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SYMBIAN OS V9.3

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Location: bmpancli.h
Link against: bmpanim.lib

Class RBitmapAnim

class RBitmapAnim : public RAnim;

Description

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().

Derivation

Members

Defined in RBitmapAnim:
ConstructL(), DisplayFrameL(), RBitmapAnim(), SetBitmapAnimDataL(), SetFlashL(), SetFrameIntervalL(), SetNumberOfCyclesL(), SetPlayModeL(), SetPositionL(), StartL(), StopL()

Inherited from RAnim:
AsyncCommandReply(), Close(), Command(), CommandReply(), Construct(), Destroy()


Construction and destruction


RBitmapAnim()

IMPORT_C RBitmapAnim(RAnimDll &aAnimDll);

Description

Constructor.

Parameters

RAnimDll &aAnimDll

A reference to the DLL that runs the animation


ConstructL()

IMPORT_C void ConstructL(const RWindowBase &aWindow);

Description

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

const RWindowBase &aWindow

A reference to the container control window that will hold the animation.

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Member functions


DisplayFrameL()

IMPORT_C void DisplayFrameL(TInt aIndex);

Description

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

TInt aIndex

The frame to display.


SetBitmapAnimDataL()

IMPORT_C void SetBitmapAnimDataL(const CBitmapAnimClientData &aBitmapAnimData);

Description

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

const CBitmapAnimClientData &aBitmapAnimData

The animation object to play


SetFlashL()

IMPORT_C void SetFlashL(TBool aFlash);

Description

Sets or unsets the animation to be drawn flashing.

Parameters

TBool aFlash

ETrue to draw the animation flashing, otherwise EFalse.


SetFrameIntervalL()

IMPORT_C void SetFrameIntervalL(TInt aFrameIntervalInMilliSeconds);

Description

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

TInt aFrameIntervalInMilliSeconds

The number of milliseconds for which each frame in the animation is displayed


SetPlayModeL()

IMPORT_C void SetPlayModeL(CBitmapAnimClientData::TPlayMode aPlayMode);

Description

Sets the current animation's play mode.

Parameters

CBitmapAnimClientData::TPlayMode aPlayMode

The animation's play mode.


StartL()

IMPORT_C void StartL();

Description

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.


StopL()

IMPORT_C void StopL();

Description

Stops the animation.


SetNumberOfCyclesL()

IMPORT_C void SetNumberOfCyclesL(TInt aNumberOfCycles);

Description

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

TInt aNumberOfCycles

The number of times to play the animation.


SetPositionL()

IMPORT_C void SetPositionL(TPoint aPosition);

Description

Sets the animation's position relative to the animation window.

Parameters

TPoint aPosition

The animation's position relative to the animation window