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        animation.datatype -- root data type for animations.

        The animation.datatype is the super-class for any animation related

        This class is responsible for creating the controls, scaling,
        remapping and synchronization.

        OM_NEW -- Create a new animation object.

        OM_GET -- Obtain the value of an attribute.

        OM_SET -- Set the values of multiple attributes.

        OM_UPDATE -- Update the values of multiple attributes.

        OM_DISPOSE -- Dispose of a animation object.

        GM_LAYOUT -- Layout the object and notify the application of the
            title and size.

        GM_HITTEST -- Determine if the object has been hit with the

        GM_GOACTIVE -- Tell the object to go active.  On SELECTDOWN, the
            animation will start playing.

        GM_HANDLEINPUT -- Handle input.  Currently input (other than
            SELECTDOWN) doesn't affect the animation.

        GM_RENDER -- Cause the current frame to render.

        DTM_FRAMEBOX -- Obtain the display environment that the animation

        DTM_TRIGGER -- Cause an event to occur.  Currently the only
            trigger event is STM_PLAY, which will cause the animation to
            start playing.

        DTM_COPY -- Copy the current frame to the clipboard as an IFF ILBM.

        DTM_WRITE -- Write the current frame to a file as an IFF ILBM.

        DTM_PRINT -- Print the current frame.

        ADTM_LOADFRAME -- Load a frame of the animation.

        ADTM_UNLOADFRAME -- Deallocate any memory allocated by

        ADTM_START -- Start the animation.  This MUST be passed to the
            super-class AFTER the sub-class has started.

        ADTM_PAUSE -- Pause the animation.  This MUST be passed to the
            super-class BEFORE the sub-class pauses.

        ADTM_STOP -- Stop the animation.  This MUST be passed to the
            super-class BEFORE the sub-class stops.

        ADTM_LOCATE -- Used to locate a frame of the animation.

        ADTM_LOADNEWFORMATFRAME -- Load a new format frame of the animation,
            for more information, see <datatypes/animationclass.h>. (V44)

        ADTM_UNLOADNEWFORMATFRAME -- Deallocate any memory allocated by

        DTA_ControlPanel (BOOL) -- Determine whether the control
            panel is shown.  Defaults to TRUE.

            Applicability is (I).

        DTA_Immediate (BOOL) -- Indicate whether the animation
            should immediately begin playing.  Defaults to

            Applicability is (I).

        DTA_Repeat (BOOL) -- Indicate whether the animation
            should loop. (V44)

            Default for this tag is FALSE. Applicability is (IS).

        ADTA_Remap (BOOL) -- Indicate whether the animation should be
            remapped or not.

            Applicability is (I).

        ADTA_ModeID (ULONG) -- Set and get the graphic mode id of the

            Applicability is (ISG).

        ADTA_Width (ULONG) -- Width of a frame in pixels.

            Applicability is (IG).

        ADTA_Height (ULONG) -- Height of a frame in pixels.

            Applicability is (IG).

        ADTA_Depth (ULONG) -- Depth of the frame.

            Applicability is (IG).

        ADTA_Frames (ULONG) -- Number of frames in animation.

            Applicability is (ISG).

        ADTA_KeyFrame (struct BitMap *) -- Pointer to the key

            Applicability is (ISG).

        ADTA_FramesPerSecond (ULONG) -- Number of frames per
            second to play.

        ADTA_NumColors (WORD) -- Number of colors used by the frame.

            Applicability is (ISG).

        ADTA_ColorRegisters (struct ColorRegister *) -- Color table; its
            contents should match the colours in the ADTA_CRegs table.

            Applicability is (G).

        ADTA_CRegs (ULONG *) -- Color table to use with SetRGB32CM().

            Applicability is (G).

        ADTA_GRegs (ULONG *) -- Color table; this table is initialized
            during the layout process and will contain the colours the
            picture will use after remapping. If no remapping takes
            place, these colours will match those in the ADTA_CRegs table.

