Creates an animation playback for the class object.
#include "ltwrappr.h"
L_INT LAnimationWindow::PreProcessing()
Value | Meaning |
---|---|
SUCCESS | The function was successful. |
< 1 | An error occurred. Refer to Return Codes. |
Win32, x64.
The following example will create an animation, and play it continuously
until the user aborts or closes the program.
The program uses DoEvents to allow the user to stop animation.
class MyAnimationWindow : public LAnimationWindow
{
public :
L_INT PreProcessing()
{
return LAnimationWindow::PreProcessing();
}
L_INT PlayProcessing(HWND hWnd, L_BOOL bLoop)
{
return LAnimationWindow::PlayProcessing(hWnd, bLoop);
}
L_INT PostProcessing()
{
return LAnimationWindow::PostProcessing();
}
};
L_INT LAnimationWindow_PreProcessingExample(HWND hWndParent)
{
L_INT nRet;
LBase::LoadLibraries(LT_ALL_LEADLIB);
//make sure all libraries are loaded
MyAnimationWindow MyAnimation;
MyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif")));
nRet = MyAnimation.Load();
if (nRet!=SUCCESS)
return nRet;
MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
nRet = MyAnimation.PreProcessing();
if (nRet!=SUCCESS)
return nRet;
nRet = MyAnimation.PlayProcessing(hWndParent, TRUE);
if (nRet!=SUCCESS)
return nRet;
while (MyAnimation.IsPlaying())
{
L_BOOL bCanceled;
L_BOOL bQuit = MyAnimation.DoEvents(&bCanceled);
if (bCanceled || bQuit)
{
MyAnimation.PostProcessing();
break;
}
}
return SUCCESS;
}
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