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Location:
bmpancli.h
Link against: bmpanim.lib
class CBitmapAnimClientData : public CBase
Supported from 6.0
Encapsulates one or more animation frames into an entire animation.
In addition to specifying the frames you wish to include in your animation, you can also specify:
whether the animation will flash
whether the animation is played once, or continuously
the background frame that is drawn to clear each frame in the animation
You can also specify a default frame interval that is used for all frames in an animation. If the interval is already set for any of the individual frames, that takes precedence.
When you have defined your animation, use RBitmapAnim to play the animation.
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Defined in CBitmapAnimClientData:
AppendFrameL(), BackgroundFrame(), CBitmapAnimClientData(), DurationInMilliSeconds(), EBounce, ECycle, EPlay, Flash(), FrameArray(), FrameIntervalInMilliSeconds(), NewL(), PlayMode(), ResetFrameArray(), SetBackgroundFrame(), SetFlash(), SetFrameInterval(), SetPlayMode(), Size(), TPlayMode, iBackgroundFrame, iFlash, iFrameArray, iFrameIntervalInMilliSeconds, iPlayMode, ~CBitmapAnimClientData()
Inherited from CBase:
operator new()
static CBitmapAnimClientData* NewL();
Allocates and constructs a new CBitmapAnimClientData object.
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~CBitmapAnimClientData();
Destructor.
It deletes the background frame and destroys the contents of the frame array.
void AppendFrameL(CBitmapFrameData* aFrame);
Appends a new frame to the array of frames.
The array takes ownership of the new frame.
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void SetBackgroundFrame(CBitmapFrameData* aBackgroundFrame);
Sets the background frame and takes ownership of it.
Any previous background frame, and mask if one is included, is deleted from memory. The frame is redrawn in the animation window in order to clear the current frame before drawing the next one.
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void SetFlash(TBool aFlash);
Sets/unsets the animation to flash.
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void SetFrameInterval(TInt aFrameIntervalInMilliSeconds);
Specifies for how many milliseconds 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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void SetPlayMode(TPlayMode aPlayMode);
Sets the play mode so that the animation plays once or continuously.
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CBitmapFrameData* BackgroundFrame() const;
Gets the background frame bitmap.
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TBool Flash() const;
Gets the flash setting.
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const CArrayPtrFlat<CBitmapFrameData>& FrameArray() const;
Gets the animation frame array.
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TInt FrameIntervalInMilliSeconds() const;
Gets the default animation frame interval in milliseconds.
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TPlayMode PlayMode() const;
Gets the animation's play mode.
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TInt DurationInMilliSeconds() const;
Gets the time required to display the entire sequence of frames that comprise the animation.
This time is expressed in milliseconds.
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TSize Size() const;
Gets the display size required to show the entire animation.
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TPlayMode
Animation play mode flags.
The animation can be played in any of the ways described below.
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private: TInt iFrameIntervalInMilliSeconds;
This member is internal and not intended for use.
private: CArrayPtrFlat<CBitmapFrameData> iFrameArray;
This member is internal and not intended for use.
private: CBitmapFrameData* iBackgroundFrame;
This member is internal and not intended for use.