LEADTOOLS Raster Imaging C++ Class Library Help > Classes and Member Functions > LAnimationWindow > LAnimationWindow Member Functions > LAnimationWindow::WaitForUserInput |
#include "ltwrappr.h"
L_INT LAnimationWindow::WaitForUserInput(bWait=TRUE, nIndex=ANIM_ALL_ITEMS)
L_BOOL bWait; |
/* flag that indicates whether playback waits for user input */ |
L_UINT nIndex; |
/* position of the bitmap list item */ |
Controls whether the animation playback waits for user input.
Parameter |
Description |
|
bWait |
Flag that indicates whether playback waits for user input. |
|
nIndex |
Position of bitmap list item. Possible values are: |
|
|
Value |
Meaning |
|
ANIM_ALL_ITEMS |
[-1] Set the delay for all items in the bitmap list |
|
>=0 |
Set the delay only for the specified item |
Returns
SUCCESS |
The function was successful. |
< 1 |
An error occurred. Refer to Return Codes. |
Comments
Pass ANIM_ALL_ITEMS for nIndex to set this flag for all bitmap list items.
Required DLLs and Libraries
LTDIS For a listing of the exact DLLs and Libraries needed, based on the toolkit version, refer to Files To Be Included With Your Application. |
Win32, x64.
See Also
Functions: |
LAnimationWindow::LAnimationWindow, LAnimationWindow::IsWaitingForUserInput, LAnimationWindow::Load, LAnimationWindow::PlayAnimation, Class Members |
Example
The follwing example will make even numbered bitmap items in the
animation wait for user input, and then reads the new state for each
item in the bitmap list.
#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileName L_INT LAnimationWindow_WaitForUserInputExample(HWND hWndParent) { L_INT nRet; L_UINT i; 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); //let the even items wait for user input for (i=0; i<MyAnimation.GetCount(); i++) { if (i%2) { nRet = MyAnimation.WaitForUserInput(FALSE,i); if(nRet != SUCCESS) return nRet; } else { nRet = MyAnimation.WaitForUserInput(TRUE,i); if(nRet != SUCCESS) return nRet; } } for (i=0; i<MyAnimation.GetCount(); i++) { L_TCHAR szStr[255]; //get current wait state wsprintf(szStr,TEXT("Bitmap[%d] Wait For User Input?: %s"),i, (MyAnimation.IsWaitingForUserInput(i)?TEXT("YES"):TEXT("NO"))); MessageBox(hWndParent, szStr,TEXT("Example"), MB_OK | MB_ICONINFORMATION); } } else return nRet; return SUCCESS; }