LAnimationWindow::GetRemainingDelay
#include "ltwrappr.h"
L_UINT32 LAnimationWindow::GetRemainingDelay(L_VOID)
Gets the time remaining in the current wait state of an animation playback.
Returns
The number of milliseconds remaining.
Comments
Use this function during playback, inside the LAnimationWindow::AnimateEvent callback function, to query for the delay time remaining for the current frame.
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
Example
#include <ltlck.h> //Unlock support
class MyClass : public LAnimationWindow
{
public :
virtual L_VOID AnimateEvent(L_INT
nEvent,L_INT nFrameNumber)
{
switch (nEvent)
{
case
EVENT_PLAYSTATE_WAITINPUT :
CancelWait();
break;
case
EVENT_PLAYSTATE_WAITDELAY :
if
(GetRemainingDelay()<1000)
CancelWait();
break;
}
//call base class
LAnimationWindow::AnimateEvent(nEvent,
nFrameNumber);
}
};
L_VOID TestFunction(HWND hWndParent)
{
LBase::LoadLibraries(LT_ALL_LEADLIB);
//make sure all libraries are loaded
WRPUNLOCKSUPPORT();//unlock GIF support
MyClass MyAnimation;
MyAnimation.SetFileName(TEXT("eye.gif"));
if (MyAnimation.Load()==SUCCESS)
{
MyAnimation.SetDelay(2500);
MyAnimation.CreateWnd(hWndParent,0,
WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
MyAnimation.EnableAnimateEvent();
MyAnimation.PlayAnimation();
while (MyAnimation.IsPlaying())
{
if (MyAnimation.DoEvents())
break;
}
}
}