LAnimationWindow::PlayAnimation

#include "ltwrappr.h"

L_INT LAnimationWindow::PlayAnimation()

Starts an animation playback.

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

Comments

This function starts an animation playback. In order to play an animation, you must call LAnimationWindow::Load or LAnimationWindow::SetBitmapList prior to calling this function. You can also pass an LBitmapList object using the constructor.

If the animation is already started, the function will return WRPERR_ANIMATION_ALREADY_STARTED.

If the loaded file is not a valid file, the return value will be WRPERR_ANIMATION_INVALID_FILE.

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::StopAnimation, LAnimationWindow::IsPlaying, LAnimationWindow::Load, LAnimationWindow::SetBitmapList, LAnimationWindow::AnimateEvent, LAnimationWindow::PostProcessing, LAnimationWindow::PlayWhileLoad, LAnimationWindow::PlayProcessing, LAnimationWindow::PreProcessing, Class Members

Example

The following example will create an animation, and play it continuously until the user aborts or closes the program.
The program uses DoEvents to allow the user to stop animation.

#include <ltwrappr.h> //Required by all classes #include <ltlck.h> //Unlock support L_VOID TestFunction(HWND hWndParent) {    LBase::LoadLibraries(LT_ALL_LEADLIB); //make sure all libraries are loaded    LAnimationWindow MyAnimation;    WRPUNLOCKSUPPORT();    //Set auto loop to TRUE    MyAnimation.EnableLoop();    MyAnimation.SetFileName(TEXT("eye.gif"));    if (MyAnimation.Load()!=SUCCESS)    {       MessageBox(hWndParent, TEXT("Error loading file!"),TEXT("Sample"), MB_OK|MB_ICONSTOP);       return;    }    MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);    MyAnimation.PlayAnimation();    while (MyAnimation.IsPlaying())    {       L_BOOL bCanceled;       L_BOOL bQuit = MyAnimation.DoEvents(&bCanceled);       if (bCanceled || bQuit)       {          MyAnimation.StopAnimation();          break;       }    } }