LAnimationWindow::GetRemainingDelay

#include "ltwrappr.h"

L_UINT32 LAnimationWindow::GetRemainingDelay()

Gets the time remaining in the current wait state of an animation playback.

Returns

The number of milliseconds remaining.

Comments

Use this function during playback, inside the LAnimationWindow::AnimateEvent callback function, to query for the delay time remaining for the current frame.

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::PlayAnimation, LAnimationWindow::CancelWait, LAnimationWindow::AnimateEvent, Class Members

Topics:

Raster Image Functions: Creating and Maintaining Lists of Images

 

Implementing Animation

Example

#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileName 
class MyClass : public LAnimationWindow 
{ 
public : 
   virtual L_VOID AnimateEvent(L_INT nEvent,L_INT nFrameNumber) 
   { 
      switch (nEvent) 
      { 
         case EVENT_PLAYSTATE_WAITINPUT : 
         CancelWait(); 
         break; 
         case EVENT_PLAYSTATE_WAITDELAY : 
         if (GetRemainingDelay()<1000) 
            CancelWait(); 
         break; 
      } 
      //call base class 
      LAnimationWindow::AnimateEvent(nEvent, nFrameNumber); 
   } 
}; 
L_INT LAnimationWindow_GetRemainingDelayExample(HWND hWndParent) 
{ 
   L_INT nRet; 
   LBase::LoadLibraries(LT_ALL_LEADLIB); //make sure all libraries are loaded 
   MyClass MyAnimation; 
   MyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif"))); 
   nRet = MyAnimation.Load(); 
   if (nRet==SUCCESS) 
   { 
      nRet = MyAnimation.SetDelay(2500); 
      if(nRet != SUCCESS) 
         return nRet; 
      MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300); 
      nRet = MyAnimation.EnableAnimateEvent(); 
      if(nRet != SUCCESS) 
         return nRet; 
      nRet = MyAnimation.PlayAnimation(); 
      if(nRet != SUCCESS) 
         return nRet; 
      while (MyAnimation.IsPlaying()) 
      { 
         if (MyAnimation.DoEvents()) 
            break; 
      } 
   } 
   else 
      return nRet; 
   return SUCCESS; 
} 

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