L_CreateBitmapList
#include "l_bitmap.h"
L_LTKRN_API L_INT L_CreateBitmapList(phList)
pHBITMAPLIST phList; |
/* address of the variable to be updated */ |
Creates an empty list of LEAD bitmaps. The list can then be built and maintained with related functions.
Parameter |
Description |
phList |
Address of the HBITMAPLIST variable for the new list. |
Returns
SUCCESS |
The function was successful. |
< 1 |
An error occurred. Refer to Return Codes. |
Required DLLs and Libraries
LTKRN For a listing of the exact DLLs and Libraries needed, based on the toolkit version, refer to Files To Be Included With Your Application. |
Platforms
Windows 2000 / XP/Vista, Windows CE.
See Also
Functions: |
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Example
This example creates a bitmap list from the current bitmap, rotating each copy by 10 degrees. It defines the rotation fill color as a transparent color, and assigns an animation background color. It then plays the animation, using the current bitmap as the target.
L_INT CreateBitmapListExample(HWND hWnd, HPALETTE hpalPaint,/* Paint palette handle. */ pBITMAPHANDLE pBitmap) /* Bitmap handle for the loaded image. */ { L_INT nRet; HBITMAPLIST hList; /* Bitmap list */ BITMAPHANDLE TmpBitmap; /* Temporary bitmap for building the list */ L_INT nMax = 160; /* Maximum width or height for bitmaps in the list */ HPLAYBACK hPlayback; /* Animation playback */ L_UINT uState; /* Next state in the playback */ RECT rcUpdate; /* Source clipping rectangle used in playback */ RECT rcDisplay; /* Display rectangle used in playback */ HDC hdc; /* Device context of the current window */ HPALETTE hPalette = NULL; /* Temporary copy of the current system palette */ RGBQUAD TmpPalette[1]; /* Palette to define the transparent color */ L_INT i; /* Loop counter */ /* Reduce memory requirements, if necessary. Only small bitmaps play smoothly. */ if (pBitmap->Width > nMax) { nRet = L_SizeBitmap (pBitmap, nMax, (pBitmap->Height * nMax) / pBitmap->Width, SIZE_RESAMPLE); if(nRet !=SUCCESS) return nRet; } else if (pBitmap->Height > nMax) { nRet = L_SizeBitmap (pBitmap, (pBitmap->Width * nMax) / pBitmap->Height, nMax, SIZE_RESAMPLE); if(nRet !=SUCCESS) return nRet; } /* Dither to an optimized palette, leaving the last color blank to use later for transparency */ nRet = L_ColorResBitmap(pBitmap, pBitmap, sizeof(BITMAPHANDLE), 8, CRF_FLOYDSTEINDITHERING|CRF_OPTIMIZEDPALETTE|CRF_IDENTITYPALETTE, NULL, NULL, 255, NULL, NULL); if(nRet !=SUCCESS) return nRet; /* 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; nRet = L_PutBitmapColors(pBitmap, 50, 1, TmpPalette); if(nRet !=SUCCESS) return nRet; /* Create the paint palette */ hdc = GetDC (hWnd); hpalPaint = L_CreatePaintPalette (hdc, pBitmap); ReleaseDC (hWnd, hdc); /* Set the playback flags that will apply to all bitmaps in the list */ pBitmap->Flags.WaitUserInput = FALSE; pBitmap->Flags.Transparency = TRUE; pBitmap->Left = 0; pBitmap->Top = 0; pBitmap->Delay = 10; pBitmap->Transparency = PALETTEINDEX(255); /* Last color in the palette */ pBitmap->DisposalMethod = PLAYDISPOSE_RESTOREBACKGROUND; /* Create and populate the bitmap list */ nRet = L_CreateBitmapList(&hList); if(nRet !=SUCCESS) return nRet; for (i = 0; i <= 36; ++ i) { nRet = L_CopyBitmap(&TmpBitmap, pBitmap, sizeof(BITMAPHANDLE)); if(nRet !=SUCCESS) return nRet; /* Rotate, using the transparent color as the fill color */ nRet = L_RotateBitmap (&TmpBitmap, 1000 * i, 0, PALETTEINDEX(255)); if(nRet !=SUCCESS) return nRet; nRet = L_InsertBitmapListItem(hList, (L_UINT)-1, &TmpBitmap); if(nRet !=SUCCESS) return nRet; } /* Set the background color for the animation playback */ pBitmap->Background = RGB(0,0,255); /* Use the client area as the display rectangle */ GetClientRect(hWnd,&rcDisplay); /* Create and run the playback */ nRet = L_CreatePlayback(&hPlayback, pBitmap, hList); if(nRet !=SUCCESS) return nRet; do { nRet = L_ProcessPlayback(hPlayback, &uState); if(nRet !=SUCCESS) return nRet; switch(uState) { case PLAYSTATE_POSTRENDER: nRet = L_GetPlaybackUpdateRect(hPlayback, &rcUpdate, TRUE); if(nRet !=SUCCESS) return nRet; hdc = GetDC(hWnd); if (hpalPaint) { hPalette = SelectPalette (hdc, hpalPaint, TRUE); RealizePalette(hdc); } nRet = L_PaintDC (hdc, pBitmap, NULL, &rcUpdate, &rcDisplay, &rcDisplay, SRCCOPY); if(nRet !=SUCCESS) return nRet; if (hpalPaint) SelectPalette (hdc, hPalette, TRUE); ReleaseDC(hWnd, hdc); break; } } while(uState != PLAYSTATE_END); /* Clean up */ nRet = L_DestroyPlayback(hPlayback, NULL); if(nRet !=SUCCESS) return nRet; nRet = L_DestroyBitmapList(hList); if(nRet !=SUCCESS) return nRet; return SUCCESS; }