L_GetPlaybackIndex

#include "l_bitmap.h"

L_LTDIS_API L_INT L_GetPlaybackIndex(hPlayback, pnIndex)

HPLAYBACK hPlayback;

playback handle

L_INT *pnIndex;

address of the variable to be updated

Gets the list index of the current bitmap during animation playback. 

Parameter

Description

hPlayback

Handle that references the animation playback.

pnIndex

Address of the variable to be updated with the index of the current bitmap.

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

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.

Platforms

Win32, x64, Linux.

See Also

Functions:

L_CreatePlayback, L_DestroyPlayback, L_GetPlaybackDelay, L_CancelPlaybackWait, L_ProcessPlayback, L_ClearPlaybackUpdateRect, L_GetPlaybackState, L_GetPlaybackUpdateRect, L_SetPlaybackIndex, L_AppendPlayback, L_ValidatePlaybackLines

Topics:

Raster Image Functions: Creating and Maintaining Lists of Images

 

Implementing Animation

Example

This example uses L_GetPlaybackIndex and L_SetPlaybackIndex to skip bitmaps during a playback.

L_INT GetPlaybackIndexExample(L_HWND             hWnd, 
pBITMAPHANDLE    pTargetBitmap, 
HBITMAPLIST      hList) 
{ 
   L_INT nRet; 
   HPLAYBACK   hPlayback;       /* Animation playback */ 
   L_UINT      uState;          /* Next state in the playback */ 
   RECT        rcUpdate;        /* Source clipping rectangle used in playback */ 
   RECT        rcDisplay;       /* Display rectangle used in playback */ 
   HDC         hdc;             /* Device context of the current window */ 
   HPALETTE    hPalette = NULL; /* Temporary copy of the current system palette */ 
   L_INT       nIndex = 0;      /* Current index to the bitmap list */ 
   L_UINT      uCount = 0;      /* Number of bitmaps in the list */ 
   HPALETTE    hpalPaint = NULL; 
   /* Use the client area as the display rectangle */ 
   GetClientRect(hWnd,&rcDisplay); 
   /* Get the number of bitmaps in the list */ 
   nRet = L_GetBitmapListCount(hList, &uCount); 
   if(nRet != SUCCESS) 
      return nRet; 
   /* Create and run the playback */ 
   nRet = L_CreatePlayback(&hPlayback, pTargetBitmap, hList); 
   if(nRet != SUCCESS) 
      return nRet; 
   do 
   { 
      nRet = L_ProcessPlayback(hPlayback, &uState); 
      if(nRet != SUCCESS) 
         return nRet; 
      switch(uState) 
      { 
         case PLAYSTATE_PRERENDER: 
         nRet = L_GetPlaybackIndex(hPlayback, &nIndex); 
         if(nRet != SUCCESS) 
            return nRet; 
         nRet = L_SetPlaybackIndex(hPlayback, ++nIndex); 
         if(nRet != SUCCESS) 
            return nRet; 
         break; 
         case PLAYSTATE_POSTRENDER: 
         nRet = L_GetPlaybackUpdateRect(hPlayback, &rcUpdate, TRUE); 
         if(nRet != SUCCESS) 
            return nRet; 
         hdc = GetDC(hWnd); 
         if (hpalPaint) 
         { 
            hPalette = SelectPalette (hdc, hpalPaint, TRUE); 
            RealizePalette(hdc); 
         } 
         nRet = L_PaintDC(hdc, pTargetBitmap, NULL, &rcUpdate, &rcDisplay, &rcDisplay, SRCCOPY); 
         if(nRet != SUCCESS) 
            return nRet; 
         if (hpalPaint) 
            SelectPalette (hdc, hPalette, TRUE); 
         ReleaseDC(hWnd, hdc); 
         break; 
      } 
   } while(nIndex < (L_INT) uCount); 
   /* Clean up */ 
   nRet = L_DestroyPlayback(hPlayback, NULL); 
   if(nRet != SUCCESS) 
      return nRet; 
   return SUCCESS; 
} 

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