user1175743
user1175743

Reputation:

TGifImage Transparency Issue

I am using TGifImage that is included with Delphi XE.

What I am trying to do is load a Gif from a File and and extract all the frames to a Bitmap.

This is what I did so far:

procedure ExtractGifFrames(FileName: string);
var
  Gif: TGifImage;
  Bmp: TBitmap;
  i: Integer;
begin
  Gif := TGifImage.Create;
  try
    Gif.LoadFromFile(FileName);

    Bmp := TBitmap.Create;
    try
      Bmp.SetSize(Gif.Width, Gif.Height);

      for i := 0 to Gif.Images.Count - 1 do
      begin
        if not Gif.Images[i].Empty then
        begin
          Bmp.Assign(Gif.Images[i]);
          Bmp.SaveToFile('C:\test\bitmap' + IntToStr(i) + '.bmp');
        end;
      end;
    finally
      Bmp.Free;
    end;
  finally
    Gif.Free;
  end;
end;

procedure TForm1.Button1Click(Sender: TObject);
begin
  if OpenPictureDialog1.Execute then
  begin
    ExtractGifFrames(OpenPictureDialog1.FileName);
  end;
end;

The problem I am facing is with some transparency issue with a lot of different Gifs, and also size problems.

Here are some example bitmaps that were saved using my code above:

enter image description here enter image description here

As you can see the results are not great, they have size and transparency issues.

I know the Gif Files themselves are not corrupt, because I can load them through my web browser and they display correctly without fault.

How can I load a Gif from File, assign each frame to Bitmap without losing any quality?

Upvotes: 7

Views: 3254

Answers (2)

kobik
kobik

Reputation: 21252

For older Delphi Versions (Pre 2009): Take a look at the code of GIFImage unit, you might want to check how TGIFPainter renders the images based on each Frame's Disposal method.

I have wrote a small code utilizing TGIFPainter.OnAfterPaint event handler to save the active frame to BMP, and do all the "hard work".

Note: GIFImage unit version 2.2 Release: 5 (23-MAY-1999)

type
  TForm1 = class(TForm)
    Button1: TButton;
    ProgressBar1: TProgressBar;
    procedure Button1Click(Sender: TObject);
  public
    FBitmap: TBitmap;
    procedure AfterPaintGIF(Sender: TObject);
  end;

...

procedure TForm1.Button1Click(Sender: TObject);
var
  GIF: TGIFImage;
begin
  GIF := TGIFImage.Create;
  FBitmap := TBitmap.Create;
  Button1.Enabled := False;
  try
    GIF.LoadFromFile('c:\test\test.gif');
    GIF.DrawOptions := GIF.DrawOptions - [goLoop, goLoopContinously, goAsync];
    GIF.AnimationSpeed := 1000; // Max - no delay
    FBitmap.Width := GIF.Width;
    FBitmap.Height := GIF.Height;
    GIF.OnAfterPaint := AfterPaintGIF;

    ProgressBar1.Max := Gif.Images.Count;
    ProgressBar1.Position := 0;
    ProgressBar1.Smooth := True;
    ProgressBar1.Step := 1;

    // Paint the GIF onto FBitmap, Let TGIFPainter do the painting logic
    // AfterPaintGIF will fire for each Frame
    GIF.Paint(FBitmap.Canvas, FBitmap.Canvas.ClipRect, GIF.DrawOptions);
    ShowMessage('Done!');
  finally
    FBitmap.Free;
    GIF.Free;
    Button1.Enabled := True;
  end;
end;

procedure TForm1.AfterPaintGIF(Sender: TObject);
begin
  if not (Sender is TGIFPainter) then Exit;
  if not Assigned(FBitmap) then Exit;
  // The event will ignore Empty frames      
  FBitmap.Canvas.Lock;
  try
    FBitmap.SaveToFile(Format('%.2d.bmp', [TGIFPainter(Sender).ActiveImage]));
  finally
    FBitmap.Canvas.Unlock;
  end;
  ProgressBar1.StepIt;
end;

