pebble/devsite/source/_guides/app-resources/animated-images.md
2025-02-24 18:58:29 -08:00

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title description guide_group order platform_choice
Animated Images How to add animated image resources to a project in the APNG format, and display them in your app. app-resources 0 true

The Pebble SDK allows animated images to be played inside an app using the GBitmapSequence API, which takes APNG images as input files. APNG files are similar to well-known .gif files, which are not supported directly but can be converted to APNG.

A similar effect can be achieved with multiple image resources, a BitmapLayer and an AppTimer, but would require a lot more code. The GBitmapSequence API handles the reading, decompression, and frame duration/count automatically.

Converting GIF to APNG

A .gif file can be converted to the APNG .png format with gif2apng and the -z0 flag:

./gif2apng -z0 animation.gif

Note: The file extension must be .png, not .apng.

Adding an APNG

{% platform local %} Include the APNG file in the resources array in package.json as a raw resource:

"resources": {
  "media": [
    {
      "type":"raw",
      "name":"ANIMATION",
      "file":"images/animation.png"
    }
  ]
}

{% endplatform %}

{% platform cloudpebble %} To add the APNG file as a raw resource, click 'Add New' in the Resources section of the sidebar, and set the 'Resource Type' as 'raw binary blob'. {% endplatform %}

Displaying APNG Frames

The GBitmapSequence will use a GBitmap as a container and update its contents each time a new frame is read from the APNG file. This means that the first step is to create a blank GBitmap to be this container.

Declare file-scope variables to hold the data:

static GBitmapSequence *s_sequence;
static GBitmap *s_bitmap;

Load the APNG from resources into the GBitmapSequence variable, and use the frame size to create the blank GBitmap frame container:

// Create sequence
s_sequence = gbitmap_sequence_create_with_resource(RESOURCE_ID_ANIMATION);

// Create blank GBitmap using APNG frame size
GSize frame_size = gbitmap_sequence_get_bitmap_size(s_sequence);
s_bitmap = gbitmap_create_blank(frame_size, GBitmapFormat8Bit);

Once the app is ready to begin playing the animated image, advance each frame using an AppTimer until the end of the sequence is reached. Loading the next APNG frame is handled for you and written to the container GBitmap.

Declare a BitmapLayer variable to display the current frame, and set it up as described under {% guide_link app-resources/images#displaying-an-image "Displaying An Image" %}.

static BitmapLayer *s_bitmap_layer;

Create the callback to be used when the AppTimer has elapsed, and the next frame should be displayed. This will occur in a loop until there are no more frames, and gbitmap_sequence_update_bitmap_next_frame() returns false:

static void timer_handler(void *context) {
  uint32_t next_delay;

  // Advance to the next APNG frame, and get the delay for this frame
  if(gbitmap_sequence_update_bitmap_next_frame(s_sequence, s_bitmap, &next_delay)) {
    // Set the new frame into the BitmapLayer
    bitmap_layer_set_bitmap(s_bitmap_layer, s_bitmap);
    layer_mark_dirty(bitmap_layer_get_layer(s_bitmap_layer));

    // Timer for that frame's delay
    app_timer_register(next_delay, timer_handler, NULL);
  }
}

When appropriate, schedule the first frame advance with an AppTimer:

uint32_t first_delay_ms = 10;

// Schedule a timer to advance the first frame
app_timer_register(first_delay_ms, timer_handler, NULL);

When the app exits or the resource is no longer required, destroy the GBitmapSequence and the container GBitmap:

gbitmap_sequence_destroy(s_sequence);
gbitmap_destroy(s_bitmap);