#include "l_bitmap.h"
L_LTDIS_API L_INT L_ProcessPlayback(hPlayback, puState)
Processes the next state during an animation playback.
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.
Required DLLs and Libraries
Win32, x64, Linux.
For an example, refer to L_AppendPlayback. This example loads a bitmap list from an animated GIF or AVI file. It then plays the animation, using the current bitmap as the target.
L_INT ProcessPlaybackExample(L_HWND hWnd,
pBITMAPHANDLE pBitmap,
L_TCHAR* pszFilename,
HPALETTE hpalPaint)
{
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 */
/* 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)
return nRet;
/* Create the palette that is used for playback */
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)
return nRet;
/* Update the palette of the target bitmap */
nRet = L_CopyBitmapPalette(pBitmap, &TmpBitmap);
if(nRet != SUCCESS)
return nRet;
/* Create and run the playback */
nRet = L_CreatePlayback(&hPlayback, pBitmap, hList);
if(nRet != SUCCESS)
return nRet;
do
{
nRet = L_ProcessPlayback(hPlayback, &uState);
if(nRet != SUCCESS)
return nRet;
switch(uState)
{
case PLAYSTATE_WAITINPUT:
nRet = L_CancelPlaybackWait(hPlayback);
if(nRet != SUCCESS)
return nRet;
break;
case PLAYSTATE_POSTCLEAR:
case PLAYSTATE_POSTRENDER:
nRet = L_GetPlaybackUpdateRect(hPlayback, &rcUpdate, TRUE);
if(nRet != SUCCESS)
return nRet;
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)
return nRet;
if (hpalPaint)
SelectPalette (hdc, hPalette, TRUE);
ReleaseDC(hWnd, hdc);
break;
}
} while(uState != PLAYSTATE_END);
/* Clean up */
L_DestroyPlayback(hPlayback, NULL);
L_DestroyBitmapList(hList);
return SUCCESS;
}
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