Deletes a set of bitmaps from the class object's bitmap list.
#include "ltwrappr.h"
virtual L_INT LBitmapList::DeleteItems(uIndex, uCount=1)
Index of the first bitmap to delete.
Number of bitmaps to delete. You can specify (L_UINT) -1 to delete to the end of the list.
Value | Meaning |
---|---|
SUCCESS | The function was successful. |
< 1 | An error occurred. Refer to Return Codes. |
This removes the bitmaps from the class object's bitmap list and frees the bitmaps.
You cannot use this function to update a bitmap list while it is being used in an animation playback.
Win32, x64.
L_INT LBitmapList__DeleteItemsExample(HWND hWnd)
{
L_INT nRet;
LBitmapList BitmapList;
LBitmapBase Bitmap;
L_TCHAR szDummyBuffer[50];
L_INT nCount;
nRet =BitmapList.Create ();
if(nRet !=SUCCESS)
return nRet;
// load three images and insert them in the list
nRet =Bitmap.Load(MAKE_IMAGE_PATH(TEXT("image1.cmp")), 0,ORDER_BGR);
if(nRet !=SUCCESS)
return nRet;
nRet =BitmapList.InsertItem (&Bitmap);
if(nRet !=SUCCESS)
return nRet;
nRet =Bitmap.Load(MAKE_IMAGE_PATH(TEXT("image2.cmp")), 0,ORDER_BGR);
if(nRet !=SUCCESS)
return nRet;
nRet =BitmapList.InsertItem (&Bitmap);
if(nRet !=SUCCESS)
return nRet;
nRet =Bitmap.Load(MAKE_IMAGE_PATH(TEXT("ImageProcessingDemo\\Image3.cmp")), 0,ORDER_BGR);
if(nRet !=SUCCESS)
return nRet;
nRet =BitmapList.InsertItem (&Bitmap);
if(nRet !=SUCCESS)
return nRet;
// Delete all items
nRet =BitmapList.DeleteItems (0, BitmapList.GetItemsCount());
if(nRet !=SUCCESS)
return nRet;
nCount = BitmapList.GetItemsCount ();
wsprintf(szDummyBuffer, TEXT("List contains %d items."), nCount);
MessageBox(hWnd, szDummyBuffer, TEXT("LBitmapList"), MB_OK);
return SUCCESS;
}
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