LAnimationWindow::IsPreviousFrameAvailable

#include "ltwrappr.h"

L_BOOL LAnimationWindow::IsPreviousFrameAvailable(L_VOID) const

Determines whether there is an existing frame prior to the current frame.

Returns

TRUE

There is a frame prior to the current frame, so you can use LAnimationWindow::MovePreviousFrame.

FALSE

There is not a frame prior to the current frame, so you cannot use LAnimationWindow::MovePreviousFrame.

Comments

You cannot call this function during animation playback.

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::GetCurrentIndex, LAnimationWindow::IsPreviousFrameAvailable, LAnimationWindow::IsFirstFrame, LAnimationWindow::IsLastFrame, Class Members

Example

/*
The following example behaves oppositely to PlayAnimation using IsPreviousFrameAvailable
*/

#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.MoveLastFrame();
      MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);
      while (MyAnimation.IsPreviousFrameAvailable())
      {
         Sleep(500);
         MyAnimation.MovePreviousFrame();
      }
   }
}