1play_memory_fli(3)              Allegro manual              play_memory_fli(3)
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NAME

6       play_memory_fli  -  Plays  a  FLI or FLC animation from memory. Allegro
7       game programming library.
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SYNOPSIS

10       #include <allegro.h>
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13       int play_memory_fli(const void *fli_data, BITMAP *bmp,  int  loop,  int
14       (*callback)());
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DESCRIPTION

17       Plays  an  Autodesk Animator FLI or FLC animation on the specified BIT‐
18       MAP, reading the data from a copy of the file which is held in  memory.
19       You  can  obtain the `fli_data' pointer by allocating a block of memory
20       and reading an FLI file into it, or by importing an FLI into a  grabber
21       datafile.  If `loop' is not zero, the player will cycle when it reaches
22       the end of the file, otherwise it will play through the animation  once
23       and  then  return.  Read the beginning of chapter "FLIC routines" for a
24       description of the callback parameter.
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26       Playing animations from memory is  obviously  faster  than  cuing  them
27       directly  from  disk,  and  is  particularly  useful with short, looped
28       FLI's.  Animations can easily get very large, though, so in most  cases
29       you  will  probably  be  better just using play_fli(). You can think of
30       this   function   as   a   wrapper   on   top   of   open_memory_fli(),
31       next_fli_frame() and close_fli().  Example:
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33          int ret = play_memory_fli(anim_data, screen, 0, NULL);
34          if (ret == FLI_ERROR)
35             abort_on_error("Corrupted animation data?");
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RETURN VALUE

38       The  FLI  player  returns  FLI_OK  if  it  reached the end of the file,
39       FLI_ERROR if something went wrong, and the value returned by the  call‐
40       back function if that was what stopped it.
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SEE ALSO

44       play_fli(3), install_timer(3), fli_frame(3)
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48Allegro                          version 4.4.3              play_memory_fli(3)
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