play_memory_fli(3)              Allegro manual              play_memory_fli(3)



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)



Allegro                          version 4.2.3              play_memory_fli(3)
