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Available in LEADTOOLS Imaging Pro, Vector, Document, and Medical Imaging toolkits. |
LPlayBack::Process
#include "ltwrappr.h"
virtual L_UINT LPlayBack::Process()
Processes the next state during an animation playback.
Returns
A constant that describes the new state of the animation playback engine. For possible values, refer to Animation Playback States.
Comments
This function is called in a loop, to continually process the class object's animation playback.
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 loads a bitmap list from an animated GIF or AVI file.
It then plays the animation, using the current bitmap as the target.
// Process Example L_INT LPlayBack__ProcessExample(L_TCHAR * pszFilename, HWND hWnd) { L_INT nRet; LBitmapList BitmapList; /* Bitmap list */ LBitmapBase LeadBitmap; /* Bitmap handle for the loaded image. */ 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 */ /* Create the bitmap list from the input file (GIF or AVI) */ nRet = BitmapList.Load (pszFilename); if(nRet != SUCCESS) return nRet; /* Get a copy of the first image's bitmap handle */ LeadBitmap = BitmapList[0]; /* Use the client area as the display rectangle, assuming that the window is properly sized */ GetClientRect(hWnd,&rcDisplay); /* Create the target bitmap that is used for playback */ /* Create and run the playback */ nRet = Playback.Create (&LeadBitmap, &BitmapList); if(nRet != SUCCESS) return nRet; if(Playback.IsCreated() == FALSE) return FAILURE; do { uState = Playback.Process (); switch(uState) { case PLAYSTATE_WAITINPUT: //Playback.caL_CancelPlaybackWait(hPlayback); break; case PLAYSTATE_POSTCLEAR: case PLAYSTATE_POSTRENDER: nRet = Playback.GetUpdateRect (&rcUpdate, TRUE); if(nRet != SUCCESS) return nRet; hdc = GetDC(hWnd); Playback.GetBitmap()->Paint()->SetDC(hdc); 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; nRet = Playback.GetBitmap()->Paint()->PaintDC(); if(nRet != SUCCESS) return nRet; ReleaseDC(hWnd, hdc); break; } } while(uState != PLAYSTATE_END); /* Clean up */ // No need to call destroy it is only for sample purposes // the destructor will call destroy if it was not called here nRet = Playback.Destroy (NULL); if(nRet != SUCCESS) return nRet; return SUCCESS; }