L_INT LAnimationWindow::WaitForUserInput(bWait=TRUE, nIndex=ANIM_ALL_ITEMS)
Controls whether the animation playback waits for user input.
Flag that indicates whether playback waits for user input.
Position of bitmap list item. Possible values are:
Value | Meaning |
---|---|
ANIM_ALL_ITEMS | [-1] Set the delay for all items in the bitmap list |
>=0 | Set the delay only for the specified item |
Value | Meaning |
---|---|
SUCCESS | The function was successful. |
< 1 | An error occurred. Refer to Return Codes. |
Pass ANIM_ALL_ITEMS for nIndex to set this flag for all bitmap list items.
Win32, x64.
The following example will make even numbered bitmap items in the
animation wait for user input, and then reads the new state for each
item in the bitmap list.
L_INT LAnimationWindow_WaitForUserInputExample(HWND hWndParent)
{
L_INT nRet;
L_UINT i;
LBase::LoadLibraries(LT_ALL_LEADLIB);
//make sure all libraries are loaded
LAnimationWindow MyAnimation;
MyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif")));
nRet = MyAnimation.Load();
if (nRet==SUCCESS)
{
MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
//let the even items wait for user input
for (i=0; i<MyAnimation.GetCount(); i++)
{
if (i%2)
{
nRet = MyAnimation.WaitForUserInput(FALSE,i);
if(nRet != SUCCESS)
return nRet;
}
else
{
nRet = MyAnimation.WaitForUserInput(TRUE,i);
if(nRet != SUCCESS)
return nRet;
}
}
for (i=0; i<MyAnimation.GetCount(); i++)
{
L_TCHAR szStr[255];
//get current wait state
wsprintf(szStr,TEXT("Bitmap[%d] Wait For User Input?: %s"),i, (MyAnimation.IsWaitingForUserInput(i)?TEXT("YES"):TEXT("NO")));
MessageBox(hWndParent, szStr,TEXT("Example"), MB_OK | MB_ICONINFORMATION);
}
}
else
return nRet;
return SUCCESS;
}
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