Note: No error handling to simplify the code.

output bitmaps


For newer Delphi Versions (2009+): With build-in GIFImg unit, you can do this quit easy with the use of TGIFRenderer (which completely replaced old TGIFPainter) e.g.:

procedure TForm1.Button1Click(Sender: TObject);
var
  GIF: TGIFImage;
  Bitmap: TBitmap;
  I: Integer;
  GR: TGIFRenderer;
begin
  GIF := TGIFImage.Create;      
  Bitmap := TBitmap.Create;
  try
    GIF.LoadFromFile('c:\test\test.gif');
    Bitmap.SetSize(GIF.Width, GIF.Height);
    GR := TGIFRenderer.Create(GIF);
    try
      for I := 0 to GIF.Images.Count - 1 do
      begin
        if GIF.Images[I].Empty then Break;
        GR.Draw(Bitmap.Canvas, Bitmap.Canvas.ClipRect);
        GR.NextFrame;
        Bitmap.SaveToFile(Format('%.2d.bmp', [I]));
      end;
    finally
      GR.Free;
    end;  
  finally
    GIF.Free;
    Bitmap.Free;
  end;
end;

Using GDI+:

uses ..., GDIPAPI, GDIPOBJ, GDIPUTIL;

procedure ExtractGifFrames(const FileName: string);
var
  GPImage: TGPImage;
  encoderClsid: TGUID;
  BmpFrame: TBitmap;
  MemStream: TMemoryStream;
  FrameCount, FrameIndex: Integer;
begin
  GPImage := TGPImage.Create(FileName);
  try
    if GPImage.GetLastStatus = Ok then
    begin
      GetEncoderClsid('image/bmp', encoderClsid);
      FrameCount := GPImage.GetFrameCount(GDIPAPI.FrameDimensionTime);
      for FrameIndex := 0 to FrameCount - 1 do
      begin
        GPImage.SelectActiveFrame(GDIPAPI.FrameDimensionTime, FrameIndex);
        MemStream := TMemoryStream.Create;
        try
          if GPImage.Save(TStreamAdapter.Create(MemStream), encoderClsid) = Ok then
          begin
            MemStream.Position := 0;
            BmpFrame := TBitmap.Create;
            try
              BmpFrame.LoadFromStream(MemStream);
              BmpFrame.SaveToFile(Format('%.2d.bmp', [FrameIndex]));
            finally
              BmpFrame.Free;
            end;
          end;
        finally
          MemStream.Free;
        end;
      end;
    end;
  finally
    GPImage.Free;
  end;
end;

Upvotes: 10

Steve Mayne
Steve Mayne

Reputation: 22858

The frames of an animated GIF file often only contain the differences from the previous frame (an optimisation technique to reduce file size). So in order to produce a snapshot of the GIF at a particular point, you'll have to paste all the frames up to that point, one after the other.

We can achieve this by using Draw() with its 'draw transparently' option set:

procedure ExtractGifFrames(FileName: string);
var
  Gif: TGifImage;
  Bmp: TBitmap;
  i: Integer;
  Bounds: TRect;
begin
  Gif := TGifImage.Create;
  try
    Gif.LoadFromFile(FileName);
    Bounds := Rect(0, 0, Gif.Width-1, Gif.Height-1);

    Bmp := TBitmap.Create;
    try
      Bmp.SetSize(Gif.Width, Gif.Height);
      Bmp.PixelFormat := pf32bit;

      for i := 0 to Gif.Images.Count - 1 do
      begin
        if not Gif.Images[i].Empty then
        begin
          Gif.Images[i].Draw(Bmp.Canvas, Bounds, True, True);
          Bmp.SaveToFile(IntToStr(i) + '.bmp');
        end;
      end;
    finally
      Bmp.Free;
    end;
  finally
    Gif.Free;
  end;
end;

NB: There are other elements to the animated GIF format, which specify the amount of times frames are to be repeated etc. but they may not concern you.

Upvotes: 2

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