Available in LEADTOOLS Imaging Pro, Vector, Document, and Medical Imaging toolkits. |
LAnimationWindow::EnableLoop
#include "ltwrappr.h"
L_BOOL LAnimationWindow::EnableLoop(bEnableLoop=TRUE)
L_BOOL bEnableLoop; |
/* flag that indicates whether to enable animation looping */ |
Enables or disables animation looping. If animation loop is enabled, animation playback will continuously loop through the items in the associated bitmap list.
Parameter |
Description |
|
bEnableLoop |
Flag that indicates whether to enable animation looping. Possible values are: |
|
|
Value |
Meaning |
|
TRUE |
Enable animation looping. |
|
FALSE |
Disable animation looping. |
Returns
The previous state.
Comments
The setting for auto loop overrides this setting.
If auto loop is enabled, this function will have no effect.
If auto loop is disabled, then you can use this function to enable or disable animation playback looping for the class object.
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. |
Win32, x64.
See Also
Functions: |
LAnimationWindow::LAnimationWindow, LAnimationWindow::IsLoopEnabled, LAnimationWindow::EnableAutoLoop, LAnimationWindow::PlayAnimation, Class Members |
Topics: |
Example
#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileName L_INT LAnimationWindow_EnableLoopExample(HWND hWndParent) { L_INT nRet; LBase::LoadLibraries(LT_ALL_LEADLIB); //make sure all libraries are loaded LAnimationWindow MyAnimation; WRPUNLOCKSUPPORT(); //Set auto loop to TRUE nRet = MyAnimation.EnableLoop(); if(nRet != SUCCESS) return nRet; MyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif"))); nRet = MyAnimation.Load(); if (nRet!=SUCCESS) { MessageBox(hWndParent, TEXT("Error loading file!"),TEXT("Sample"), MB_OK|MB_ICONSTOP); return nRet; } MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300); nRet = MyAnimation.PlayAnimation(); if(nRet != SUCCESS) return nRet; while (MyAnimation.IsPlaying()) { L_BOOL bCanceled; L_BOOL bQuit = MyAnimation.DoEvents(&bCanceled); if (bCanceled || bQuit) { MyAnimation.StopAnimation(); break; } } return SUCCESS; }