LAnimationWindow::WaitForUserInput

#include "ltwrappr.h"

L_INT LAnimationWindow::WaitForUserInput(bWait=TRUE, nIndex=ANIM_ALL_ITEMS)

L_BOOL bWait;

flag that indicates whether playback waits for user input

L_UINT nIndex;

position of the bitmap list item

Controls whether the animation playback waits for user input.

Parameter Description
bWait Flag that indicates whether playback waits for user input.
nIndex Position of bitmap list item. Possible values are:
  Value Meaning
  ANIM_ALL_ITEMS [-1] Set the delay for all items in the bitmap list
  >=0 Set the delay only for the specified item

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

Comments

Pass ANIM_ALL_ITEMS for nIndex to set this flag for all bitmap list items.

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::IsWaitingForUserInput, LAnimationWindow::Load, LAnimationWindow::PlayAnimation, Class Members

Example

The following example will make even numbered bitmap items in the animation wait for user input, and then reads the new state for each item in the bitmap list.

L_INT LAnimationWindow_WaitForUserInputExample(HWND hWndParent) 
{ 
   L_INT nRet; 
   L_UINT i; 
 
   LBase::LoadLibraries(LT_ALL_LEADLIB); 
   //make sure all libraries are loaded 
 
   LAnimationWindow 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); 
 
      //let the even items wait for user input 
 
      for (i=0; i<MyAnimation.GetCount(); i++) 
 
      { 
 
         if (i%2) 
         { 
            nRet = MyAnimation.WaitForUserInput(FALSE,i); 
            if(nRet != SUCCESS) 
               return nRet; 
         } 
 
         else 
         { 
            nRet = MyAnimation.WaitForUserInput(TRUE,i); 
            if(nRet != SUCCESS) 
               return nRet; 
         } 
 
      } 
 
 
 
      for (i=0; i<MyAnimation.GetCount(); i++) 
 
      { 
 
         L_TCHAR szStr[255]; 
 
         //get current wait state 
 
         wsprintf(szStr,TEXT("Bitmap[%d] Wait For User Input?: %s"),i, (MyAnimation.IsWaitingForUserInput(i)?TEXT("YES"):TEXT("NO"))); 
 
         MessageBox(hWndParent, szStr,TEXT("Example"), MB_OK | MB_ICONINFORMATION);  
 
      } 
 
   } 
 
   else 
      return nRet; 
   return SUCCESS; 
} 

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