#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. | |
The previous state.
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. |
Win32, x64.
Functions: |
LAnimationWindow::LAnimationWindow, LAnimationWindow::IsAutoAnimateEnabled, Class Members |
Topics: |
#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileNameL_INT LAnimationWindow_EnableAutoAnimateExample(HWND hWndParent){L_INT nRet;LBase::LoadLibraries(LT_ALL_LEADLIB);//make sure all libraries are loadedLAnimationWindow MyAnimation;//Set auto animate to TRUE so we don't need to call PlayAnimationMyAnimation.EnableAutoAnimate(TRUE);//create the control's windowMyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);//load eye.gifMyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif")));nRet = MyAnimation.Load(); //this will invoke PlayAnimation directlyif (nRet!=SUCCESS){MessageBox(hWndParent, TEXT("Failed to load file"),TEXT("Error!"),MB_OK | MB_ICONSTOP);return nRet;}while (MyAnimation.IsPlaying()){if (MyAnimation.DoEvents())break;}return SUCCESS;}
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