Processes the next state during an animation playback.
#include "l_bitmap.h"
L_LTDIS_API L_INT L_ProcessPlayback(hPlayback, puState)
Handle that references the animation playback.
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.
Value | Meaning |
---|---|
SUCCESS | The function was successful. |
< 1 | An error occurred. Refer to Return Codes. |
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.
Win32, x64, Linux.
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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