LPlayBack::Append

Summary

Appends a bitmap to a the class object's bitmap list during an animation playback.

Syntax

#include "ltwrappr.h"

virtual L_INT LPlayBack::Append(pLBitmap)

Parameters

LBitmapBase * pLBitmap

Pointer to the bitmap object to be appended to the playback animation. The specified bitmap must be fully allocated, although the image data is not yet loaded when this function is called.

Returns

Value Meaning
SUCCESS The function was successful.
< 1 An error occurred. Refer to Return Codes.

Comments

If you pass NULL in the pLBitmapList parameter of the LPlayBack::Create function, you can use the [LPlayBack:Append function to add bitmaps to the list during the playback. This is useful in the LFile objects load callback functions if you want to play an animated file as it is being loaded. If you need to reference the list after the playback, you can pass the address of an LBitmapList variable when you call the LPlayBack::Destroy function.

The LPlayBack::ValidateLines function lets you validate the lines that the animation playback engine will render to the target bitmap.

Required DLLs and Libraries

Platforms

Win32, x64.

See Also

Functions

Topics

Example

class LPBUserFile : public LFile 
{ 
   HPALETTE m_hPalette; 
   HWND m_hWnd; 
   HDC m_hDC; 
   RECT m_rcPaint; 
 
public: 
   LPlayBack m_PlayBack; // playback handle  
 
      LPBUserFile(HWND hwnd, LBitmapBase *pBitmapBase); 
      virtual ~LPBUserFile(); 
      virtual    L_INT  LoadFileCallBack(pFILEINFO pFileInfo, 
                                         LBitmapBase * pLBitmap, 
                                         LBuffer * pLBuffer, 
                                         L_UINT uFlags, 
                                         L_INT nRow, 
                                         L_INT nLines); 
   virtual L_INT LoadFile(L_INT nBitsPerPixel=0, 
                          L_INT nOrder=ORDER_BGR); 
}; 
 
////////////////////////////////////////////////////////////////////// 
// Construction/Destruction 
////////////////////////////////////////////////////////////////////// 
LPBUserFile::LPBUserFile(HWND hwnd, LBitmapBase *pBitmapBase):LFile(pBitmapBase) 
{ 
   m_hWnd = hwnd; 
   m_hDC = GetDC(m_hWnd); // DC will be released in the destructor 
   GetClientRect(m_hWnd, &m_rcPaint); 
   // Enable LoadInfoCallBack 
   EnableCallBack(TRUE); 
 
} 
 
LPBUserFile::~LPBUserFile() 
{ 
   ReleaseDC(m_hWnd, m_hDC); 
} 
 
L_INT  LPBUserFile::LoadFileCallBack( 
                              pFILEINFO pFileInfo, 
                              LBitmapBase *pBitmap, 
                              LBuffer * pLBuffer, 
                              L_UINT uFlags, 
                              L_INT nRow, 
                              L_INT nLines 
                            ) 
{ 
   UNREFERENCED_PARAMETER(pFileInfo); 
   UNREFERENCED_PARAMETER(pLBuffer); 
 
   L_INT nRet;    // Return value  
   L_UINT uState; // Next state in the playback  
   RECT rcUpdate; // Source clipping rectangle used in playback  
   L_INT nCounter; 
 
   // If this is the first row of a bitmap ...  
   if (uFlags & FILEREAD_FIRSTROW) 
   { 
      // Append the bitmap to the list  
      nRet = m_PlayBack.Append(pBitmap); 
 
      if(nRet != SUCCESS) 
         return(nRet); 
   } 
   // Validate the lines in the bitmap so that we can paint them  
   m_PlayBack.ValidateLines(nRow, nLines); 
   uState = m_PlayBack.GetState (); 
   while(uState != PLAYSTATE_END) 
   { 
      // Play the animation  
      uState = m_PlayBack.Process(); 
      switch(uState) 
      { 
         case PLAYSTATE_WAITINPUT: 
         case PLAYSTATE_WAITDELAY  : 
            if (m_PlayBack.GetDelay () > 10) 
               m_PlayBack.CancelWait (); 
             
            break; 
      case PLAYSTATE_POSTCLEAR: 
      case PLAYSTATE_POSTRENDER: 
            m_PlayBack.GetUpdateRect(&rcUpdate, TRUE); 
            m_PlayBack.GetBitmap()->SetClipSrcRect(&rcUpdate); 
            m_PlayBack.GetBitmap()->SetDstRect(&m_rcPaint); 
            m_PlayBack.GetBitmap()->Paint()->SetDC(m_hDC); 
            m_PlayBack.GetBitmap()->CreatePaintPalette (m_hDC); 
            m_PlayBack.GetBitmap()->Paint()->PaintDC(); 
            break; 
      } 
    nCounter  = m_PlayBack.GetIndex(); 
   // do any processing on specific indexes 
      break; 
   } 
   return(SUCCESS); 
}  
 
L_INT LPBUserFile::LoadFile(L_INT nBitsPerPixel,L_INT nOrder) 
{ 
   m_PlayBack.Create (m_pBitmap); 
   return LFile::LoadFile (nBitsPerPixel, nOrder, LOADFILE_ALLOCATE | LOADFILE_STORE | LOADFILE_ALLPAGES); 
} 
 
 
L_INT LPlayBack__AppendExample(HWND hWnd) 
{ 
   L_INT nRet; 
   // this will call the default constructor 
   LBitmap LeadBitmap; 
   L_TCHAR szFileName[256] ; 
   lstrcpy(szFileName,MAKE_IMAGE_PATH(TEXT("eye.gif"))); 
   FILEINFO FileInfo; 
 
   // create instance from User File 
   LPBUserFile UserFile(hWnd, 0); 
 
   // Attach a bitmap to the UserFile Object 
   UserFile.SetBitmap (&LeadBitmap); 
 
   // attach a file name to UserFile Object 
   UserFile.SetFileName(szFileName); 
 
   // get the info of the  file object 
   nRet = UserFile.GetInfo (&FileInfo, sizeof(FileInfo)); 
   if(nRet != SUCCESS) 
      return nRet; 
 
   // create the bitmap 
   nRet = LeadBitmap.Create(FileInfo.Width, FileInfo.Height, FileInfo.BitsPerPixel, FileInfo.Order); 
   if(nRet != SUCCESS) 
      return nRet; 
 
   // load the file 
   nRet = UserFile.LoadFile(); 
   if(nRet != SUCCESS) 
      return nRet; 
 
   return SUCCESS; 
} 
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LEADTOOLS Raster Imaging C++ Class Library Help
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© 1991-2023 LEAD Technologies, Inc. All Rights Reserved.