#include <mw/bmpancli.h>
Link against: bmpanim.lib
class RBitmapAnim : public RAnim |
Public Member Functions | |
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RBitmapAnim(RAnimDll &) | |
IMPORT_C void | ConstructL(const RWindowBase &) |
IMPORT_C void | DisplayFrameL(TInt) |
IMPORT_C void | SetBitmapAnimDataL(const CBitmapAnimClientData &) |
IMPORT_C void | SetFlashL(TBool) |
IMPORT_C void | SetFrameIntervalL(TInt) |
IMPORT_C void | SetNumberOfCyclesL(TInt) |
IMPORT_C void | SetPlayModeL(CBitmapAnimClientData::TPlayMode) |
IMPORT_C void | SetPositionL(TPoint) |
IMPORT_C void | StartL() |
IMPORT_C void | StopL() |
Enables a client to package animation data, and send it to the window server for display.
Before using RBitmapAnim, a client must instantiate an RAnimDll. This provides a reference to the window server DLL that runs the animation specified through the RBitmapAnim() object. To complete construction, call ConstructL().
IMPORT_C | RBitmapAnim | ( | RAnimDll & | aAnimDll | ) |
class RBitmapAnim Constructor.
Parameters | |
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aAnimDll | A reference to the DLL that runs the animation |
IMPORT_C void | ConstructL | ( | const RWindowBase & | aWindow | ) |
Completes construction of an animation object.
This must be done after calling RBitmapAnim(), and before an application attempts any other communication with the server.
Parameters | |
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aWindow | A reference to the container control window that will hold the animation. |
IMPORT_C void | DisplayFrameL | ( | TInt | aIndex | ) |
Sets the animation frame to display.
How it appears depends on whether the animation is already running. If the animation is running, the animation jumps to the specified frame, then continues playing. If the animation is not running, the animation is played, starting with the specified frame
Parameters | |
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aIndex | The frame to display. |
IMPORT_C void | SetBitmapAnimDataL | ( | const CBitmapAnimClientData & | aBitmapAnimData | ) |
Specifies the animation object to play and sends it to the animation server.
To start the animation, you must subsequently call StartL(). Calling this method while an animation is running will stop the animation.
Parameters | |
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aBitmapAnimData | The animation object to play |
IMPORT_C void | SetFlashL | ( | TBool | aFlash | ) |
Sets or unsets the animation to be drawn flashing.
Parameters | |
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aFlash | ETrue to draw the animation flashing, otherwise EFalse. |
IMPORT_C void | SetFrameIntervalL | ( | TInt | aFrameIntervalInMilliSeconds | ) |
Specifies the number of milliseconds for which each frame in the animation is displayed.
This is not used for any frames in the animation that specify their own interval.
Parameters | |
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aFrameIntervalInMilliSeconds | The number of milliseconds for which each frame in the animation is displayed |
IMPORT_C void | SetNumberOfCyclesL | ( | TInt | aNumberOfCycles | ) |
Sets how many times the animation is played.
If the play mode is CBitmapAnimClientData::EBounce, the number of cycles must be at least two to ensure a complete animation routine is played.
Parameters | |
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aNumberOfCycles | The number of times to play the animation. |
IMPORT_C void | SetPlayModeL | ( | CBitmapAnimClientData::TPlayMode | aPlayMode | ) |
Sets the current animation's play mode.
Parameters | |
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aPlayMode | The animation's play mode. |
IMPORT_C void | SetPositionL | ( | TPoint | aPosition | ) |
Sets the animation's position relative to the animation window.
Parameters | |
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aPosition | The animation's position relative to the animation window |
IMPORT_C void | StartL | ( | ) |
Starts the animation.
You must first specify an animation with SetBitmapAnimDataL().
If you have specified CBitmapAnimClientData::ECycle or CBitmapAnimClientData::EBounce as the animation's play mode, but have not specified the number of cycles using SetNumberOfCyclesL(), you must call StopL() to stop the animation.