LAnimationWindow::EnableAutoAnimate
#include "ltwrappr.h"
L_BOOL LAnimationWindow::EnableAutoAnimate(bAutoAnimate=TRUE)
L_BOOL bAutoAnimate; |
/* flag that indicates whether to enable auto animation */ |
Enables or disables auto animation.
Parameter |
Description |
|
bAutoAnimate |
Flag that indicates whether to enable auto animation. Possible values are: |
|
|
Value |
Meaning |
|
TRUE |
Enable auto animation. |
|
FALSE |
Disable auto animation. |
Returns
The previous state.
Comments
When auto animation is enabled, animation playback will begin automatically upon calling LAnimationWindow::Load, LAnimationWindow::SetBitmapList, or when constructing new objects.
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: |
LAnimationWindow::LAnimationWindow, LAnimationWindow::IsAutoAnimateEnabled, Class Members |
Topics: |
Example
#include "ltlck.h" //Unlock support
L_VOID TestFunction(HWND hWndParent)
{
LBase::LoadLibraries(LT_ALL_LEADLIB);
//make sure all libraries are loaded
WRPUNLOCKSUPPORT(); //unlock GIF support
LAnimationWindow MyAnimation;
L_INT nRetCode;
//Set auto animate to TRUE so we don't need to call PlayAnimation
MyAnimation.EnableAutoAnimate(TRUE);
//create the control's window
MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
//load eye.gif
MyAnimation.SetFileName(TEXT("eye.gif"));
nRetCode = MyAnimation.Load();
//this will invoke PlayAnimation directly
if (nRetCode!=SUCCESS)
{
MessageBox(hWndParent, TEXT("Failed
to load file"),TEXT("Error!"),MB_OK | MB_ICONSTOP);
return;
}
while (MyAnimation.IsPlaying())
{
if (MyAnimation.DoEvents())
break;
}
}