LAnimationWindow::WaitForUserInput

#include "ltwrappr.h"

L_INT LAnimationWindow::WaitForUserInput(bWait=TRUE, nIndex=ANIM_ALL_ITEMS)

L_BOOL bWait;

/* flag that indicates whether playback waits for user input */

L_UINT nIndex;

/* position of the bitmap list item */

Controls whether the animation playback waits for user input.

Parameter

Description

bWait

Flag that indicates whether playback waits for user input.

nIndex

Position of bitmap list item. Possible values are:

 

Value

Meaning

 

ANIM_ALL_ITEMS

[-1] Set the delay for all items in the bitmap list

 

>=0

Set the delay only for the specified item

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

Comments

Pass ANIM_ALL_ITEMS for nIndex to set this flag for all bitmap list items.

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::IsWaitingForUserInput, LAnimationWindow::Load, LAnimationWindow::PlayAnimation, Class Members

Example

The follwing example will make even numbered bitmap items in the

animation wait for user input, and then reads the new state for each

item in the bitmap list.

#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileName
L_INT LAnimationWindow_WaitForUserInputExample(HWND hWndParent)
{
   L_INT nRet;
   L_UINT i;
   LBase::LoadLibraries(LT_ALL_LEADLIB); 
 //make sure all libraries are loaded
   LAnimationWindow MyAnimation;
   WRPUNLOCKSUPPORT();
   MyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif")));
   nRet = MyAnimation.Load();
   if (nRet==SUCCESS)
   {
      MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
      //let the even items wait for user input
      for (i=0; i<MyAnimation.GetCount(); i++)
      {
         if (i%2)
         {
            nRet = MyAnimation.WaitForUserInput(FALSE,i);
            if(nRet != SUCCESS)
               return nRet;
         }
         else
         {
            nRet = MyAnimation.WaitForUserInput(TRUE,i);
            if(nRet != SUCCESS)
               return nRet;
         }
      }
      for (i=0; i<MyAnimation.GetCount(); i++)
      {
         L_TCHAR szStr[255];
         //get current wait state
         wsprintf(szStr,TEXT("Bitmap[%d] Wait For User Input?: %s"),i, (MyAnimation.IsWaitingForUserInput(i)?TEXT("YES"):TEXT("NO")));
         MessageBox(hWndParent, szStr,TEXT("Example"), MB_OK | MB_ICONINFORMATION); 
      }
   }
   else
      return nRet;
   return SUCCESS;
}