LAnimationWindow::AnimateEvent
#include "ltwrappr.h"
virtual L_VOID LAnimationWindow::AnimateEvent(nEvent, nFrameNumber)
L_INT nEvent; |
/* the animation event */ |
L_INT nFrameNumber; |
/* the current frame number */ |
Informs you of Animation events.
Parameter |
Description |
nEvent |
The animation event. Possible values are: |
|
Value |
Meaning |
|
EVENT_MOVE_FIRST |
LAnimationWindow::MoveFirstFrame was called. |
|
EVENT_MOVE_LAST |
LAnimationWindow::MoveLastFrame was called. |
|
EVENT_MOVE_NEXT |
LAnimationWindow::MoveNextFrame was called. |
|
EVENT_MOVE_PREV |
LAnimationWindow::MovePreviousFrame was called. |
|
EVENT_MOVE_TO |
LAnimationWindow::MoveToFrame was called. |
|
EVENT_PLAYSTATE_START |
LAnimationWindow::PlayAnimation was called and the playback was started. |
|
EVENT_PLAYSTATE_STOP |
LAnimationWindow::StopAnimation was called or the playback reached the end. |
|
EVENT_PLAYSTATE_PRECLEAR |
The initial state of the playback (index = -1). The target bitmap will be cleared to the Bitmap background color on the next call. |
|
EVENT_PLAYSTATE_POSTCLEAR |
The target bitmap has been cleared. |
|
EVENT_PLAYSTATE_PRERENDER |
The current image will be rendered to the target bitmap. |
|
EVENT_PLAYSTATE_RENDER |
An image has been rendered to the target bitmap. |
|
EVENT_PLAYSTATE_POSTRENDER |
An image is in the midst of being rendered to the target bitmap. |
|
EVENT_PLAYSTATE_WAITINPUT |
The playback engine is waiting for user input before moving on to PLAYSTATE_PREDISPOSE. |
|
EVENT_PLAYSTATE_WAITDELAY |
The playback engine is waiting for a delayed time before moving on to PLAYSTATE_PREDISPOSE. |
|
EVENT_PLAYSTATE_WAITINPUTDELAY |
The playback engine is waiting for user input and a delayed time before moving on to PLAYSTATE_PREDISPOSE. |
|
EVENT_PLAYSTATE_PREDISPOSE |
The current image will be disposed of. |
|
EVENT_PLAYSTATE_POSTDISPOSE |
The current image has been disposed of. The index is incremented after processing this state. |
|
EVENT_PLAYSTATE_LOOP |
Animation playback has looped back to the first frame. |
nFrameNumber |
The current frame number being displayed. |
Returns
None
Comments
This function is called to indicate that an animation event has occurred, or that one of the LAnimationWindow::MoveXXX functions has been called.
You must enable the animation events using LAnimationWindow::EnableAnimateEvent before this function will be called.
Override this function in order to be notified of the events.
The events from EVENT_PLAYSTATE_START to EVENT_POSTDISPOSE are generated by LAnimationWindow::PlayAnimation.
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::IsPlaying, , LAnimationWindow::EnableAnimateEvent, Class Members |
Topics: |
Example
class MyClass : public LAnimationWindow { public : virtual L_VOID AnimateEvent(L_INT nEvent,L_INT nFrameNumber) { L_TCHAR szStr[255]; wsprintf(szStr,TEXT("Event number : %d\nFrameNumber : %d"),nEvent, nFrameNumber); MessageBox(m_hWnd, szStr, TEXT("Example"), MB_OK|MB_ICONINFORMATION); //call base class LAnimationWindow::AnimateEvent(nEvent, nFrameNumber); } }; L_INT LAnnAutomation_LAnimationWindow_AnimateEventExample(HWND hWndParent) { L_INT nRet; LBase::LoadLibraries(LT_ALL_LEADLIB); //make sure all libraries are loaded WRPUNLOCKSUPPORT(); //unlock GIF support MyClass MyAnimation; MyAnimation.SetFileName(TEXT("C:\\Program Files\\LEAD Technologies, Inc\\LEADTOOLS 15.0\\Images\\eye.gif")); nRet = MyAnimation.Load(); if ( nRet==SUCCESS) { MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300); MyAnimation.EnableAnimateEvent(); nRet = MyAnimation.PlayAnimation(); if(nRet != SUCCESS) return nRet; while (MyAnimation.IsPlaying()) { if (MyAnimation.DoEvents()) break; } } else return nRet; return SUCCESS; }