        ADTA_ColorTable (UBYTE *) -- Shared pen table; this table is
            initialized during the layout process while the frames
            are being remapped.

            Applicability is (G).

        ADTA_ColorTable2 (UBYTE *) -- Shared pen table; in most places
            this table will be identical to the ADTA_ColorTable table.
            Some of the colours in this table might match the original
            colour palette a little better than the colours picked for
            the other table. The animation.datatype uses the two tables
            during remapping, alternating for each pixel.

            Applicability is (G).

        ADTA_Allocated (ULONG) --  OBSOLETE; DO NOT USE.

            Applicability is (G).

        ADTA_NumAlloc (UWORD) -- Number of colors allocated by the frame.
            In this context `allocated' refers to colours allocated via

            Applicability is (G).

        ADTA_BitMapHeader (struct BitMapHeader *) -- Set and get the
            base information for the animation.  BitMapHeader is defined in

            Applicability is (G).

        ADTA_Sample (BYTE *) -- Pointer to sample data.

            NOTE: this tag was only (IS) in V40; this has been fixed
                  in V44.

            Applicability is (ISG).

        ADTA_SampleLength (ULONG) -- Length of sample data.

            Applicability is (ISG).

        ADTA_Period (ULONG) -- Period to play back sample at.

            Applicability is (ISG).

        ADTA_Volume (ULONG) -- Volume to play back sample at (0..64).

            Applicability is (ISG).

        OBP_Precision (ULONG) -- Precision to use when obtaining colors.
            See the PRECISION_[..] defines in <graphics/view.h>.

            Applicability is (I). Defaults to PRECISION_IMAGE. (V44)

        ADTA_LeftSample (BYTE *) -- Pointer to left channel sample
            data. (V44)

            Applicability is (ISG).

        ADTA_RightSample (BYTE *) -- Pointer to right channel sample
            data. (V44)

            Applicability is (ISG).

        ADTA_SamplesPerSec (ULONG) -- Number of samples per second to play;
            if this is > 0, it takes precendence over ADTA_Period.

            Applicability is (ISG).

        ADTA_PreloadFrameCount (ULONG) -- Number of frames to preload. (V44)
            Frames are preloaded when starting animation playback. The
            loader will attempt to keep at least this number of frames
            available for the display process. Note that when changing this
            attribute the change does not take effect immediately.

            Default for this tag is 10. Applicability is (ISG).

        operate on struct adtNewFormatFrame format messages. The
        adtNewFormatFrame message is an extension of the adtFrame message
        with additional fields, such as required for stereo sound playback.
        By default, animation.datatype will load and unload frames allocated
        by its subclasses using the compatible ADTM_LOADFRAME and
        ADTM_UNLOADFRAME methods. If your subclass needs to use the extended
        adtNewFormatFrame format messages, it must say so by providing a
        list of supported methods for animation.datatype to query through
        the OM_GET/DTA_Methods tag. If both ADTM_LOADNEWFORMATFRAME and
        ADTM_UNLOADNEWFORMATFRAME are among the methods supported by your
        subclass, you will receive adtNewFormatFrame format messages instead
        of the compatible adtFrame messages.

        Please note that applications such as MultiView will query the
        methods supported by your class. Make sure that if you choose to
        implement support for the OM_GET/DTA_Methods tag the methods you
        return should also include the methods supported by your superclass.
        Otherwise, the user will be unable to use functions such as "Copy"
        or "Print".

        Since the adtNewFormatFrame message format may be enhanced in future
        releases of animation.datatype, your subclass may access only
        structure members that are known to exist in the message. To find
        out which members are available, check the
        adtNewFormatFrame->alf_Size member; it contains the total length of
        the data structure (in bytes). Remember which message length you
        require, then act accordingly. Please keep in mind that the
        structure member adtNewFormatFrame->alf_Size does not exist in the
        compatible adtFrame message data structure.

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