LAnimationWindow::IsNextFrameAvailable

#include "ltwrappr.h"

L_BOOL LAnimationWindow::IsNextFrameAvailable() const

Determines whether there is an existing frame after the current frame.

Returns

TRUE

There is a frame after the current frame, so you can use LAnimationWindow::MoveNextFrame.

FALSE

There is not a frame after the current frame, so you cannot use LAnimationWindow::MoveNextFrame.

Comments

You cannot call this function during animation playback.

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::IsPlaying, LAnimationWindow::GetCurrentIndex, LAnimationWindow::IsPreviousFrameAvailable, LAnimationWindow::IsFirstFrame, LAnimationWindow::IsLastFrame, Class Members

Example

This example uses IsNextFrameAvailable to mimic the PlayAnimation behavior

#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileName
L_INT LAnimationWindow_IsNextFrameAvailableExample(HWND hWndParent)
{
   L_INT nRet;
   LBase::LoadLibraries(LT_ALL_LEADLIB); 
 //make sure all libraries are loaded
   LAnimationWindow MyAnimation;
   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);
      while (MyAnimation.IsNextFrameAvailable())
      {
         Sleep(500);
         MyAnimation.MoveNextFrame();
      }
   }
   else
      return nRet;
   return SUCCESS;
}