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   Available in LEADTOOLS Imaging Pro, Vector, Document, and Medical Imaging toolkits.  | 
#include "l_bitmap.h"
L_LTKRN_API L_INT L_CreateBitmapList(phList)
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 pHBITMAPLIST phList;  | 
 /* address of the variable to be updated */  | 
Creates an empty list of LEAD bitmaps. The list can then be built and maintained with related functions.
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 Parameter  | 
 Description  | 
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 phList  | 
 Address of the HBITMAPLIST variable for the new list.  | 
Returns
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 SUCCESS  | 
 The function was successful.  | 
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 < 1  | 
 An error occurred. Refer to Return Codes.  | 
Required DLLs and Libraries
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 LTKRN For a listing of the exact DLLs and Libraries needed, based on the toolkit version, refer to Files To Be Included With Your Application.  | 
Platforms
Win32, x64.
See Also
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 Topics:  | 
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Example
This example creates a bitmap list from the current bitmap, rotating each copy by 10 degrees. It defines the rotation fill color as a transparent color, and assigns an animation background color. It then plays the animation, using the current bitmap as the target.
 L_INT CreateBitmapListExample(HWND          hWnd,
                                              HPALETTE      hpalPaint,/* Paint palette handle. */
                                              pBITMAPHANDLE pBitmap)  /* Bitmap handle for the loaded image. */
{
   L_INT nRet;
   HBITMAPLIST    hList;            /* Bitmap list */
   BITMAPHANDLE   TmpBitmap;        /* Temporary bitmap for building the list */
   L_INT          nMax = 160;       /* Maximum width or height for bitmaps in the list */
   HPLAYBACK      hPlayback;        /* 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 */
   HPALETTE       hPalette = NULL;  /* Temporary copy of the current system palette */
   RGBQUAD        TmpPalette[1];    /* Palette to define the transparent color */
   L_INT          i;                /* Loop counter */
   /* Reduce memory requirements, if necessary. Only small bitmaps play smoothly. */
   if (pBitmap->Width > nMax)
   {
      nRet = L_SizeBitmap (pBitmap, nMax, (pBitmap->Height * nMax) / pBitmap->Width, SIZE_RESAMPLE);
      if(nRet !=SUCCESS)
         return nRet;
   }
   else if (pBitmap->Height > nMax)
   {     
      nRet = L_SizeBitmap (pBitmap, (pBitmap->Width * nMax) / pBitmap->Height, nMax, SIZE_RESAMPLE);
      if(nRet !=SUCCESS)
         return nRet;
   }
   /* Dither to an optimized palette, leaving the last color blank to use
   later for transparency */
   nRet = L_ColorResBitmap(pBitmap, pBitmap, sizeof(BITMAPHANDLE), 8, CRF_FLOYDSTEINDITHERING|CRF_OPTIMIZEDPALETTE|CRF_IDENTITYPALETTE, 
                           NULL, NULL, 255, NULL, NULL);
      if(nRet !=SUCCESS)
         return nRet;
   /* Set the transparent color in the last position of the palette */
   TmpPalette[0].rgbBlue = (BYTE) 202;
   TmpPalette[0].rgbGreen = (BYTE) 222;
   TmpPalette[0].rgbRed = (BYTE) 212;
   nRet = L_PutBitmapColors(pBitmap, 50, 1, TmpPalette);
   if(nRet !=SUCCESS)
      return nRet;
   /* Create the paint palette */
   hdc = GetDC (hWnd);
   hpalPaint = L_CreatePaintPalette (hdc, pBitmap);
   ReleaseDC (hWnd, hdc);
   /* Set the playback flags that will apply to all bitmaps in the list */
   pBitmap->Flags.WaitUserInput = FALSE;
   pBitmap->Flags.Transparency = TRUE;
   pBitmap->Left = 0;
   pBitmap->Top = 0;
   pBitmap->Delay = 10;
   pBitmap->Transparency = PALETTEINDEX(255); /* Last color in the palette */
   pBitmap->DisposalMethod = PLAYDISPOSE_RESTOREBACKGROUND;
   /* Create and populate the bitmap list */
   nRet = L_CreateBitmapList(&hList);
   if(nRet !=SUCCESS)
      return nRet;
   for (i = 0; i <= 36; ++ i)
   {
      nRet = L_CopyBitmap(&TmpBitmap, pBitmap, sizeof(BITMAPHANDLE));
      if(nRet !=SUCCESS)
         return nRet;
      /* Rotate, using the transparent color as the fill color */
      nRet = L_RotateBitmap (&TmpBitmap, 1000 * i, 0, PALETTEINDEX(255));
      if(nRet !=SUCCESS)
         return nRet;
      nRet = L_InsertBitmapListItem(hList, (L_UINT)-1, &TmpBitmap);
      if(nRet !=SUCCESS)
         return nRet;
   }
   /* Set the background color for the animation playback */
   pBitmap->Background = RGB(0,0,255);
   /* Use the client area as the display rectangle */
   GetClientRect(hWnd,&rcDisplay);
   /* Create and run the playback */
   nRet = L_CreatePlayback(&hPlayback, pBitmap, hList);
   if(nRet !=SUCCESS)
      return nRet;
   do
   {
      nRet = L_ProcessPlayback(hPlayback, &uState);
      if(nRet !=SUCCESS)
         return nRet;
      switch(uState)
      {
      case PLAYSTATE_POSTRENDER:
         nRet = L_GetPlaybackUpdateRect(hPlayback, &rcUpdate, TRUE);
         if(nRet !=SUCCESS)
            return nRet;
         hdc = GetDC(hWnd);
         if (hpalPaint)
         {
            hPalette = SelectPalette (hdc, hpalPaint, TRUE);
            RealizePalette(hdc);
         }
         nRet = L_PaintDC (hdc, pBitmap, NULL, &rcUpdate, &rcDisplay, &rcDisplay, SRCCOPY);
         if(nRet !=SUCCESS)
            return nRet;
         if (hpalPaint)
            SelectPalette (hdc, hPalette, TRUE);
         ReleaseDC(hWnd, hdc);
         break;
      }
   } while(uState != PLAYSTATE_END);
   /* Clean up */
   nRet = L_DestroyPlayback(hPlayback, NULL);
   if(nRet !=SUCCESS)
      return nRet;
   nRet = L_DestroyBitmapList(hList);
   if(nRet !=SUCCESS)
      return nRet;
   return SUCCESS;
}