Provided by: allegro4-doc_4.4.2-13_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)