#include "ltwrappr.h"
L_BOOL LAnimationWindow::EnableAutoAnimate(bAutoAnimate=TRUE)
L_BOOL bAutoAnimate; |
flag that indicates whether to enable auto animation |
Enables or disables auto animation.
Parameter | Description | |
bAutoAnimate | Flag that indicates whether to enable auto animation. Possible values are: | |
Value | Meaning | |
TRUE | Enable auto animation. | |
FALSE | Disable auto animation. |
The previous state.
When auto animation is enabled, animation playback will begin automatically upon calling LAnimationWindow::Load, LAnimationWindow::SetBitmapList, or when constructing new objects.
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.
Functions: |
LAnimationWindow::LAnimationWindow, LAnimationWindow::IsAutoAnimateEnabled, Class Members |
Topics: |
#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileName
L_INT LAnimationWindow_EnableAutoAnimateExample(HWND hWndParent)
{
L_INT nRet;
LBase::LoadLibraries(LT_ALL_LEADLIB);
//make sure all libraries are loaded
LAnimationWindow MyAnimation;
//Set auto animate to TRUE so we don't need to call PlayAnimation
MyAnimation.EnableAutoAnimate(TRUE);
//create the control's window
MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
//load eye.gif
MyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif")));
nRet = MyAnimation.Load(); //this will invoke PlayAnimation directly
if (nRet!=SUCCESS)
{
MessageBox(hWndParent, TEXT("Failed to load file"),TEXT("Error!"),MB_OK | MB_ICONSTOP);
return nRet;
}
while (MyAnimation.IsPlaying())
{
if (MyAnimation.DoEvents())
break;
}
return SUCCESS;
}
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