LAnimationWindow::EnableAnimateEvent

#include "ltwrappr.h"

L_BOOL LAnimationWindow::EnableAnimateEvent(bEnable=TRUE)

L_BOOL bEnable;

/* flag that determines whether to enable animation events */

Enables or disables the animation playback event notifications.

Parameter

Description

bEnable

Flag that determines whether to enable or disable animation events.

 

Value

Meaning

 

TRUE

Enable animation playback event notifications.

 

FALSE

Disable animation playback event notifications.

Returns

The previous setting.

Comments

This function enables or disables the event notifications that are sent to LAnimationWindow::AnimateEvent.

Required DLLs and Libraries

LTDIS
LTDLG
LTEFX
LTFIL
LTIMG
LTISI
LTSCR
LTTWN

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::AnimateEvent, Class Members

Topics:

Implementing Animation

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 LAnimationWindow_EnableAnimateEventExample(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("%UserProfile%\\My Documents\\LEADTOOLS Images\\eye.gif"));
   nRet = MyAnimation.Load();
   if (nRet==SUCCESS)
   {
      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;
}