LBitmapList::InsertItem

#include "ltwrappr.h"

virtual L_INT LBitmapList::InsertItem(pLBitmap, uIndex=(L_UINT)-1);

LBitmapBase * pLBitmap;

/* pointer to an LBitmapBase object */

L_UINT uIndex;

/* position of the bitmap in the list */

Inserts the specified LBitmapBase object's associated bitmap into the class object's bitmap list, or appends the bitmap to the end of the bitmap list.

Parameter

Description

pLBitmap

Pointer to the bitmap object to insert.

uIndex

Position of the bitmap in the list. Use (L_UINT)-1 to append the bitmap to the end of the list.

 

Use zero-based indexing. For example, if there are 10 bitmaps in a list, the index of the last one is 9. If you insert a bitmap within a list, the indexes of other bitmaps change to accommodate the insertion.

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

Comments

After calling this function, the bitmap handle in the list references the original image data, it is not a copy. Therefore, you should not free the bitmap that you pass in, but should instead manage the memory using the related bitmap list functions (LBitmapList::DeleteItems and LBitmapList::Destroy). This function will invalidate the passed LBitmapBase object before it returns. In order to reuse the LBitmapBase object, you must reinitialize it.

You cannot use this function to update a bitmap list while it is being used in an animation playback. Refer to the LPlayBack::Append function for more information.

Required DLLs and Libraries

LTFIL

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:

Class Members

Topics:

Raster Image Functions: Playing Animated Images

 

Implementing Animation

Example

For an example, refer to LBitmapList::GetFirstItem.