L_AnnSetFontStrikeThrough

#include "l_bitmap.h"

L_LTANN_API L_INT L_AnnSetFontStrikeThrough(hObject, fFontStrikeThrough, uFlags)

HANNOBJECT hObject;

/* handle to the annotation object */

L_BOOL fFontStrikeThrough;

/* flag that indicates whether to apply a strike-through */

L_UINT uFlags;

/* flags that determine which objects to process */

Applies or removes the strike-through (a line through the middle of the text), of one or more annotation objects.

Parameter

Description

hObject

Handle to the annotation object.

fFontStrikeThrough

Flag that indicates whether to apply or remove the strike-through. Possible values are:

 

Value

Meaning

 

TRUE

Apply a strike-through

 

FALSE

Remove the strike-through.

 

uFlags

Flags that determine which objects to process. Most of the flags apply only to container objects. You can combine values when appropriate by using a bitwise OR ( | ). The following are valid values:

 

Value

Meaning

 

0

Process only the specified object.

 

ANNFLAG_SELECTED

[0x0001] Process only objects that have the selected property set to TRUE. For getting and setting the selected property, use the L_AnnGetSelected and L_AnnSetSelected functions.

 

ANNFLAG_NOTTHIS

[0x0004] Process only one level of objects within the specified container, not the container itself. If there are containers within the container, they are modified, but the objects within them are not.

 

ANNFLAG_RECURSE

[0x0008] Process objects within a container, and within any subcontainers, down to any level.

 

ANNFLAG_NOTCONTAINER

[0x0002] (Used with ANNFLAG_RECURSE) Process objects within containers, not the containers themselves.

 

ANNFLAG_NOINVALIDATE

[0x0010] Do not invalidate the affected rectangle in the window. Use this to avoid generating unwanted paint messages.

 

ANNFLAG_CHECKMENU

[0x0020] Process objects only if the ANNAUTOTEXT_MENU_FONT menu item has been selected.

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

Comments

This function applies to multiple and selected objects based on values of the uFlags parameter.

This function does not affect objects that do not have this property or that do not let you change the property. For descriptions of the various types of objects and their properties, refer to Types of Annotations.

Required DLLs and Libraries

LTANN

For a listing of the exact DLLs and Libraries needed, based on the toolkit version, refer to Files To Be Included With Your Application.

Platforms

Win32, x64.

See Also

Functions:

L_AnnSetFontName, L_AnnGetFontName, L_AnnGetFontNameLen, L_AnnSetFontSize, L_AnnGetFontSize, L_AnnSetFontUnderline, L_AnnGetFontUnderline, L_AnnGetFontStrikeThrough, L_AnnSetFontItalic, L_AnnGetFontItalic, L_AnnSetFontBold, L_AnnGetFontBold

Topics:

Annotation Functions: Object Properties

 

Annotation Objects - Default Values

 

Annotation Objects - Automated Features

 

Implementing an Automated Annotation Program

 

Implementing a Non-automated Annotation Program

 

Altering Annotation Object Settings

Example

 L_INT AnnSetFontStrikeThroughExample(HANNOBJECT hAnnObject)
{
   L_INT nRet;
   L_BOOL StrikeThrough; /* Strike-through property of  the object's text  */

   /* Set the font to have a strike-through, unless it already has one */
   nRet = L_AnnGetFontStrikeThrough(hAnnObject, &StrikeThrough);
   if(nRet != SUCCESS)
      return nRet;
   if (StrikeThrough == TRUE)
       MessageBox (NULL, TEXT("Already has strike-through"), TEXT("Notice"), MB_OK);
   else
   {
      nRet = L_AnnSetFontStrikeThrough(hAnnObject, TRUE, 0);
      if(nRet != SUCCESS)
         return nRet;
   }
   return SUCCESS;
}