LAnimationWindow::IsAutoAnimateEnabled

#include "ltwrappr.h"

L_BOOL LAnimationWindow::IsAutoAnimateEnabled() const

Determines whether auto animation is enabled.

Returns

The current state of auto animation. Possible values are:

Value

Meaning

TRUE

Auto animation is enabled.

FALSE

Auto animation is disabled.

Comments

When auto animation is enabled, animation playback will begin automatically upon calling LAnimationWindow::Load, LAnimationWindow::SetBitmapList, or when constructing new objects.

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::EnableAutoAnimate, Class Members

Topics:

Implementing Animation

Example

#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileName
/*<documentation/>*/
L_INT LAnimationWindow_IsAutoAnimateEnabledExample(HWND hWndParent)
{
   LBase::LoadLibraries(LT_ALL_LEADLIB); 
 //make sure all libraries are loaded
   WRPUNLOCKSUPPORT(); //unlock GIF support
   LAnimationWindow MyAnimation;
   L_INT nRetCode;
   MyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif")));
   MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
   nRetCode = MyAnimation.Load();
   if (nRetCode!=SUCCESS)
   {
      MessageBox(hWndParent, TEXT("Failed  to load file"),TEXT("Error!"),MB_OK | MB_ICONSTOP);
      return nRetCode;
   }
   //see if we need to call PlayAnimation or it has been called
   if (!MyAnimation.IsAutoAnimateEnabled())
   {
      MessageBox(hWndParent,TEXT("Now invoking PlayAnimation..."),TEXT("Example"),MB_OK|MB_ICONINFORMATION);
      nRetCode = MyAnimation.PlayAnimation();
      if(nRetCode != SUCCESS)
         return nRetCode;
   }
   else
      MessageBox(hWndParent,TEXT("AutoAnimate is enabled!"),TEXT("Example"),MB_OK|MB_ICONINFORMATION);
   while (MyAnimation.IsPlaying())
   {
      if (MyAnimation.DoEvents())
         break; 
   }
   return SUCCESS;
}