LAnimationWindow::GetRemainingDelay
#include "ltwrappr.h"
L_UINT32 LAnimationWindow::GetRemainingDelay(L_VOID)
Gets the time remaining in the current wait state of an animation playback.
Returns
The number of milliseconds remaining.
Comments
Use this function during playback, inside the LAnimationWindow::AnimateEvent callback function, to query for the delay time remaining for the current frame.
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
Example
#include <ltlck.h> //Unlock support
class MyClass : public LAnimationWindow
{
   public :
      virtual L_VOID AnimateEvent(L_INT 
 nEvent,L_INT nFrameNumber)
      {
         switch (nEvent)
         {
            case 
 EVENT_PLAYSTATE_WAITINPUT :
               CancelWait();
            break;
            case 
 EVENT_PLAYSTATE_WAITDELAY :
               if 
 (GetRemainingDelay()<1000)
               CancelWait();
            break;
         }
         //call base class
         LAnimationWindow::AnimateEvent(nEvent, 
 nFrameNumber);
      }
};
L_VOID TestFunction(HWND hWndParent)
{
   LBase::LoadLibraries(LT_ALL_LEADLIB); 
 //make sure all libraries are loaded
   WRPUNLOCKSUPPORT();//unlock GIF support
   MyClass MyAnimation;
   MyAnimation.SetFileName(TEXT("eye.gif"));
   if (MyAnimation.Load()==SUCCESS)
   {
      MyAnimation.SetDelay(2500);
      MyAnimation.CreateWnd(hWndParent,0, 
 WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
      MyAnimation.EnableAnimateEvent();
      MyAnimation.PlayAnimation(); 
 
      while (MyAnimation.IsPlaying())
{
if (MyAnimation.DoEvents())
break;
}
   }
}