Available in LEADTOOLS Imaging Pro, Vector, Document, and Medical Imaging toolkits. |
LPlayBack::GetDelay
#include "ltwrappr.h"
virtual L_UINT32 LPlayBack::GetDelay();
Gets the time remaining in the current wait state of an animation playback.
Returns
The number of milliseconds remaining for the current animation playback 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
Functions: |
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Topics: |
Raster Image Functions: Creating and Maintaining Lists of Images |
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Example
This example cancels the playback wait state if the current delay is more than 10 milliseconds.
L_INT LPlayBack__GetDelayExample(HWND hWnd, LBitmapBase *pTargetBitmap, LBitmapList *pBitmapList) { L_INT nRet; LPlayBack PlayBack; /* Animation playback */ L_UINT uState; /* Next state in the playback */ RECT rcUpdate; /* Source clipping rectangle used in playback */ RECT rcDisplay; /* Display rectangle used in playback */ HDC hdc; /* Device context of the current window */ L_UINT32 uDelay; /* Variable to be updated with the time left */ /* Use the client area as the display rectangle */ GetClientRect(hWnd,&rcDisplay); /* Create and run the playback */ nRet = PlayBack.Create(pTargetBitmap, pBitmapList); if(nRet != SUCCESS) return nRet; do { uState = PlayBack.Process (); switch(uState) { case PLAYSTATE_WAITDELAY: uDelay = PlayBack.GetDelay (); if (uDelay > 10) { nRet = PlayBack.CancelWait (); if(nRet != SUCCESS) return nRet; } break; case PLAYSTATE_POSTRENDER: nRet = PlayBack.GetUpdateRect (&rcUpdate, TRUE); if(nRet != SUCCESS) return nRet; hdc = GetDC(hWnd); nRet = PlayBack.GetBitmap()->SetClipSrcRect(&rcUpdate); if(nRet != SUCCESS) return nRet; nRet = PlayBack.GetBitmap()->SetDstRect(&rcDisplay); if(nRet != SUCCESS) return nRet; nRet = PlayBack.GetBitmap()->SetClipDstRect(&rcDisplay); if(nRet != SUCCESS) return nRet; PlayBack.GetBitmap()->Paint()->SetDC(hdc); PlayBack.GetBitmap()->CreatePaintPalette (hdc); nRet = PlayBack.GetBitmap()->Paint()->PaintDC(); if(nRet != SUCCESS) return nRet; ReleaseDC(hWnd, hdc); break; } }while(uState != PLAYSTATE_END); return SUCCESS; }