L_CreateBitmapList
#include "l_bitmap.h"
L_INT EXT_FUNCTION L_CreateBitmapList(phList)
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 pHBITMAPLIST phList;  | 
 /* address of the variable to be updated */  | 
Creates an empty list of LEAD bitmaps. The list can then be built and maintained with related functions.
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 Parameter  | 
 Description  | 
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 phList  | 
 Address of the HBITMAPLIST variable for the new list.  | 
Returns
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 SUCCESS  | 
 The function was successful.  | 
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 < 1  | 
 An error occurred. Refer to Return Codes.  | 
Required DLLs and Libraries
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 LTKRN For a listing of the exact DLLs and Libraries needed, based on the toolkit version, refer to Files To Be Included With Your Application.  | 
Platforms
Windows 95 / 98 / Me, Windows 2000 / XP, Windows CE.
See Also
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Example
/* This example creates a bitmap list from the current bitmap, rotating each copy by 10 degrees.
It defines the rotation fill color as a transparent color, and assigns an animation background color.
It then plays the animation, using the current bitmap as the target. */
HPALETTE hpalPaint;        /* Paint palette handle. */
BITMAPHANDLE LeadBitmap;   /* Bitmap handle for the loaded image. */
void TestFunction(HWND hWnd)
{
   HBITMAPLIST hList;      /* Bitmap list */
   BITMAPHANDLE TmpBitmap; /* Temporary bitmap for building the list */
   L_INT nMax = 160;       /* Maximum width or height for bitmaps in the list */
   HPLAYBACK hPlayback;    /* Animation playback */
   L_UINT uState;          /* Next state in the playback */
   RECT rcUpdate;          /* Source clipping rectangle used in playback */
   RECT rcDisplay;         /* Display rectangle used in playback */
   HDC hdc;                /* Device context of the current window */
   HPALETTE hPalette = NULL;  /* Temporary copy of the current system palette */
   RGBQUAD TmpPalette[1]; /* Palette to define the transparent color */
   L_INT i; /* Loop counter */
   /* Reduce memory requirements, if necessary. Only small bitmaps play smoothly. */
   if (LeadBitmap.Width > nMax)
      L_SizeBitmap (&LeadBitmap, nMax, (LeadBitmap.Height * nMax) / LeadBitmap.Width, SIZE_RESAMPLE);
   else if (LeadBitmap.Height > nMax)
      L_SizeBitmap (&LeadBitmap, (LeadBitmap.Width * nMax) / LeadBitmap.Height, nMax, SIZE_RESAMPLE);
   /* Dither to an optimized palette, leaving the last color blank to use
   later for transparency */
   L_ColorResBitmap(&LeadBitmap, &LeadBitmap, sizeof(BITMAPHANDLE), 8,
              CRF_FLOYDSTEINDITHERING|CRF_OPTIMIZEDPALETTE|CRF_IDENTITYPALETTE, 
              NULL, NULL, 255, NULL, NULL);
   /* Set the transparent color in the last position of the palette */
   TmpPalette[0].rgbBlue = (BYTE) 202;
   TmpPalette[0].rgbGreen = (BYTE) 222;
   TmpPalette[0].rgbRed = (BYTE) 212;
   L_PutBitmapColors(&LeadBitmap, 255, 1, TmpPalette);
   /* Create the paint palette */
   hdc = GetDC (hWnd);
   hpalPaint = L_CreatePaintPalette (hdc, &LeadBitmap);
   ReleaseDC (hWnd, hdc);
   /* Set the playback flags that will apply to all bitmaps in the list */
   LeadBitmap.Flags.WaitUserInput = FALSE;
   LeadBitmap.Flags.Transparency = TRUE;
   LeadBitmap.Left = 0;
   LeadBitmap.Top = 0;
   LeadBitmap.Delay = 10;
   LeadBitmap.Transparency = PALETTEINDEX(255); /* Last color in the palette */
   LeadBitmap.DisposalMethod = PLAYDISPOSE_RESTOREBACKGROUND;
   /* Create and populate the bitmap list */
   L_CreateBitmapList(&hList);
   for (i = 0; i <= 36; ++ i)
   {
      L_CopyBitmap(&TmpBitmap, &LeadBitmap, sizeof(BITMAPHANDLE));
      /* Rotate, using the transparent color as the fill color */
      L_RotateBitmap (&TmpBitmap, 1000 * i, 0, PALETTEINDEX(255));
      L_InsertBitmapListItem(hList, (L_UINT)-1, &TmpBitmap);
   }
   /* Set the background color for the animation playback */
   LeadBitmap.Background = RGB(0,0,255);
   /* Use the client area as the display rectangle */
   GetClientRect(hWnd,&rcDisplay);
   /* Create and run the playback */
   L_CreatePlayback(&hPlayback, &LeadBitmap, hList);
   do
   {
      L_ProcessPlayback(hPlayback, &uState);
      switch(uState)
      {
      case PLAYSTATE_POSTRENDER:
         L_GetPlaybackUpdateRect(hPlayback, &rcUpdate, TRUE);
         hdc = GetDC(hWnd);
         if (hpalPaint)
         {
            hPalette = SelectPalette (hdc, hpalPaint, TRUE);
            RealizePalette(hdc);
         }
         L_PaintDC (hdc, &LeadBitmap, NULL, &rcUpdate, &rcDisplay, &rcDisplay, SRCCOPY);
         if (hpalPaint)
            SelectPalette (hdc, hPalette, TRUE);
         ReleaseDC(hWnd, hdc);
         break;
      }
   } while(uState != PLAYSTATE_END);
   /* Clean up */
   L_DestroyPlayback(hPlayback, NULL);
   L_DestroyBitmapList(hList);
   return;
}