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Location:
bmpancli.h
Link against:
bmpanim.lib
class RBitmapAnim : public RAnim
Supported from 6.0
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().
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Defined in RBitmapAnim:
ConstructL(), DisplayFrameL(), RBitmapAnim(), SetAttributesL(), SetBackgroundFrameL(), SetBitmapAnimDataL(), SetFlashL(), SetFrameArrayL(), SetFrameIntervalL(), SetFrameL(), SetNumberOfCyclesL(), SetPlayModeL(), SetPositionL(), StartL(), StopL()
Inherited from RAnim:
Close(),
Command(),
CommandReply(),
Construct(),
Destroy()
RBitmapAnim(RAnimDll& aAnimDll);
Constructor.
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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.
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void DisplayFrameL(TInt aIndex);
Sets the animation frame to display.
How this visually 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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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().
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void SetFlashL(TBool aFlash);
Sets or unsets the animation to be drawn flashing.
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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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void SetPlayModeL(CBitmapAnimClientData::TPlayMode aPlayMode);
Sets the current animation's play mode.
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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.
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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void SetPositionL(TPoint aPosition);
Sets the animation's position relative to the animation window.
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private: void SetAttributesL(const CBitmapAnimClientData& aBitmapAnimData);
This member is internal and not intended for use.
private: void SetBackgroundFrameL(const CBitmapFrameData& aFrame);
This member is internal and not intended for use.
private: void SetFrameArrayL(const CArrayPtrFlat<CBitmapFrameData>& aFrameArray);
This member is internal and not intended for use.
private: void SetFrameL(const CBitmapFrameData& aFrame, TInt aOpCode);
This member is internal and not intended for use.