play_memory_fli
Section: Allegro manual (3)
Updated: version 4.2.2
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NAME
play_memory_fli - Plays a FLI or FLC animation from memory. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
int play_memory_fli(const void *fli_data, BITMAP *bmp, int loop,
int (*callback)());
DESCRIPTION
Plays an Autodesk Animator FLI or FLC animation on the specified BITMAP,
reading the data from a copy of the file which is held in memory. You can
obtain the `fli_data' pointer by allocating a block of memory and reading
an FLI file into it, or by importing an FLI into a grabber datafile. If
`loop' is not zero, the player will cycle when it reaches the end of the
file, otherwise it will play through the animation once and then return.
Read the beginning of chapter "FLIC routines" for a description of the
callback parameter.
Playing animations from memory is obviously faster than cuing them
directly from disk, and is particularly useful with short, looped FLI's.
Animations can easily get very large, though, so in most cases you will
probably be better just using play_fli(). You can think of this function
as a wrapper on top of open_memory_fli(), next_fli_frame() and close_fli().
Example:
int ret = play_memory_fli(anim_data, screen, 0, NULL);
if (ret == FLI_ERROR)
abort_on_error("Corrupted animation data?");
RETURN VALUE
The FLI player returns FLI_OK if it reached the end of the file, FLI_ERROR
if something went wrong, and the value returned by the callback function if
that was what stopped it.
SEE ALSO
play_fli(3),
install_timer(3),
fli_frame(3)