L_CreateBitmapList

#include "l_bitmap.h"

L_INT EXT_FUNCTION L_CreateBitmapList(phList)

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.

Parameter

Description

phList

Address of the HBITMAPLIST variable for the new list.

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

Required DLLs and Libraries

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

Windows 95 / 98 / Me, Windows 2000 / XP, Windows CE.

See Also

Functions:

L_LoadBitmapList, L_SaveBitmapList,

 

L_DestroyBitmapList, L_GetBitmapListCount,

 

L_CopyBitmapListItems, L_InsertBitmapListItem,

 

L_RemoveBitmapListItem, L_DeleteBitmapListItems,

 

L_GetBitmapListItem, L_SetBitmapListItem,

 

L_ColorResBitmapList, L_TranslateBitmapColor

Topics:

Raster Image Functions: Playing Animated Images

 

Implementing Animation

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. */
HPALETTE hpalPaint;        /* Paint palette handle. */
BITMAPHANDLE LeadBitmap;   /* Bitmap handle for the loaded image. */
void TestFunction(HWND hWnd)
{
   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 (LeadBitmap.Width > nMax)
      L_SizeBitmap (&LeadBitmap, nMax, (LeadBitmap.Height * nMax) / LeadBitmap.Width, SIZE_RESAMPLE);
   else if (LeadBitmap.Height > nMax)
      L_SizeBitmap (&LeadBitmap, (LeadBitmap.Width * nMax) / LeadBitmap.Height, nMax, SIZE_RESAMPLE);
   /* Dither to an optimized palette, leaving the last color blank to use
   later for transparency */
   L_ColorResBitmap(&LeadBitmap, &LeadBitmap, sizeof(BITMAPHANDLE), 8,
              CRF_FLOYDSTEINDITHERING|CRF_OPTIMIZEDPALETTE|CRF_IDENTITYPALETTE, 
              NULL, NULL, 255, NULL, NULL);
   /* 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;
   L_PutBitmapColors(&LeadBitmap, 255, 1, TmpPalette);
   /* Create the paint palette */
   hdc = GetDC (hWnd);
   hpalPaint = L_CreatePaintPalette (hdc, &LeadBitmap);
   ReleaseDC (hWnd, hdc);
   /* Set the playback flags that will apply to all bitmaps in the list */
   LeadBitmap.Flags.WaitUserInput = FALSE;
   LeadBitmap.Flags.Transparency = TRUE;
   LeadBitmap.Left = 0;
   LeadBitmap.Top = 0;
   LeadBitmap.Delay = 10;
   LeadBitmap.Transparency = PALETTEINDEX(255); /* Last color in the palette */
   LeadBitmap.DisposalMethod = PLAYDISPOSE_RESTOREBACKGROUND;
   /* Create and populate the bitmap list */
   L_CreateBitmapList(&hList);
   for (i = 0; i <= 36; ++ i)
   {
      L_CopyBitmap(&TmpBitmap, &LeadBitmap, sizeof(BITMAPHANDLE));
      /* Rotate, using the transparent color as the fill color */
      L_RotateBitmap (&TmpBitmap, 1000 * i, 0, PALETTEINDEX(255));
      L_InsertBitmapListItem(hList, (L_UINT)-1, &TmpBitmap);
   }
   /* Set the background color for the animation playback */
   LeadBitmap.Background = RGB(0,0,255);
   /* Use the client area as the display rectangle */
   GetClientRect(hWnd,&rcDisplay);
   /* Create and run the playback */
   L_CreatePlayback(&hPlayback, &LeadBitmap, hList);
   do
   {
      L_ProcessPlayback(hPlayback, &uState);
      switch(uState)
      {
      case PLAYSTATE_POSTRENDER:
         L_GetPlaybackUpdateRect(hPlayback, &rcUpdate, TRUE);
         hdc = GetDC(hWnd);
         if (hpalPaint)
         {
            hPalette = SelectPalette (hdc, hpalPaint, TRUE);
            RealizePalette(hdc);
         }
         L_PaintDC (hdc, &LeadBitmap, NULL, &rcUpdate, &rcDisplay, &rcDisplay, SRCCOPY);
         if (hpalPaint)
            SelectPalette (hdc, hPalette, TRUE);
         ReleaseDC(hWnd, hdc);
         break;
      }
   } while(uState != PLAYSTATE_END);
   /* Clean up */
   L_DestroyPlayback(hPlayback, NULL);
   L_DestroyBitmapList(hList);
   return;
}