LAnimationWindow::EnableAutoAnimate
#include "ltwrappr.h"
L_BOOL LAnimationWindow::EnableAutoAnimate(bAutoAnimate=TRUE)
| L_BOOL bAutoAnimate; | /* flag that indicates whether to enable auto animation */ | 
Enables or disables auto animation.
| Parameter | Description | |
| bAutoAnimate | Flag that indicates whether to enable auto animation. Possible values are: | |
| 
 | Value | Meaning | 
| 
 | TRUE | Enable auto animation. | 
| 
 | FALSE | Disable auto animation. | 
Returns
The previous state.
Comments
When auto animation is enabled, animation playback will begin automatically upon calling LAnimationWindow::Load, LAnimationWindow::SetBitmapList, or when constructing new objects.
Required DLLs and Libraries
| LTDIS For a listing of the exact DLLs and Libraries needed, based on the toolkit version, refer to Files To Be Included With Your Application. | 
See Also
| Functions: | LAnimationWindow::LAnimationWindow, LAnimationWindow::IsAutoAnimateEnabled, Class Members | 
| Topics: | 
Example
#include "ltlck.h" //Unlock support
L_VOID TestFunction(HWND hWndParent)
{
   LBase::LoadLibraries(LT_ALL_LEADLIB); 
 //make sure all libraries are loaded
   WRPUNLOCKSUPPORT(); //unlock GIF support
   LAnimationWindow MyAnimation;
   L_INT nRetCode;
   //Set auto animate to TRUE so we don't need to call PlayAnimation
   MyAnimation.EnableAutoAnimate(TRUE);
   //create the control's window
   MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
   //load eye.gif
   MyAnimation.SetFileName(TEXT("eye.gif"));
   nRetCode = MyAnimation.Load(); 
 //this will invoke PlayAnimation directly
   if (nRetCode!=SUCCESS)
   {
      MessageBox(hWndParent, TEXT("Failed 
 to load file"),TEXT("Error!"),MB_OK | MB_ICONSTOP);
      return;
   } 
   while (MyAnimation.IsPlaying())
   {
      if (MyAnimation.DoEvents())
         break; 
   }
}