#include "ltwrappr.h"
virtual L_UINT32 LPlayBack::GetDelay()
Gets the time remaining in the current wait state of an animation playback.
The number of milliseconds remaining for the current animation playback 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.
Functions: |
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Topics: |
Raster Image Functions: Creating and Maintaining Lists of Images |
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This example cancels the playback wait state if the current delay is more than 10 milliseconds.
L_INT LPlayBack__GetDelayExample(HWND hWnd, LBitmapBase *pTargetBitmap, LBitmapList *pBitmapList)
{
L_INT nRet;
LPlayBack PlayBack; /* 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 */
L_UINT32 uDelay; /* Variable to be updated with the time left */
/* Use the client area as the display rectangle */
GetClientRect(hWnd,&rcDisplay);
/* Create and run the playback */
nRet = PlayBack.Create(pTargetBitmap, pBitmapList);
if(nRet != SUCCESS)
return nRet;
do
{
uState = PlayBack.Process ();
switch(uState)
{
case PLAYSTATE_WAITDELAY:
uDelay = PlayBack.GetDelay ();
if (uDelay > 10)
{
nRet = PlayBack.CancelWait ();
if(nRet != SUCCESS)
return nRet;
}
break;
case PLAYSTATE_POSTRENDER:
nRet = PlayBack.GetUpdateRect (&rcUpdate, TRUE);
if(nRet != SUCCESS)
return nRet;
hdc = GetDC(hWnd);
nRet = PlayBack.GetBitmap()->SetClipSrcRect(&rcUpdate);
if(nRet != SUCCESS)
return nRet;
nRet = PlayBack.GetBitmap()->SetDstRect(&rcDisplay);
if(nRet != SUCCESS)
return nRet;
nRet = PlayBack.GetBitmap()->SetClipDstRect(&rcDisplay);
if(nRet != SUCCESS)
return nRet;
PlayBack.GetBitmap()->Paint()->SetDC(hdc);
PlayBack.GetBitmap()->CreatePaintPalette (hdc);
nRet = PlayBack.GetBitmap()->Paint()->PaintDC();
if(nRet != SUCCESS)
return nRet;
ReleaseDC(hWnd, hdc);
break;
}
}while(uState != PLAYSTATE_END);
return SUCCESS;
}
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