virtual L_VOID LAnimationWindow::AnimateEvent(nEvent, nFrameNumber)
Informs you of Animation events.
The animation event. Possible values are:
|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.|
The current frame number being displayed.
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.
class MyClass : public LAnimationWindow
virtual L_VOID AnimateEvent(L_INT nEvent,L_INT nFrameNumber)
wsprintf(szStr,TEXT("Event number : %d\nFrameNumber : %d"),nEvent, nFrameNumber);
MessageBox(m_hWnd, szStr, TEXT("Example"), MB_OK|MB_ICONINFORMATION);
//call base class
L_INT LAnnAutomation_LAnimationWindow_AnimateEventExample(HWND hWndParent)
//make sure all libraries are loaded
nRet = MyAnimation.Load();
if ( nRet==SUCCESS)
nRet = MyAnimation.PlayAnimation();
if(nRet != SUCCESS)
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