LAnimationWindow::EnableAutoAnimate

#include "ltwrappr.h"

L_BOOL LAnimationWindow::EnableAutoAnimate(bAutoAnimate=TRUE)

L_BOOL bAutoAnimate;

/* flag that indicates whether to enable auto animation */

Enables or disables auto animation.

Parameter

Description

bAutoAnimate

Flag that indicates whether to enable auto animation. Possible values are:

 

Value

Meaning

 

TRUE

Enable auto animation.

 

FALSE

Disable auto animation.

Returns

The previous state.

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::IsAutoAnimateEnabled, Class Members

Topics:

Implementing Animation

Example

#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileName
L_INT LAnimationWindow_EnableAutoAnimateExample(HWND hWndParent)
{
   L_INT nRet;
   LBase::LoadLibraries(LT_ALL_LEADLIB); 
   //make sure all libraries are loaded
   LAnimationWindow MyAnimation;
   //Set auto animate to TRUE so we don't need to call PlayAnimation
   MyAnimation.EnableAutoAnimate(TRUE);
   //create the control's window
   MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
   //load eye.gif
   MyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif")));
   nRet = MyAnimation.Load(); //this will invoke PlayAnimation directly
   if (nRet!=SUCCESS)
   {
      MessageBox(hWndParent, TEXT("Failed to load file"),TEXT("Error!"),MB_OK | MB_ICONSTOP);
      return nRet;
   } 
   while (MyAnimation.IsPlaying())
   {
      if (MyAnimation.DoEvents())
         break; 
   }
   return SUCCESS;
}