Possible to load an animated gif without playing the animation? - html

I wonder if there is a way to prevent a browser from actually animating an animated gif, loaded in a <img> tag.
I just want it to display the first frame of the gif and don't play the animation.
I already fear that this isn't possible and I have to extract the first frame and render it to a canvas.

This is kinda an expensive solution, but if you reset image SRC on a very short setInterval it appears as static e.g:
setInterval(function() {
document.getElementById('img1').src = document.getElementById('img1').src
},1)
Demo: http://jsfiddle.net/MEaWP/6/

Maybe this is too simple an answer for you but you could just open the animated GIF in a image editing program of your choice, i.e. Adobe Photoshop or any other free one, and then just save out the GIF without the animation.
Then re-upload the new GIF (without the animation) to wherever you are serving your images from.
If you do use Photoshop you can simply open the file.GIF and go to Window>Animation in the Menu. This will display all the frames in the animated GIF in a new dialog box.
Just delete all the frames and Save As. Just don't overwrite the original with the animation if you will still need that later.

Related

How do I make my html gif unloop? [duplicate]

I have an animated gif in an img tag that I start by rewriting the src attribute. The gif was created, though, to loop and I only want it to play once. Is there a way, with Javascript or jQuery, to stop an animated gif from playing more than once?
I was having the same problem with an animated gif. The solution is rather simple.
Open the Animated gif in Photoshop.
Go to the Window tab and select timeline(if the timeline is not already open).
At the bottom of the timeline panel, you will find an option, which says "Forever".
Change that to "Once".
Go to File> Export> Export for Web and save it as a gif.
That should do it.
can you find out how long the gif takes to loop once?
if so then you can stop the image like this:
pseudocode:
wait until the end of the image (when it is about to loop)
create a canvas element that has a static version of the gif as currently displayed drawn on it
hide gif
display canvas element in a way that makes it look like the gif froze
javascript:
var c = $("canvas")[0];
var w = c.width;
var h = c.height;
var img = $("img")[0];
setTimeout(function () {
c.getContext('2d').drawImage(img, 0, 0, w, h);
$(img).hide();
$(c).show();
},10000);
jsfiddle
edit:
I forgot to add reference to the original answer that I took this from, sorry
Stopping GIF Animation Programmatically
that one doesn't address the time factor you need for only one loop
Also, it has been mentioned that this approach is problamatic in certain cases (It actually didn't work when I try it in firefox right now...). so here are a few alternatives:
mentioned by Mark: edit the gif itself to avoid looping. this is the best option if you can.
but I've run into cases where it was not an option (like automated generation of images by a third party)
instead of rendering the static image with canvas, keep a static image version and switch to stop looping . this probablyhas most of the problems as the canvas thing
Based on this answer, it's kinda expensive, but it works. Let's say a single loop takes 2 seconds. At a setTimeout after 2 seconds kick in a setInterval, that would reset image source every millisecond:
setTimeout(function() {
setInterval(function() {
$('#img1').attr('src',$('#img1').attr('src'))
},1)
}, 2000)
again, probably just a proof of concept, but here's demo: http://jsfiddle.net/MEaWP/2/
Actually it is possible to make a gif to stop after just one iteration or any specific number of iterations, see an example below (if it is not already stopped), or in jsfiddle.
To do that the gif must be created with number of iterations specified. This could be done using Screen to Gif, it allows to open a gif or a bunch of images and edit it frame by frame.
This solution also allows you to reset the animation by imgElem.src = imgElem.src; but this does not work in MS IE/Edge.
Jurijs Kovzels's answer works in some condition but not in all.
This is browser-dependent.
It works well with Firefox. But In Google Chrome and Safari, it does not work if the gif is on the same server. The example he provided works because the gif is on the external server.
To restart gifs stored on the internal server, using Google Chrome and Safari, you need extra steps to make it work.
const img = document.getElementById("gif");
img.style = "display: none;";
img.style = "display: block;";
setTimeout(() => {
img.src = img.src;
}, 0);
This is inspired by this answer.
Not sure if this is the best way to respond to everyone and have it appear after all the previous answers and comments, but it seems to work.
I don't have much control over the gif. People post whatever gif they want as the "thankyou.gif in their account directory and then the ThankYou code runs whatever they've put there when a comment is submitted to a form they've posted. So some may loop, some may not, some may be short, some may be long. The solution I've come to is to tell people to make them 5 seconds, because that's when I'm going to fade them out, and I don't care if they loop or not.
Thanks for all the ideas.
I know I am pretty late here but..here it is...
I don't know if you would go to this length but let me share a trick.
Open the GIF in Macromedia Flash 8(it has deprecated since then), Export the GIF as Animated GIF. You will have to choose the file location. After that you would receive a dialog box with settings. In that, add the number of times you want the animation to happen. Click OK. Problem solved.

