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Using an Animation Control

Typical usage of an animation control follows the pattern below:

  • The control is created. If the control is specified in a dialog box template, creation is automatic when the dialog box is created. (You should have a CAnimateCtrl member in your dialog class that corresponds to the animation control.) Alternatively, you can use the Create member function to create the control as a child window of any window.

  • Load an AVI clip into the animation control by calling the Open member function. If your animation control is in a dialog box, a good place to do this is in the dialog class's OnInitDialog function.

  • Play the clip by calling the Play member function. If your animation control is in a dialog box, a good place to do this is in the dialog class's OnInitDialog function. Calling Play is not necessary if the animation control has the ACS_AUTOPLAY style set.

  • If you want to display portions of the clip or play it frame by frame, use the Seek member function. To stop a clip that is playing, use the Stop member function.

  • If you are not going to destroy the control right away, remove the clip from memory by calling the Close member function.

  • If the animation control is in a dialog box, it and the CAnimateCtrl object will be destroyed automatically. If not, you need to ensure that both the control and the CAnimateCtrl object are properly destroyed. Destroying the control automatically closes the AVI clip.

See Also

Concepts

Using CAnimateCtrl

Controls (MFC)