LAnimationWindow::MoveToFrame

#include "ltwrappr.h"

virtual L_INT LAnimationWindow::MoveToFrame(nIndex)

L_UINT nIndex;

/* position of the bitmap list item */

Moves to the specified frame in the animation object.

Parameter

Description

nIndex

Position of the bitmap list item.

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

Comments

You can use this function, if the animation in not currently playing, to move to the specified item in the bitmap list.

The nIndex bitmap becomes the active bitmap and is displayed.

If animation events are enabled, this function triggers the EVENT_MOVE_TO event.

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::MoveFirstFrame, LAnimationWindow::MoveNextFrame, LAnimationWindow::MovePreviousFrame, LAnimationWindow::MoveLastFrame, LAnimationWindow::AnimateEvent , Class Members

Example

#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileName
L_INT LAnimationWindow_MoveToFrameExample(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);
      for (L_UINT i=0; i<MyAnimation.GetCount(); i++)
      {
         L_TCHAR szStr[255];
         wsprintf(szStr,TEXT("This is frame number %d"),i);
         nRet = MyAnimation.MoveToFrame(i);
         if(nRet != SUCCESS)
            return nRet;
         MessageBox(hWndParent, szStr,TEXT("Example"), MB_OK | MB_ICONINFORMATION);
      } 
   }
   else
      return nRet;
   return SUCCESS;
}