#include "ltwrappr.h"
L_UINT32 LAnimationWindow::GetRemainingDelay()
Gets the time remaining in the current wait state of an animation playback.
The number of milliseconds remaining.
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 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.
#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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