Gets the tag of the specified annotation object. You can use this tag to uniquely identify objects when they are saved in a file.
#include "l_bitmap.h"
L_LTANN_API L_INT L_AnnGetTag(hObject, puTag)
Handle to the annotation object.
Address of the variable to be updated with the object's tag.
Value | Meaning |
---|---|
SUCCESS | The function was successful. |
< 1 | An error occurred. Refer to Return Codes. |
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.
Win32, x64.
For a complete sample code, refer to the \Examples\Annotation\C\Annotate demo.
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)
if (ActiveState == ANNACTIVE_ENABLED)
_tprintf(_T("Notice: This is what we do for No. 3"));
return SUCCESS;
}
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