LAnimationWindow::WaitForUserInput
#include "ltwrappr.h"
L_INT LAnimationWindow::WaitForUserInput(bWait=TRUE, nIndex=ANIM_ALL_ITEMS)
| L_BOOL bWait; | /* flag that indicates whether playback waits for user input */ | 
| L_UINT nIndex; | /* position of the bitmap list item */ | 
Controls whether the animation playback waits for user input.
| Parameter | Description | |
| bWait | Flag that indicates whether playback waits for user input. | |
| nIndex | Position of bitmap list item. Possible values are: | |
| 
 | Value | Meaning | 
| 
 | ANIM_ALL_ITEMS | [-1] Set the delay for all items in the bitmap list | 
| 
 | >=0 | Set the delay only for the specified item | 
Returns
| SUCCESS | The function was successful. | 
| < 1 | An error occurred. Refer to Return Codes. | 
Comments
Pass ANIM_ALL_ITEMS for nIndex to set this flag for all bitmap list items.
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::IsWaitingForUserInput, LAnimationWindow::Load, LAnimationWindow::PlayAnimation, Class Members | 
Example
/*
The follwing example will make even numbered bitmap items in the
animation wait for user input, and then reads the new state for each
item in the bitmap list.
*/
#include <ltlck.h> //Unlock support
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);
      //let the even items wait for 
 user input
      for (L_UINT i=0; i<MyAnimation.GetCount(); i++)
      {
         if (i%2)
            MyAnimation.WaitForUserInput(FALSE,i);
         else
            MyAnimation.WaitForUserInput(TRUE,i);
      }
      for (i=0; i<MyAnimation.GetCount(); i++)
      {
         L_TCHAR szStr[255];
         //get current 
 wait state
         wsprintf(szStr,TEXT("Bitmap[%d] 
 Wait For User Input?: %s"),i, (MyAnimation.IsWaitingForUserInput(i)?TEXT("YES"):TEXT("NO")));
         MessageBox(hWndParent, 
 szStr,TEXT("Example"), MB_OK | MB_ICONINFORMATION); 
      }
   }
}