LBitmapList::Create
#include "ltwrappr.h"
virtual L_INT LBitmapList::Create(L_VOID)
Creates a new bitmap list for the class object.
Returns
SUCCESS |
The function was successful. |
< 1 |
An error occurred. Refer to Return Codes. |
Comments
The class object must contain a valid bitmap list before you can use functions to insert, remove, or otherwise access bitmap list items.
You can create a bitmap list for the class object by doing one of the following:
calling LBitmapList::Create
calling the constructor LBitmapList(LBitmapList L_FAR* pBitmapList)
using the = operator
using LBitmapList::Load
calling LBitmapList::CopyItems
calling LBitmapList::SetBitmapList
calling LBitmapList::SetHandle.
Required DLLs and Libraries
LTFIL 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: |
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Topics: |
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Example
LBitmapBase LeadBitmap;
void TestFunction(HWND hWnd, L_TCHAR L_FAR* szFilename)
{
LBitmapList BmpList; /* Bitmap list */
LPlayBack PlayBack;
LBitmapBase TmpBitmap; /* Temporary bitmap for building the list */
LAnimationWindow Animation;
L_INT nMax = 160; /* Maximum width or height for bitmaps in the list */
HDC hdc; /* Device context of the current window */
RGBQUAD TmpPalette[1]; /* Palette to define the transparent color */
L_INT i; /* Loop counter */
L_UINT uState;
RECT rcUpdate,rcDisplay;
HPALETTE hPalette, hpalPaint;
/* Reduce memory requirements, if necessary. Only small bitmaps play smoothly. */
if (LeadBitmap.GetWidth()>nMax)
LeadBitmap.Resize(&LeadBitmap, sizeof(BITMAPHANDLE), SIZE_RESAMPLE);
else
if (LeadBitmap.GetHeight()>nMax)
LeadBitmap.Resize(&LeadBitmap, sizeof(BITMAPHANDLE), SIZE_RESAMPLE);
/* Dither to an optimized palette, leaving the last color blank to use later for transparency */
LeadBitmap.ColorRes(8,CRF_FLOYDSTEINDITHERING|CRF_OPTIMIZEDPALETTE|CRF_IDENTITYPALETTE,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;
LeadBitmap.PutColors(255,1,TmpPalette);
/* Create the paint palette */
hdc = ::GetDC(hWnd);
hpalPaint = LeadBitmap.CreatePaintPalette(hdc);
::ReleaseDC(hWnd, hdc);
/* Set the playback flags that will apply to all bitmaps in the list */
LeadBitmap.EnablePlayBackWaitUserInput(FALSE);
LeadBitmap.EnablePlayBackTransparency(TRUE);
LeadBitmap.SetPlayBackLeft(0);
LeadBitmap.SetPlayBackTop(0);
LeadBitmap.SetPlayBackDelay(10);
LeadBitmap.SetPlayBackTransparentColor(PALETTEINDEX(255));
LeadBitmap.SetPlayBackDisposalMethod(PLAYDISPOSE_RESTOREBACKGROUND);
/* Create and populate the bitmap list */
BmpList.Create();
for (i = 0; i <= 36; ++ i)
{
TmpBitmap=LeadBitmap;
/* Rotate, using the transparent color as the fill color */
TmpBitmap.Rotate(1000*i,FALSE,PALETTEINDEX(255));
BmpList.InsertItem(&TmpBitmap);
}
/* Set the background color for the animation playback */
LeadBitmap.SetPlayBackBackGroundColor(RGB(0,0,255));
TmpBitmap=LeadBitmap;
/* Use the client area as the display rectangle */
::GetClientRect(hWnd,&rcDisplay);
/* Create and run the playback */
PlayBack.Create(&LeadBitmap,&BmpList);
do
{
uState=PlayBack.Process();
switch(uState)
{
case PLAYSTATE_POSTRENDER:
GetUpdateRect(hWnd, &rcUpdate,TRUE);
hdc = ::GetDC(hWnd);
if (hpalPaint)
{
hPalette = ::SelectPalette (hdc, hpalPaint, TRUE);
::RealizePalette(hdc);
}
PlayBack.GetBitmap()->SetClipSrcRect(&rcUpdate);
PlayBack.GetBitmap()->SetDstRect(&rcDisplay);
PlayBack.GetBitmap()->SetClipDstRect(&rcDisplay);
PlayBack.GetBitmap()->Paint()->SetDC(hdc);
PlayBack.GetBitmap()->Paint()->PaintDC();
if(hpalPaint)
SelectPalette(hdc,hPalette,TRUE);
::ReleaseDC(hWnd, hdc);
break;
}
} while(uState != PLAYSTATE_END);
/* Clean up */
PlayBack.Destroy(0);
LeadBitmap=TmpBitmap;
return;
}