The LB_TRANSITION (enumerator) stores the available text transitions.
enum LB_TRANSITION { LB_NONE =0, LB_FLASH=1, LB_FLASHINV=2, LB_LSLIDE=3, LB_RSLIDE=4, LB_LCSLIDE=5, LB_RCSLIDE=6, LB_LSLIDE2=7, LB_RSLIDE2=8, LB_SPINU=9, LB_SPIND=10 };
LB_NONE
This defines No Transition. The text is just displayed normally.
LB_FLASH
This defines (on/off) Flashing text.
LB_FLASHINV
This defines Inverting Flashing text. The effect does not look as good as I had hoped.
LB_LSLIDE
This defines a Left Slide. The text will slide in (overwriting current text) from the far LHS.
LB_RSLIDE
This defines a Right Slide. The text will slide in from the far right hand side. Also overwriting the current text.
LB_LCSLIDE
This defines a Left Character Slide. The text will slide in from the far LHS one character at a time. Also overwriting the current text.
LB_RCSLIDE
This defines a Right Character Slide. The text will slide in from the far RHS one character at a time. Also overwriting the current text.
LB_LSLIDE2
This defines a Type 2 Left Slide. The text will slide in from the far left hand side. But this time shifting the existing text to the right.
LB_RSLIDE2
This defines a Type 2 Right Slide. The text will slide in from the far right hand side. But this time shifting the existing text to the left.
LB_SPINU
This defines a Spin Up. The text will be displayed one character at a time - with each character spinning (in up direction). A little like a poker machine effect.
LB_SPIND
This defines a Spin Down. The text will be displayed one character at a time - with each character spinning (in down direction). Again a like a poker machine effect.
Check out the basic_demo example file to see basic examples of these effects.