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
L_INT LAnimationWindow_EnableAutoAnimateExample(HWND hWndParent) { L_INT nRet; LBase::LoadLibraries(LT_ALL_LEADLIB); //make sure all libraries are loaded WRPUNLOCKSUPPORT(); //unlock GIF support LAnimationWindow MyAnimation; //Set auto animate to TRUE so we don't need to call PlayAnimation nRet = MyAnimation.EnableAutoAnimate(TRUE); if(nRet != SUCCESS) return nRet; //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("C:\\Program Files\\LEAD Technologies, Inc\\LEADTOOLS 15.0\\Images\\eye.gif")); nRet = MyAnimation.Load(); //this will invoke PlayAnimation directly if (nRet!=SUCCESS) { MessageBox(hWndParent, TEXT("Failed to load file"),TEXT("Error!"),MB_OK | MB_ICONSTOP); return nRet; } while (MyAnimation.IsPlaying()) { if (MyAnimation.DoEvents()) break; } return SUCCESS; }