#include "l_bitmap.h"
L_LTANN_API L_INT L_AnnGetTag(hObject, puTag)
HANNOBJECT hObject; |
/* handle to the annotation object */ |
L_UINT32 * puTag; |
/* address of the variable to be updated */ |
Gets the tag of the specified annotation object. You can use this tag to uniquely identify objects when they are saved in a file.
Parameter |
Description |
hObject |
Handle to the annotation object. |
puTag |
Address of the variable to be updated with the object's tag. |
Returns
SUCCESS |
The function was successful. |
< 1 |
An error occurred. Refer to Return Codes. |
Comments
Before calling this function, you must declare a variable of data type L_UINT32. Then, pass the address of the variable in the puTag parameter. This function will update the variable with the tag of the annotation object.
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. |
Win32, x64.
See Also
Functions: |
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Topics: |
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Example
For complete sample code, refer to the ANNOTATE example. This example shows how an active object's tag can be used to invoke a particular action.
L_INT AnnGetTagExample(HANNOBJECT hAnnObject) { L_INT nRet; L_UINT32 ObjectTag; /* Tag used to identify an object */ L_UINT ActiveState; /* Specifies whether the object can be activated */ /* Get the tag and the active state */ nRet = L_AnnGetTag(hAnnObject, &ObjectTag); if(nRet != SUCCESS) return nRet; nRet = L_AnnGetActiveState(hAnnObject, &ActiveState); if(nRet != SUCCESS) return nRet; /* Take an action based on the tag and the active state */ if ((ObjectTag == 3) && (ActiveState == ANNACTIVE_ENABLED)) MessageBox (NULL, TEXT("This is what we do for No. 3"), TEXT("Notice"), MB_OK); return SUCCESS; }