#include "ltwrappr.h"
L_UINT32 LAnimationWindow::GetRemainingDelay()
Gets the time remaining in the current wait state of an animation playback.
The number of milliseconds remaining.
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. |
Win32, x64.
#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileNameclass 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 classLAnimationWindow::AnimateEvent(nEvent, nFrameNumber);}};L_INT LAnimationWindow_GetRemainingDelayExample(HWND hWndParent){L_INT nRet;LBase::LoadLibraries(LT_ALL_LEADLIB); //make sure all libraries are loadedMyClass MyAnimation;MyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif")));nRet = MyAnimation.Load();if (nRet==SUCCESS){nRet = MyAnimation.SetDelay(2500);if(nRet != SUCCESS)return nRet;MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300);nRet = MyAnimation.EnableAnimateEvent();if(nRet != SUCCESS)return nRet;nRet = MyAnimation.PlayAnimation();if(nRet != SUCCESS)return nRet;while (MyAnimation.IsPlaying()){if (MyAnimation.DoEvents())break;}}elsereturn nRet;return SUCCESS;}
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