LVectorObject::IsObjectSelected
#include "ltwrappr.h"
L_INT LVectorObject::IsObjectSelected(pbSelected)
L_BOOL *pbSelected; |
/* pointer to a variable */ |
Gets a value that indicates whether or not the class object is selected.
Parameter |
Description |
|
pbSelected |
Pointer to a variable to be updated with a value that indicates whether or not the class object is selected. Possible values are: |
|
|
Value |
Meaning |
|
TRUE |
The class object is selected. |
|
FALSE |
The class object is not selected. |
Returns
SUCCESS |
The function was successful. |
< 1 |
An error occurred. Refer to Return Codes. |
Comments
This function is not supported in the DirectX engine.
Required DLLs and Libraries
LVKRN For a listing of the exact DLLs and Libraries needed, based on the toolkit version, refer to Files To Be Included With Your Application. |
See Also
Functions: |
LVectorObject::SelectObject, LVectorObject::DeleteObject, LVectorBase::HitTest |
Topics: |
Example
This example will toggle the selection state of the object under a given 2D point.
L_INT LVectorObject__IsObjectSelectedExample(HWND hWnd, LVectorBase *pVector, LPPOINT pPoint) { UNREFERENCED_PARAMETER(hWnd); L_INT nRet; LVectorObject VectorObject; /* Object under point */ // Get object under that point nRet = pVector->HitTest(pPoint, &VectorObject); //Is there an object under that point? If yes, select it if (nRet == SUCCESS) { L_BOOL bSelected; nRet = VectorObject.IsObjectSelected(&bSelected); if(nRet != SUCCESS) return nRet; nRet = VectorObject.SelectObject(!bSelected); if(nRet != SUCCESS) return nRet; } else return nRet; return SUCCESS; }