As passed , there is no convient enough way to play gif using functions provided by Microsoft Windows but you may need a reference of 3rd libs. Well now we have an alternative choice --- to use GDI+ .
Critical code
Code //Here We load a gif image file void CGIFControl::Load(LPCTSTR sFileName)
{
m_pImage =new Image(sFileName);
//First of all we should get the number of frame dimensions //Images considered by GDI+ as: //frames[animation_frame_index][how_many_animation]; UINT count = m_pImage->GetFrameDimensionsCount();
//Now we should get the identifiers for the frame dimensions m_pDimensionIDs =new GUID[count];
m_pImage->GetFrameDimensionsList(m_pDimensionIDs, count);
//For gif image , we only care about animation set#0 WCHAR strGuid[39];
StringFromGUID2(m_pDimensionIDs[0], strGuid, 39);
m_FrameCount = m_pImage->GetFrameCount(&m_pDimensionIDs[0]);
//PropertyTagFrameDelay is a pre-defined identifier to present frame-delays by GDI+ UINT TotalBuffer = m_pImage->GetPropertyItemSize(PropertyTagFrameDelay);
m_pItem = (PropertyItem*)malloc(TotalBuffer);
m_pImage->GetPropertyItem(PropertyTagFrameDelay,TotalBuffer,m_pItem);
}
//To start play void CGIFControl::Play()
{ //Set Current Frame at #0 m_iCurrentFrame =0;
GUID Guid = FrameDimensionTime;
m_pImage->SelectActiveFrame(&Guid,m_iCurrentFrame);
//Use Timer //NOTE HERE: frame-delay values should be multiply by 10 SetTimer(1,((UINT*)m_pItem[0].value)[m_iCurrentFrame] *10,NULL);
//Move to the next frame ++ m_iCurrentFrame;
Invalidate(FALSE);
}
//Using timer void CGIFControl::OnTimer(UINT_PTR nIDEvent)
{ //Because there will be a new delay value KillTimer(nIDEvent);
//Change Active frame GUID Guid = FrameDimensionTime;
m_pImage->SelectActiveFrame(&Guid,m_iCurrentFrame);
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