L_ProcessPlayback

Summary

Processes the next state during an animation playback.

Syntax

#include "l_bitmap.h"

L_LTDIS_API L_INT L_ProcessPlayback(hPlayback, puState)

Parameters

HPLAYBACK hPlayback

Handle that references the animation playback.

L_UINT* puState

Address of the variable to be updated with a constant that describes the new state of the animation playback engine. For possible values, refer to Animation Playback States.

Returns

Value Meaning
SUCCESS The function was successful.
< 1 An error occurred. Refer to Return Codes.

Comments

This function does not support signed data images. It returns the error code ERROR_SIGNED_DATA_NOT_SUPPORTED if a signed data image is passed to this function.

This function is called in a loop to continually process the playback.

Required DLLs and Libraries

Platforms

Win32, x64, Linux.

See Also

Functions

Topics

Example

This example loads a bitmap list from an animated GIF or WEBP file.
It then plays the animation, using the current bitmap as the target.

L_INT ProcessPlaybackExample(L_HWND hWnd, pBITMAPHANDLE pBitmap, L_TCHAR * pszFilename) 
{ 
   L_INT          nRet; 
   HBITMAPLIST    hList;            /* Bitmap list */ 
   BITMAPHANDLE   TmpBitmap;        /* Temporary bitmap for building 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 */ 
   HPALETTE       hpalPaint; 
 
   /* Create the bitmap list from the input file (GIF or AVI) */ 
   nRet = L_LoadBitmapList(pszFilename, &hList, 0, 0, NULL, NULL); 
   if (nRet != SUCCESS) 
      return nRet; 
 
   /* Get a copy of the first image's bitmap handle */ 
   nRet = L_GetBitmapListItem(hList, 0, &TmpBitmap, sizeof(BITMAPHANDLE)); 
   if (nRet != SUCCESS) 
   { 
      L_DestroyBitmapList(hList); 
      return nRet; 
   } 
 
   /* Create the palette that is used for playback. Not necessary for WEBP animations */ 
   hdc = GetDC(hWnd); 
   hpalPaint = L_CreatePaintPalette(hdc, &TmpBitmap); 
   ReleaseDC(hWnd, hdc); 
 
   /* Use the client area as the display rectangle, 
   assuming that the window is properly sized */ 
   GetClientRect(hWnd, &rcDisplay); 
 
   /* Create the target bitmap that is used for playback */ 
   if (pBitmap->Flags.Allocated) 
      L_FreeBitmap(pBitmap); 
 
   nRet = L_CreateBitmap(pBitmap, sizeof(BITMAPHANDLE), TYPE_CONV, 
      TmpBitmap.Width, TmpBitmap.Height, TmpBitmap.BitsPerPixel, TmpBitmap.Order, 
      NULL, TmpBitmap.ViewPerspective, NULL, 0); 
   if (nRet != SUCCESS) 
   { 
      L_DestroyBitmapList(hList); 
      return nRet; 
   } 
 
   /* Update the palette of the target bitmap. Not necessary for WEBP animations */ 
   nRet = L_CopyBitmapPalette(pBitmap, &TmpBitmap); 
   if (nRet != SUCCESS) 
   { 
      L_DestroyBitmapList(hList); 
      return nRet; 
   } 
 
   /* Create and run the playback */ 
   nRet = L_CreatePlayback(&hPlayback, pBitmap, hList); 
   if (nRet != SUCCESS) 
   { 
      L_DestroyBitmapList(hList); 
      return nRet; 
   } 
 
   do 
   { 
      nRet = L_ProcessPlayback(hPlayback, &uState); 
      if (nRet != SUCCESS) 
         break; 
      switch (uState) 
      { 
      case PLAYSTATE_WAITINPUT: 
         /* This is necessary only for GIF animations. 
            Normally, you will have to wait for the user to press a key here. 
            But we will keep it simple and call L_CancelPlaybackWait to cancel the wait for a key */ 
         nRet = L_CancelPlaybackWait(hPlayback); 
         if (nRet != SUCCESS) 
            break; 
 
         break; 
      case PLAYSTATE_POSTCLEAR: 
      case PLAYSTATE_POSTRENDER: 
         nRet = L_GetPlaybackUpdateRect(hPlayback, &rcUpdate, TRUE); 
         if (nRet != SUCCESS) 
            break; 
 
         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, we will release the DC and break out of the loop because nRet is not SUCCESS */ 
         if (hpalPaint) 
            SelectPalette(hdc, hPalette, TRUE); 
 
         ReleaseDC(hWnd, hdc); 
         break; 
      } 
   } while (uState != PLAYSTATE_END && nRet == SUCCESS); 
 
   /* Clean up */ 
   nRet = L_DestroyPlayback(hPlayback, NULL); 
   if (nRet != SUCCESS) 
      return nRet; 
 
   nRet = L_DestroyBitmapList(hList); 
 
   return nRet; 
} 

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