Location:
bmpancli.h
Link against: bmpanim.lib
class RBitmapAnim : public RAnim;
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()
.
RAnim
- Client-side handle to a server-side animation class
RBitmapAnim
- Enables a client to package animation data, and send it to the window server for display
Defined in RBitmapAnim
:
ConstructL()
, DisplayFrameL()
, RBitmapAnim()
, SetBitmapAnimDataL()
, SetFlashL()
, SetFrameIntervalL()
, SetNumberOfCyclesL()
, SetPlayModeL()
, SetPositionL()
, StartL()
, StopL()
Inherited from RAnim
:
AsyncCommandReply()
,
Close()
,
Command()
,
CommandReply()
,
Construct()
,
Destroy()
IMPORT_C RBitmapAnim(RAnimDll &aAnimDll);
Constructor.
|
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.
|
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
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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.
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IMPORT_C void SetFlashL(TBool aFlash);
Sets or unsets the animation to be drawn flashing.
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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.
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IMPORT_C void SetPlayModeL(CBitmapAnimClientData::TPlayMode aPlayMode);
Sets the current animation's play mode.
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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.
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.
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IMPORT_C void SetPositionL(TPoint aPosition);
Sets the animation's position relative to the animation window.
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