L_BOOL LAnimationWindow::IsAutoAnimateEnabled() const
Determines whether auto animation is enabled.
The current state of auto animation. Possible values are:
Value | Meaning |
---|---|
TRUE | Auto animation is enabled. |
FALSE | Auto animation is disabled. |
When auto animation is enabled, animation playback will begin automatically upon calling LAnimationWindow::Load, LAnimationWindow::SetBitmapList, or when constructing new objects.
Win32, x64.
/*<documentation/>*/
L_INT LAnimationWindow_IsAutoAnimateEnabledExample(HWND hWndParent)
{
LBase::LoadLibraries(LT_ALL_LEADLIB);
//make sure all libraries are loaded
LAnimationWindow MyAnimation;
L_INT nRetCode;
MyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif")));
MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
nRetCode = MyAnimation.Load();
if (nRetCode!=SUCCESS)
{
MessageBox(hWndParent, TEXT("Failed to load file"),TEXT("Error!"),MB_OK | MB_ICONSTOP);
return nRetCode;
}
//see if we need to call PlayAnimation or it has been called
if (!MyAnimation.IsAutoAnimateEnabled())
{
MessageBox(hWndParent,TEXT("Now invoking PlayAnimation..."),TEXT("Example"),MB_OK|MB_ICONINFORMATION);
nRetCode = MyAnimation.PlayAnimation();
if(nRetCode != SUCCESS)
return nRetCode;
}
else
MessageBox(hWndParent,TEXT("AutoAnimate is enabled!"),TEXT("Example"),MB_OK|MB_ICONINFORMATION);
while (MyAnimation.IsPlaying())
{
if (MyAnimation.DoEvents())
break;
}
return SUCCESS;
}
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