GifSetLoopCount Method (GdPictureImaging)
In This Topic
Sets the "Loop Count" of a multiframe gif image.
A Loop Count is the number of times an animation of the multiframe gif should be played.
Syntax
Parameters
- ImageID
- GdPicture image identifier. The multiframe gif image. (Can be an editable
multiframe gif or a read-only gif image.).
- LoopCount
- The number of times the animation should be played. Between 0 and 65536. 0 =
infinite.
Return Value
A member of the GdPictureStatus enumeration.
Example
Creating a multiframe Gif image based on image files.
using (GdPictureImaging gdpictureImaging = new GdPictureImaging())
{
// Create a new editable multiframe Gif image based on an image file and append frames from files.
int imageID = gdpictureImaging.GifCreateMultiFrameFromFile("frame1.bmp");
gdpictureImaging.GifAppendFrameFromFile(imageID, "frame2.bmp");
gdpictureImaging.GifAppendFrameFromFile(imageID, "frame3.bmp");
gdpictureImaging.GifAppendFrameFromFile(imageID, "frame4.bmp");
gdpictureImaging.GifAppendFrameFromFile(imageID, "frame5.bmp");
// Set the number of times the animation should be played, 0 = infinite.
gdpictureImaging.GifSetLoopCount(imageID, 0);
// Set the "frame time" for each and every frame to 1s and the frame disposal to leave the image in place to beentirely or partially overdrawn by the next image.
int frameCount = gdpictureImaging.GifGetFrameCount(imageID);
for (int frameNo = 1; frameNo <= frameCount; frameNo++)
{
gdpictureImaging.GifSetFrameTime(imageID, frameNo, 100);
gdpictureImaging.GifSetFrameDisposal(imageID, frameNo, 1);
}
gdpictureImaging.GifSaveMultiFrameToFile(imageID, "image.gif");
gdpictureImaging.ReleaseGdPictureImage(imageID);
}
Example
Creating a multiframe Gif image based on image files.
using (GdPictureImaging gdpictureImaging = new GdPictureImaging())
{
// Create a new editable multiframe Gif image based on an image file and append frames from files.
int imageID = gdpictureImaging.GifCreateMultiFrameFromFile("frame1.bmp");
gdpictureImaging.GifAppendFrameFromFile(imageID, "frame2.bmp");
gdpictureImaging.GifAppendFrameFromFile(imageID, "frame3.bmp");
gdpictureImaging.GifAppendFrameFromFile(imageID, "frame4.bmp");
gdpictureImaging.GifAppendFrameFromFile(imageID, "frame5.bmp");
// Set the number of times the animation should be played, 0 = infinite.
gdpictureImaging.GifSetLoopCount(imageID, 0);
// Set the "frame time" for each and every frame to 1s and the frame disposal to leave the image in place to beentirely or partially overdrawn by the next image.
int frameCount = gdpictureImaging.GifGetFrameCount(imageID);
for (int frameNo = 1; frameNo <= frameCount; frameNo++)
{
gdpictureImaging.GifSetFrameTime(imageID, frameNo, 100);
gdpictureImaging.GifSetFrameDisposal(imageID, frameNo, 1);
}
gdpictureImaging.GifSaveMultiFrameToFile(imageID, "image.gif");
gdpictureImaging.ReleaseGdPictureImage(imageID);
}
See Also