LAnimationWindow::GetRemainingDelay
#include "ltwrappr.h"
L_UINT32 LAnimationWindow::GetRemainingDelay()
Gets the time remaining in the current wait state of an animation playback.
Returns
The number of milliseconds remaining.
Comments
Use this function during playback, inside the LAnimationWindow::AnimateEvent callback function, to query for the delay time remaining for the current frame.
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
Example
class MyClass : public LAnimationWindow { public : virtual L_VOID AnimateEvent(L_INT nEvent,L_INT nFrameNumber) { switch (nEvent) { case EVENT_PLAYSTATE_WAITINPUT : CancelWait(); break; case EVENT_PLAYSTATE_WAITDELAY : if (GetRemainingDelay()<1000) CancelWait(); break; } //call base class LAnimationWindow::AnimateEvent(nEvent, nFrameNumber); } }; L_INT LAnimationWindow_GetRemainingDelayExample(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) { nRet = MyAnimation.SetDelay(2500); if(nRet != SUCCESS) return nRet; MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300); nRet = MyAnimation.EnableAnimateEvent(); if(nRet != SUCCESS) return nRet; nRet = MyAnimation.PlayAnimation(); if(nRet != SUCCESS) return nRet; while (MyAnimation.IsPlaying()) { if (MyAnimation.DoEvents()) break; } } else return nRet; return SUCCESS; }