LAnimationWindow::AnimateEvent

#include "ltwrappr.h"

virtual L_VOID LAnimationWindow::AnimateEvent(nEvent, nFrameNumber)

Informs you of Animation events.

Parameters

L_INT nEvent

The animation event. Possible values are:

Value Meaning
EVENT_MOVE_FIRST LAnimationWindow::MoveFirstFrame was called.
EVENT_MOVE_LAST LAnimationWindow::MoveLastFrame was called.
EVENT_MOVE_NEXT LAnimationWindow::MoveNextFrame was called.
EVENT_MOVE_PREV LAnimationWindow::MovePreviousFrame was called.
EVENT_MOVE_TO LAnimationWindow::MoveToFrame was called.
EVENT_PLAYSTATE_START LAnimationWindow::PlayAnimation was called and the playback was started.
EVENT_PLAYSTATE_STOP LAnimationWindow::StopAnimation was called or the playback reached the end.
EVENT_PLAYSTATE_PRECLEAR The initial state of the playback (index = -1). The target bitmap will be cleared to the Bitmap background color on the next call.
EVENT_PLAYSTATE_POSTCLEAR The target bitmap has been cleared.
EVENT_PLAYSTATE_PRERENDER The current image will be rendered to the target bitmap.
EVENT_PLAYSTATE_RENDER An image has been rendered to the target bitmap.
EVENT_PLAYSTATE_POSTRENDER An image is in the midst of being rendered to the target bitmap.
EVENT_PLAYSTATE_WAITINPUT The playback engine is waiting for user input before moving on to PLAYSTATE_PREDISPOSE.
EVENT_PLAYSTATE_WAITDELAY The playback engine is waiting for a delayed time before moving on to PLAYSTATE_PREDISPOSE.
EVENT_PLAYSTATE_WAITINPUTDELAY The playback engine is waiting for user input and a delayed time before moving on to PLAYSTATE_PREDISPOSE.
EVENT_PLAYSTATE_PREDISPOSE The current image will be disposed of.
EVENT_PLAYSTATE_POSTDISPOSE The current image has been disposed of. The index is incremented after processing this state.
EVENT_PLAYSTATE_LOOP Animation playback has looped back to the first frame.

L_INT nFrameNumber

The current frame number being displayed.

Returns

None.

Comments

This function is called to indicate that an animation event has occurred, or that one of the LAnimationWindow::MoveXXX functions has been called.

You must enable the animation events using LAnimationWindow::EnableAnimateEvent before this function will be called.

Override this function in order to be notified of the events.

The events from EVENT_PLAYSTATE_START to EVENT_POSTDISPOSE are generated by LAnimationWindow::PlayAnimation.

Required DLLs and Libraries

Platforms

Win32, x64.

See Also

Functions

Topics

Example

class MyClass : public LAnimationWindow 
 
{ 
 
   public : 
 
      virtual L_VOID AnimateEvent(L_INT nEvent,L_INT nFrameNumber) 
 
      { 
 
         L_TCHAR szStr[255]; 
 
         wsprintf(szStr,TEXT("Event number : %d\nFrameNumber : %d"),nEvent, nFrameNumber); 
 
         MessageBox(m_hWnd, szStr, TEXT("Example"), MB_OK|MB_ICONINFORMATION); 
 
         //call base class 
 
         LAnimationWindow::AnimateEvent(nEvent, nFrameNumber); 
 
      } 
 
}; 
 
L_INT LAnnAutomation_LAnimationWindow_AnimateEventExample(HWND hWndParent) 
 
{ 
   L_INT nRet; 
 
   LBase::LoadLibraries(LT_ALL_LEADLIB);  
 //make sure all libraries are loaded 
 
   MyClass MyAnimation; 
 
   MyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif"))); 
   nRet = MyAnimation.Load(); 
   if ( nRet==SUCCESS) 
 
   { 
 
      MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300); 
 
      MyAnimation.EnableAnimateEvent(); 
       
      nRet = MyAnimation.PlayAnimation(); 
      if(nRet != SUCCESS) 
         return nRet; 
 
      while (MyAnimation.IsPlaying()) 
 
      { 
 
         if (MyAnimation.DoEvents()) 
 
         break;  
 
      } 
 
   } 
   else 
      return nRet;  
   return SUCCESS; 
} 
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