phonegap put gif on image loading till it is loaded

I have a phonegap application that loads external images.
sample img code:
<img src="http://example.com/hello.jpg">
Will use this code to put the gif with some css
<img src="loading.gif">
I want to show a loading gif on top of the image till the image has been loaded and hide the loading gif afterwards.
Want to know how to detect if image is ready and hide the gif.
Thanks
There are a few ways to do that. Off the top of my head and in order I'd try them:
Use phonegap's File API to download the image, and display it only once you've got it.
Use an XHR to download the image, and once you get the whole thing send it to the image via a data: URI.
Set your "loading.gif" image to a lower z-order than the foreign image, with the same left/top/height/width.
Use 'loading.gif' as a background.

flash symbol/movieclip animation loss on drag operation

My scene has a tween animated symbol which is just some text. I added drag/drop functionality to the symbol via code snippets, which works finei.
However when a drag operation begins the animation of the symbol stops and never resumes.
Anyway at all to fix this?
If not then is it possible at all to have any sort of animated anything still animate while dragging? Ie. Animated GIF, sequence of images, .avi file etc etc

Why does drawing an animated gif on canvas only update after reselecting the tab?

I would like to display an animated gif on canvas with some transformations applied. To test things, I'm currently just trying to display the animated gif on the canvas, so that it is essentially equal to displaying the gif as a regular <img> tag.
I'm using Chrome and webkitRequestAnimationFrame. On each request frame, I draw the image. When the gif frame changes, this should be reflected on the canvas. This works only partially:
Just watching the canvas does not make it update. Instead, one, still frame is begin drawn.
Reselecting the tab (i.e. selecting another and selecting the canvas tab again) does update it to a new frame, but after that it freezes again.
This is a fiddle I set up: http://jsfiddle.net/eGjak/93/.
How can I draw an animated gif on canvas with it actually animating?
Answer no longer valid
It looks like the behavior described here (writing an img tag referencing an animated gif to a canvas results in different frames of the gif being written if the img is part of the DOM or visible) has changed at least in Chrome. There may or may not be documentation of what is correct behavior for this. :)
Also, webkitRequestAnimationFrame no longer has the behavior of taking one additional argument, an element X such that when X is not visible, the requested function will not run. For performance and battery life reasons, you may want many of the functions that you pass to requestAnimationFrame to check for visibility before they do anything that will require drawing.
Before:
Check out a fixed version:
http://jsfiddle.net/eGjak/96/
If you add a console.log() to the function that paints the image, you'll see that it is being called. The problem seems to be that the image itself does not animate, probably because the browser does not bother to update an animated image that is not part of the DOM.
My solution was to make the animated gif part of the DOM and size 0 and it works just fine.
You can verify that the animation is being shown on the canvas and not in the image tag by loading up http://jsfiddle.net/eGjak/96/show/ and inspecting the elements with ctrl-shift-I on Windows or Linux / alt-cmd-I.
EDIT: Here's a bonus!
webkitRequestAnimationFrame takes one more argument than the Mozilla equivalent to allow your animation to only run when the element that is being animated is visible. Check out
http://jsfiddle.net/kmKZa/8/
and open up the console. You'll see that when you hide the canvas, the animation function stops being called. When you toggle the canvas visible again, the animation function will be called again.

Disabling GIF animation in HTML

Is there any way, in HTML, to include an animated GIF in an <img> tag, but automatically tell the GIF to not animate? I realize that the user can stop animation by pressing ESC or clicking Stop, but I want the GIFs not to animate at all.
I only want to do this on one specific page, and making separate non-animated versions of the (1500+) GIFs is not feasible. I simply want the GIFs to not animate.
You could use Giffer.
Just include the library in your page:
<script type="text/javascript" src="gifffer.min.js"></script>
Instead of setting src attribute on your image use data-gifffer.
<img data-gifffer="image.gif" />
At the end, call Gifffer() whenever you want. For example:
window.onload = function() {
Gifffer();
}
If you don't want the GIF to move at all you can always edit the .js file to remove the play button.
Not with plain HTML but using PHP with imagecreatefromgif might help you
I don't think calling window.stop() will be a good solution. This would need to be called for every image that is loaded to prevent it from running half way through and stopping. The best solution is to use a library such as GD to create images featuring just the first frame of the animated GIF.
Use ImageMagik, and you can readily convert all 1500 images.
You could use window.stop() in javascript, which should be the equivalent of pressing ESC/clicking stop. However, I'm pretty sure it won't work in all browsers (i.e. IE).