LPlayBack::Process

#include "ltwrappr.h"

virtual L_UINT LPlayBack::Process()

Processes the next state during an animation playback.

Returns

A constant that describes the new state of the animation playback engine. For possible values, refer to Animation Playback States.

Comments

This function is called in a loop, to continually process the class object's animation playback.

Required DLLs and Libraries

Platforms

Win32, x64.

See Also

Functions

Topics

Example

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.

// Process Example 
L_INT LPlayBack__ProcessExample(L_TCHAR * pszFilename, HWND hWnd) 
{ 
   L_INT nRet; 
   LBitmapList BitmapList; /* Bitmap list */ 
   LBitmapBase LeadBitmap ; /* Bitmap handle for the loaded image. */ 
   LPlayBack   Playback ; /* 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 */ 
 
   /* Create the bitmap list from the input file (GIF or AVI) */ 
   nRet = BitmapList.Load (pszFilename); 
   if(nRet != SUCCESS) 
      return nRet; 
 
   /* Set the background bitmap*/ 
   nRet = LeadBitmap.Load(MAKE_IMAGE_PATH(TEXT("image1.cmp"))); 
   if(nRet != SUCCESS) 
      return nRet; 
 
   /* 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 */ 
   /* Create and run the playback */ 
   nRet = Playback.Create (&LeadBitmap, &BitmapList); 
   if(nRet != SUCCESS) 
      return nRet; 
 
   if(Playback.IsCreated() == FALSE) 
      return FAILURE; 
 
   do 
   { 
      uState = Playback.Process (); 
      switch(uState) 
      { 
      case PLAYSTATE_WAITINPUT: 
            //Playback.caL_CancelPlaybackWait(hPlayback); 
            break; 
      case PLAYSTATE_POSTCLEAR: 
      case PLAYSTATE_POSTRENDER: 
         nRet = Playback.GetUpdateRect (&rcUpdate, TRUE); 
         if(nRet != SUCCESS) 
            return nRet; 
         hdc = GetDC(hWnd); 
 
         Playback.GetBitmap()->Paint()->SetDC(hdc); 
 
         nRet = Playback.GetBitmap()->SetClipSrcRect (&rcUpdate); 
         if(nRet != SUCCESS) 
            return nRet; 
 
         nRet = Playback.GetBitmap()->SetDstRect(&rcDisplay); 
         if(nRet != SUCCESS) 
            return nRet; 
 
         nRet = Playback.GetBitmap()->SetClipDstRect (&rcDisplay); 
         if(nRet != SUCCESS) 
            return nRet; 
 
         nRet = Playback.GetBitmap()->Paint()->PaintDC(); 
         if(nRet != SUCCESS) 
            return nRet; 
 
         ReleaseDC(hWnd, hdc); 
         break; 
      } 
   } while(uState != PLAYSTATE_END); 
 
   /* Clean up */ 
   // No need to call destroy it is only for sample purposes 
   // the destructor will call destroy if it was not called here 
   nRet = Playback.Destroy (NULL); 
   if(nRet != SUCCESS) 
      return nRet; 
 
   return SUCCESS; 
} 

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LEADTOOLS Raster Imaging C++ Class Library Help
Products | Support | Contact Us | Intellectual Property Notices
© 1991-2021 LEAD Technologies, Inc. All Rights Reserved.