LAnimationWindow::WaitForUserInput

#include "ltwrappr.h"

L_INT LAnimationWindow::WaitForUserInput(bWait=TRUE, nIndex=ANIM_ALL_ITEMS)

L_BOOL bWait;

/* flag that indicates whether playback waits for user input */

L_UINT nIndex;

/* position of the bitmap list item */

Controls whether the animation playback waits for user input.

Parameter

Description

bWait

Flag that indicates whether playback waits for user input.

nIndex

Position of bitmap list item. Possible values are:

 

Value

Meaning

 

ANIM_ALL_ITEMS

[-1] Set the delay for all items in the bitmap list

 

>=0

Set the delay only for the specified item

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

Comments

Pass ANIM_ALL_ITEMS for nIndex to set this flag for all bitmap list items.

Required DLLs and Libraries

LTDIS
LTDLG
LTEFX
LTFIL
LTIMG
LTISI
LTSCR
LTTWN

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:

LAnimationWindow::LAnimationWindow, LAnimationWindow::IsWaitingForUserInput, LAnimationWindow::Load, LAnimationWindow::PlayAnimation, Class Members

Example

/*
The follwing example will make even numbered bitmap items in the
animation wait for user input, and then reads the new state for each
item in the bitmap list.
*/

#include <ltlck.h> //Unlock support

L_VOID TestFunction(HWND hWndParent)
{
   
LBase::LoadLibraries(LT_ALL_LEADLIB); //make sure all libraries are loaded
   
LAnimationWindow MyAnimation;

   
WRPUNLOCKSUPPORT();
   
MyAnimation.SetFileName(TEXT("eye.gif"));

   
if (MyAnimation.Load()==SUCCESS)
   
{
      
MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
      
//let the even items wait for user input
      
for (L_UINT i=0; i<MyAnimation.GetCount(); i++)
      
{
         
if (i%2)
            
MyAnimation.WaitForUserInput(FALSE,i);
         
else
            
MyAnimation.WaitForUserInput(TRUE,i);
      
}

      
for (i=0; i<MyAnimation.GetCount(); i++)
      
{
         
L_TCHAR szStr[255];

         
//get current wait state
         
wsprintf(szStr,TEXT("Bitmap[%d] Wait For User Input?: %s"),i, (MyAnimation.IsWaitingForUserInput(i)?TEXT("YES"):TEXT("NO")));
         
MessageBox(hWndParent, szStr,TEXT("Example"), MB_OK | MB_ICONINFORMATION);
      
}
   
}
}