L_AnnRotate

#include "l_bitmap.h"

L_INT EXT_FUNCTION L_AnnRotate(hObject, dAngle, pCenter, uFlags)

HANNOBJECT hObject;

/* handle to the annotation object */

L_DOUBLE dAngle;

/* angle of rotation */

pANNPOINT pCenter;

/* pointer to the center of rotation */

L_UINT uFlags;

/* flags that determine which objects to process */

Rotates one or more annotation objects. This function is available in the Document/Medical Toolkits.

Parameter

Description

hObject

Handle to the annotation object.

dAngle

The angle of rotation, expressed in double-precision floating point.

pCenter

Pointer to the LEADTOOLS ANNPOINT structure that specifies the center of rotation.

 

Pass NULL in this parameter to use the default for each affected object. With the default, if a container is rotated, all objects in it are rotated as a unit, using the container's center as the axis. If an individual object is rotated, it is rotated on its own center.

 

The ANNPOINT structure is like a Windows POINT structure, except that it uses double-precision floating point values.

 

Coordinates of an object's points are relative to its container object. The coordinates are interpreted using the container's scaling factors and offsets, which are described in Low-Level Coordinate System for Annotations.

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.

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.

You cannot rotate a note, hot spot, button, or audio clip. If you rotate a container that includes these objects, they will move to new positions, but will retain their orientation.

L_AnnRotate does not change the bitmap of a Point annotation object. It only changes the position of the point. To change the bitmap you must get the bitmap using L_AnnGetBitmap, change the bitmap, and then set the bitmap using L_AnnSetBitmap.

The center of a protractor object is the angle point (vertex). The center of a cross-product is the intersection of the two rulers. If you pass NULL for pCenter, these center points will be used instead of the center of the bounding rectangle when rotating the 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.

Platforms

Windows 95 / 98 / Me, Windows 2000 / XP.

See Also

Functions:

L_AnnMove, L_AnnFlip, L_AnnReverse, L_AnnResize

Topics:

Annotation Functions: Doing Geometric Transformations

 

Implementing an Automated Annotation Program

 

Implementing a Non-automated Annotation Program

 

Displaying and Manipulating Annotation Objects

 

Flipping, Reversing and Rotating Annotation Objects

Example

/* This example rotates an object using its lower right corner as the center of rotation */
void TestAnnRotate(HANNOBJECT hAnnObject)
{
   ANNPOINT RotationPt; /* Point of rotation */
   ANNRECT ObjectRect; /* Defining rectangle of this object */
   ANNRECT ObjectRectName;

   /* Get the object's rectangle to use for calculating rotation */
   L_AnnGetRect(hAnnObject, &ObjectRect, &ObjectRectName);
   /* Specify the point of rotation (the object's lower right corner ) */
   RotationPt.x = ObjectRect.right;
   RotationPt.y = ObjectRect.bottom;
   /* Rotate the object 90 degrees clockwise */
   L_AnnRotate(hAnnObject, 90, &RotationPt, 0);
   return;
}