LAnimationWindow::IsAutoAnimateEnabled

#include "ltwrappr.h"

L_BOOL LAnimationWindow::IsAutoAnimateEnabled() const

Determines whether auto animation is enabled.

Returns

The current state of auto animation. Possible values are:

Value

Meaning

TRUE

Auto animation is enabled.

FALSE

Auto animation is disabled.

Comments

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
LTDLG
LTEFX
LTFIL
LTIMG
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.

Platforms

Win32, x64.

See Also

Functions:

LAnimationWindow::LAnimationWindow, LAnimationWindow::EnableAutoAnimate, Class Members

Topics:

Implementing Animation

Example

/*<documentation/>*/ 
L_INT LAnimationWindow_IsAutoAnimateEnabledExample(HWND hWndParent) 
{ 
   LBase::LoadLibraries(LT_ALL_LEADLIB); 
   //make sure all libraries are loaded 
 
   LAnimationWindow MyAnimation; 
 
   L_INT nRetCode; 
 
   MyAnimation.SetFileName(MAKE_IMAGE_PATH(TEXT("eye.gif"))); 
 
   MyAnimation.CreateWnd(hWndParent,0, WS_VISIBLE|WS_CHILD|WS_BORDER,0,0,300,300); 
 
   nRetCode = MyAnimation.Load(); 
 
   if (nRetCode!=SUCCESS) 
 
   { 
 
      MessageBox(hWndParent, TEXT("Failed  to load file"),TEXT("Error!"),MB_OK | MB_ICONSTOP); 
      return nRetCode; 
 
   } 
 
   //see if we need to call PlayAnimation or it has been called 
 
   if (!MyAnimation.IsAutoAnimateEnabled()) 
 
   { 
 
      MessageBox(hWndParent,TEXT("Now invoking PlayAnimation..."),TEXT("Example"),MB_OK|MB_ICONINFORMATION); 
 
      nRetCode = MyAnimation.PlayAnimation(); 
      if(nRetCode != SUCCESS) 
         return nRetCode; 
 
   } 
 
   else 
 
      MessageBox(hWndParent,TEXT("AutoAnimate is enabled!"),TEXT("Example"),MB_OK|MB_ICONINFORMATION); 
 
   while (MyAnimation.IsPlaying()) 
 
   { 
 
      if (MyAnimation.DoEvents()) 
 
         break;  
 
   } 
 
   return SUCCESS; 
} 
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