virtual L_INT LBitmap::GlassEffect(uCellWidth, uCellHeight, uFlags)
Divides the bitmap into rectangular cells and makes it look as if it is being viewed through glass blocks.
Value that represents the width of a cell in pixels or the number of cells present across the width of the bitmap, based on the flags set in uFlags. The valid range is between 2 and half the bitmap width.
Value that represents the height of a cell in pixels or the number of cells present across the height of the bitmap, based on the flags set in uFlags. The valid range is between 2 and half the bitmap height.
Flags that indicate what type of data is in the uCellWidth and uCellHeight parameters. You can use a bitwise OR ( | ) to specify one flag from each group.
Value | Meaning |
---|---|
GLASS_WFRQ | [0x0001] The parameter uCellWidth is the number of cells along the width of the bitmap. |
GLASS_WPER | [0x0002] The parameter uCellWidth is the width of the cell in pixels. |
Value | Meaning |
---|---|
GLASS_HFRQ | [0x0010] The parameter uCellHeight is the number of cells along the height of the bitmap. |
GLASS_HPER | [0x0020] The parameter uCellWidth is the height of the cell in pixels. |
Value | Meaning |
---|---|
SUCCESS | The function was successful. |
< 1 | An error occurred. Refer to Return Codes. |
If the bitmap has a region, the effect will be applied on the region only.
This function supports 12 and 16-bit grayscale and 48 and 64-bit color images. Support for 12 and 16-bit grayscale and 48 and 64-bit color images is available only in the Document/Medical toolkits.
To update a status bar or detect a user interrupt during execution of this function, refer to LBase::EnableStatusCallback.
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 does not support 32-bit grayscale images. It returns the error code ERROR_GRAY32_UNSUPPORTED if a 32-bit grayscale image is passed to this function.
Win32, x64.
The following example applies a glass effect to it:
L_INT LBitmap__GlassEffectExample(LAnimationWindow *BitmapWindow)
{
return BitmapWindow->GlassEffect(20,10, GLASS_WFRQ | GLASS_HPER );
}
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