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
LTDLG
LTEFX
LTFIL
LTIMG
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.

Platforms

Win32, x64.

See Also

Functions:

LAnimationWindow::LAnimationWindow, LAnimationWindow::IsLoopEnabled, LAnimationWindow::EnableAutoLoop, LAnimationWindow::PlayAnimation, Class Members

Topics:

Implementing Animation

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;
}