fli_timer(3alleg4) Allegro manual fli_timer(3alleg4)NAME
fli_timer - Global variable for timing FLI playback. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
extern volatile int fli_timer;
DESCRIPTION
Global variable for timing FLI playback. When you open an FLI file, a timer interrupt is installed which increments this variable every
time a new frame should be displayed. Calling next_fli_frame() decrements it, so you can test it and know that it is time to display a new
frame if it is greater than zero. Example:
while (next_fli_frame(0) == FLI_OK) {
/* Do stuff, like play audio stream
or check keys to skip animation. */
/* Rest some time until next frame... */
while (fli_timer <= 0)
rest(0);
}
SEE ALSO install_timer(3alleg4), next_fli_frame(3alleg4)Allegro version 4.4.2 fli_timer(3alleg4)
Check Out this Related Man Page
play_memory_fli(3alleg4) Allegro manual play_memory_fli(3alleg4)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 grab-
ber datafile. If `loop' is not zero, the player will cycle when it reaches the end of the file, otherwise it will play through the anima-
tion 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(3alleg4), install_timer(3alleg4), fli_frame(3alleg4)Allegro version 4.4.2 play_memory_fli(3alleg4)
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