#include "l_bitmap.h"
L_LTANN_API L_INT L_AnnSetFontUnderline(hObject, fFontUnderline, uFlags)
Applies or removes the underline of one or more annotation objects.
Handle to the annotation object.
Flag that indicates whether to apply or remove an underline. Possible values are:
Value | Meaning |
---|---|
TRUE | Underline the text. |
FALSE | Remove the underline from the text. |
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. |
Value | Meaning |
---|---|
SUCCESS | The function was successful. |
< 1 | An error occurred. Refer to Return Codes. |
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
Win32, x64.
L_INT AnnSetFontUnderlineExample(HANNOBJECT hAnnObject)
{
L_INT nRet;
L_BOOL UnderLine; /* Underline property of the object’s text */
/* Set the font to have an underline, unless it already has one */
nRet = L_AnnGetFontUnderline(hAnnObject, &UnderLine);
if(nRet != SUCCESS)
return nRet;
if (UnderLine == TRUE)
MessageBox (NULL, TEXT("Already has an underline"), TEXT("Notice"), MB_OK);
else
{
nRet = L_AnnSetFontUnderline (hAnnObject, TRUE, 0);
if(nRet != SUCCESS)
return nRet;
}
return SUCCESS;
}
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