Loads the bitmap list with frames from the "Overlay Data" (60xx, 3000) element.
#include "ltdic.h"
L_UINT16 LDicomDS::GetOverlayBitmapList(uOverlayIndex, hList, uOverlayFrameIndex, uCount, uFlags)
The index of the overlay for which to get the frames. This index is zero-based.
Handle to the list of bitmaps.
Position of the first frame to be loaded. Use zero-based indexing. For example, if there are 5 bitmaps in a list, the index of the last one is 4.
Number of frames to load into the bitmap list.
Reserved for future use. Pass 0.
Value | Meaning |
---|---|
0 | The function was successful. |
> 0 | An error occurred. Refer to Return Codes. |
Before calling this function you must call LDicomDS::GetOverlayAttributes. The nNumFramesInOverlay member of the OVERLAYATTRIBUTES structure will be updated with the number of frames under an overlay.
As an example, if you wish to load 5 frames starting with the 1st frame in the "Overlay Data", call this function with uOverlayFrameIndex set to 0 and uCount set to 5.
Win32, x64
This function will load frames of an overlay into a bitmap list.
L_INT LDicomDS_GetOverlayBitmapListExample(LDicomDS &InDS,// Input dataset
HBITMAPLIST hList,//Bitmap list to be populated
L_TCHAR* pActivationLayer,//Retrieve activation layer if needed
L_UINT uLength//Length of input buffer
)
{
L_INT nRet;
OVERLAYATTRIBUTES OverlayAttributes = {0};
L_INT GroupNumber=0;
L_BOOL IsOverlayInDataset = FALSE;
//(1)Sanity Check !
if(hList == NULL)
{
return DICOM_ERROR_NULL_PTR;
}
// Get activation layer
if(pActivationLayer && uLength)
{
nRet = InDS.GetOverlayActivationLayer (0,pActivationLayer,uLength);
if (nRet == DICOM_ERROR_OVERLAY_ACTIVATIONLAYER_MISSING)
{
OutputDebugString(TEXT("There is no Overlay Activation Layer in this dataset"));
}
}
nRet = InDS.GetOverlayAttributes ( 0,
&OverlayAttributes,
sizeof(OverlayAttributes),
&GroupNumber,
&IsOverlayInDataset,
0);
if(nRet != DICOM_SUCCESS)
return nRet;
return InDS.GetOverlayBitmapList (0,
hList,
0,
OverlayAttributes.nNumFramesInOverlay,
0);
}
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