LPlayBack::ClearUpdateRect
#include "ltwrappr.h"
virtual L_INT LPlayBack::ClearUpdateRect(L_VOID)
Clears the update rectangle used for the class object's animation playback, leaving an empty rectangle.
Returns
SUCCESS |
The function was successful. |
< 1 |
An error occurred. Refer to Return Codes. |
Required DLLs and Libraries
LTDIS For a listing of the exact DLLs and Libraries needed, based on the toolkit version, refer to Files To Be Included With Your Application. |
See Also
Functions: |
|
Topics: |
Raster Image Functions: Creating and Maintaining Lists of Images |
|
Example
/* This example uses ClearUpdateRect to avoid painting odd numbered bitmaps. */
L_VOID PlayBackSamples(HWND hWnd)
{
// this will call the default constructor
LBitmap LeadBitmap;
LPlayBack PlayBack;
HDC hDC;
HPALETTE hPalette;
L_UINT uState, uIndex;
RECT rcClientRect, rcUpdate;
int nCounter = 0;
GetClientRect(hWnd, &rcClientRect);
LeadBitmap.Create (500, 500,8);
PlayBack.Create (&LeadBitmap);
LeadBitmap.Load (TEXT("image1.cmp"), 8);
PlayBack.Append(&LeadBitmap);
LeadBitmap.Load (TEXT("image2.cmp"), 8);
PlayBack.Append(&LeadBitmap);
LeadBitmap.Load (TEXT("image3.cmp"), 8);
hDC = GetDC(hWnd);
hPalette = LeadBitmap.CreatePaintPalette (hDC);
hPalette = LeadBitmap.DupPalette();
SelectPalette( hDC, hPalette, TRUE );
RealizePalette(hDC);
PlayBack.Append(&LeadBitmap);
uState = PlayBack.GetState();
while(uState != PLAYSTATE_END)
{
uState = PlayBack.Process();
switch(uState)
{
case PLAYSTATE_WAITINPUT:
PlayBack.CancelWait();
break;
case PLAYSTATE_POSTCLEAR:
case PLAYSTATE_POSTRENDER:
uIndex = PlayBack.GetIndex ();
if(uIndex % 2)
PlayBack.ClearUpdateRect ();
PlayBack.GetUpdateRect(&rcUpdate, TRUE);
PlayBack.GetBitmap()->SetClipSrcRect(&rcUpdate);
PlayBack.GetBitmap()->SetDstRect(&rcClientRect);
PlayBack.GetBitmap()->SetClipDstRect(&rcClientRect);
PlayBack.GetBitmap()->Paint()->SetDC(hDC);
PlayBack.GetBitmap()->CreatePaintPalette (hDC);
PlayBack.GetBitmap()->Paint()->PaintDC();
break;
}
nCounter = PlayBack.GetIndex();
}
ReleaseDC(hWnd, hDC);
}