LAnimationWindow::GetRemainingDelay

#include "ltwrappr.h"

L_UINT32 LAnimationWindow::GetRemainingDelay()

Gets the time remaining in the current wait state of an animation playback.

Returns

The number of milliseconds remaining.

Comments

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

Platforms

Win32, x64.

See Also

Functions

Topics

Example

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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