Sets one or more annotation objects to be visible or invisible.
#include "l_bitmap.h"
L_LTANN_API L_INT L_AnnSetVisible(hObject, fVisible, uFlags, pUserList)
Handle to the annotation object.
Flag that indicates whether to make the object or objects visible or invisible. Possible values are:
Value | Meaning |
---|---|
TRUE | Make the object or objects visible. |
FALSE | Make the object or objects invisible. |
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_USER | [0x0040] Process only those objects that have a user included in pUserList . If pUserList is NULL, process only those objects that do not have an associated user. |
Character string that contains the list of users associated with the specified object. pUserList has the form "User1,User2,,UserN". This must be a NULL terminated string with user names separated by a comma. This parameter is valid only if ANNFLAG_USER is set in uFlags
.
Value | Meaning |
---|---|
SUCCESS | The function was successful. |
< 1 | An error occurred. Refer to Return Codes. |
When an object is not visible, it cannot be displayed. Some objects (notably containers) may be transparent, but if their visible-object property is TRUE, a user can select them with a mouse.
This function applies to multiple and selected objects based on values of the uFlags
parameter.
To make objects belonging to a user visible, you must set ANNFLAG_USER in uFlags, pass the user name in pUserList
, and set fVisible
to TRUE.
Win32, x64.
For an example, refer to L_AnnCreate.
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