LAnimationWindow::MoveNextFrame

#include "ltwrappr.h"

L_INT LAnimationWindow::MoveNextFrame(L_VOID)

Moves to the next frame in the animation object, if one exists.

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

Comments

You can use this function, if the animation in not currently playing, to move to the next item in the bitmap list.

The next bitmap becomes the active bitmap and is displayed.

If animation events are enabled, this function triggers the EVENT_MOVE_NEXT event.

Required DLLs and Libraries

LTDIS
LTDLG
LTEFX
LTFIL
LTIMG
LTISI
LTSCR
LTTWN

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::IsPlaying, LAnimationWindow::MoveFirstFrame, LAnimationWindow::MovePreviousFrame, LAnimationWindow::MoveToFrame, LAnimationWindow::MoveLastFrame, LAnimationWindow::AnimateEvent , Class Members

Example

L_VOID TestFunction(HWND hWndParent)
{
   
LBase::LoadLibraries(LT_ALL_LEADLIB); //make sure all libraries are loaded
   
LAnimationWindow MyAnimation;

   
WRPUNLOCKSUPPORT();
   
MyAnimation.SetFileName(TEXT("eye.gif"));

   
if (MyAnimation.Load()==SUCCESS)
   
{
      
MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
      
if (MyAnimation.MoveNextFrame()==SUCCESS)
      
{
         
MessageBox(hWndParent, TEXT("This is the second frame"),TEXT("Example"), MB_OK | MB_ICONINFORMATION);
      
}
      
else
         
MessageBox(hWndParent, TEXT("Failed to move to next frame"),TEXT("Example"), MB_OK | MB_ICONINFORMATION);
   
}
}