L_CreateBitmapList

#include "l_bitmap.h"

L_LTKRN_API L_INT L_CreateBitmapList(phList)

pHBITMAPLIST phList;

address of the variable to be updated

Creates an empty list of LEAD bitmaps. The list can then be built and maintained with related functions.

Parameter

Description

phList

Address of the HBITMAPLIST variable for the new list.

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

Required DLLs and Libraries

LTKRN

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, Linux.

See Also

Functions:

L_LoadBitmapList, L_SaveBitmapList,

 

L_DestroyBitmapList, L_GetBitmapListCount,

 

L_CopyBitmapListItems, L_InsertBitmapListItem,

 

L_RemoveBitmapListItem, L_DeleteBitmapListItems,

 

L_GetBitmapListItem, L_SetBitmapListItem,

 

L_ColorResBitmapList, L_TranslateBitmapColor

 

L_AddPageNumbersToBitmapList

Topics:

Raster Image Functions: Playing Animated Images

 

Implementing Animation

Example

This example creates a bitmap list from the current bitmap, rotating each copy by 10 degrees. It defines the rotation fill color as a transparent color, and assigns an animation background color. It then plays the animation, using the current bitmap as the target.

L_INT CreateBitmapListExample(HWND          hWnd, 
HPALETTE      hpalPaint,/* Paint palette handle. */ 
pBITMAPHANDLE pBitmap)  /* Bitmap handle for the loaded image. */ 
{ 
   L_INT nRet; 
   HBITMAPLIST    hList;            /* Bitmap list */ 
   BITMAPHANDLE   TmpBitmap;        /* Temporary bitmap for building the list */ 
   L_INT          nMax = 160;       /* Maximum width or height for bitmaps in the list */ 
   HPLAYBACK      hPlayback;        /* Animation playback */ 
   L_UINT         uState;           /* Next state in the playback */ 
   RECT           rcUpdate;         /* Source clipping rectangle used in playback */ 
   RECT           rcDisplay;        /* Display rectangle used in playback */ 
   HDC            hdc;              /* Device context of the current window */ 
   HPALETTE       hPalette = NULL;  /* Temporary copy of the current system palette */ 
   RGBQUAD        TmpPalette[1];    /* Palette to define the transparent color */ 
   L_INT          i;                /* Loop counter */ 
   /* Reduce memory requirements, if necessary. Only small bitmaps play smoothly. */ 
   if (pBitmap->Width > nMax) 
   { 
      nRet = L_SizeBitmap (pBitmap, nMax, (pBitmap->Height * nMax) / pBitmap->Width, SIZE_RESAMPLE); 
      if(nRet !=SUCCESS) 
         return nRet; 
   } 
   else if (pBitmap->Height > nMax) 
   { 
      nRet = L_SizeBitmap (pBitmap, (pBitmap->Width * nMax) / pBitmap->Height, nMax, SIZE_RESAMPLE); 
      if(nRet !=SUCCESS) 
         return nRet; 
   } 
   /* Dither to an optimized palette, leaving the last color blank to use 
   later for transparency */ 
   nRet = L_ColorResBitmap(pBitmap, pBitmap, sizeof(BITMAPHANDLE), 8, CRF_FLOYDSTEINDITHERING|CRF_OPTIMIZEDPALETTE|CRF_IDENTITYPALETTE, 
   NULL, NULL, 255, NULL, NULL); 
   if(nRet !=SUCCESS) 
      return nRet; 
   /* Set the transparent color in the last position of the palette */ 
   TmpPalette[0].rgbBlue = (BYTE) 202; 
   TmpPalette[0].rgbGreen = (BYTE) 222; 
   TmpPalette[0].rgbRed = (BYTE) 212; 
   nRet = L_PutBitmapColors(pBitmap, 50, 1, TmpPalette); 
   if(nRet !=SUCCESS) 
      return nRet; 
   /* Create the paint palette */ 
   hdc = GetDC (hWnd); 
   hpalPaint = L_CreatePaintPalette (hdc, pBitmap); 
   ReleaseDC (hWnd, hdc); 
   /* Set the playback flags that will apply to all bitmaps in the list */ 
   pBitmap->Flags.WaitUserInput = FALSE; 
   pBitmap->Flags.Transparency = TRUE; 
   pBitmap->Left = 0; 
   pBitmap->Top = 0; 
   pBitmap->Delay = 10; 
   pBitmap->Transparency = PALETTEINDEX(255); /* Last color in the palette */ 
   pBitmap->DisposalMethod = PLAYDISPOSE_RESTOREBACKGROUND; 
   /* Create and populate the bitmap list */ 
   nRet = L_CreateBitmapList(&hList); 
   if(nRet !=SUCCESS) 
      return nRet; 
   for (i = 0; i <= 36; ++ i) 
   { 
      nRet = L_CopyBitmap(&TmpBitmap, pBitmap, sizeof(BITMAPHANDLE)); 
      if(nRet !=SUCCESS) 
         return nRet; 
      /* Rotate, using the transparent color as the fill color */ 
      nRet = L_RotateBitmap (&TmpBitmap, 1000 * i, 0, PALETTEINDEX(255)); 
      if(nRet !=SUCCESS) 
         return nRet; 
      nRet = L_InsertBitmapListItem(hList, (L_UINT)-1, &TmpBitmap); 
      if(nRet !=SUCCESS) 
         return nRet; 
   } 
   /* Set the background color for the animation playback */ 
   pBitmap->Background = RGB(0,0,255); 
   /* Use the client area as the display rectangle */ 
   GetClientRect(hWnd,&rcDisplay); 
   /* Create and run the playback */ 
   nRet = L_CreatePlayback(&hPlayback, pBitmap, hList); 
   if(nRet !=SUCCESS) 
      return nRet; 
   do 
   { 
      nRet = L_ProcessPlayback(hPlayback, &uState); 
      if(nRet !=SUCCESS) 
         return nRet; 
      switch(uState) 
      { 
         case PLAYSTATE_POSTRENDER: 
         nRet = L_GetPlaybackUpdateRect(hPlayback, &rcUpdate, TRUE); 
         if(nRet !=SUCCESS) 
            return nRet; 
         hdc = GetDC(hWnd); 
         if (hpalPaint) 
         { 
            hPalette = SelectPalette (hdc, hpalPaint, TRUE); 
            RealizePalette(hdc); 
         } 
         nRet = L_PaintDC (hdc, pBitmap, NULL, &rcUpdate, &rcDisplay, &rcDisplay, SRCCOPY); 
         if(nRet !=SUCCESS) 
            return nRet; 
         if (hpalPaint) 
            SelectPalette (hdc, hPalette, TRUE); 
         ReleaseDC(hWnd, hdc); 
         break; 
      } 
   } while(uState != PLAYSTATE_END); 
   /* Clean up */ 
   nRet = L_DestroyPlayback(hPlayback, NULL); 
   if(nRet !=SUCCESS) 
      return nRet; 
   nRet = L_DestroyBitmapList(hList); 
   if(nRet !=SUCCESS) 
      return nRet; 
   return SUCCESS; 
} 

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