LAnimationWindow::EnableAutoAnimate
#include "ltwrappr.h"
L_BOOL LAnimationWindow::EnableAutoAnimate(bAutoAnimate=TRUE)
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L_BOOL bAutoAnimate; |
/* flag that indicates whether to enable auto animation */ |
Enables or disables auto animation.
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Parameter |
Description |
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|
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
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Functions: |
LAnimationWindow::LAnimationWindow, LAnimationWindow::IsAutoAnimateEnabled, Class Members |
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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;
}