGif" = the frameCount of img ³myGif²) AND \
>> (the currentLoop of img ³myGif" = the repeatCount of img ³myGif")
>>
>> then
>>
>> answer ³Ok I am indeed done²
>>
>> end if
>>
>> On February 10, 2016 at 9:29:57 AM, Ray
>> ([email protected](mailto:[email protected])) wrote:
>>
>>> 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?
>>
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