Provided by: allegro4-doc_4.4.3.1-5_all bug

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(3alleg4), install_timer(3alleg4), fli_frame(3alleg4)

Allegro                                           version 4.4.3                         play_memory_fli(3alleg4)