The PushPin annotation object (ANNOBJECT_PUSHPIN) is a rectangle containing a scaled image that can be activated to show a hidden note. With the automated functions, in design mode, the user clicks and drags to specify the rectangle in the current window. Holding down the Shift key while drawing the pushpin will make the pushpin annotation square. A dialog box then lets the user specify the preferred options. In run mode, clicking on the icon displays the hidden note.
A PushPin object has a primary bitmap, (manipulated using the LAnnPushPin::SetBitmap and the LAnnPushPin::GetBitmap) functions when the text is shown, and a secondary bitmap, manipulated using the LAnnPushPin::SetSecondaryBitmap and the LAnnPushPin::GetSecondaryBitmap functions. The primary bitmap is shown with the note text. The secondary bitmap is shown by itself when the note is minimized.
In design mode, the PushPin object shows the text and displays the primary bitmap. In run mode, the object shows/hides the text when clicked. The pushpin object has the active mode property. When the mode is ANNACTIVE_ENABLED, the text is shown and the primary bitmap is painted in the top-left corner of the note.
When the mode is ANNACTIVE_DISABLED, the text is hidden and the secondary bitmap is displayed.
As soon as the PushPin object is created, the text will be highlighted. The text may be edited immediately. While in design mode double-click on a PushPin object to edit the text. This can be achieved programmatically by calling the LAnnotation::TextEdit function. To get out of edit mode:
Press escape. This cancels the changes.
Press Ctrl-Enter. This accepts the changes.
Click outside the edit box. This accepts the changes.
In design mode, click on the object with the right mouse button to do the following:
Undo the last user action.
Cut or copy the object to the clipboard.
Delete the object.
Select all objects.
Bring the object to the front or send it to the back.
Lock and unlock annotation objects. See Password Dialog Box for Annotations.
Change the name. See Name Dialog Box for Annotations.
Change the foreground and background colors. See Color Dialog Box for Annotations.
Change the font selection and font characteristics. See Font Dialog Box for Annotations.
Edit the text. See Text Dialog Box for Annotations.
Set the primary and secondary bitmaps. See Push pin Dialog Box for Annotations.
Change the fixed properties. See Fixed Dialog Box for Annotations.
Set and manage hyperlink properties for an object or group of objects. Note: The actual management of a hyperlink must be done through low-level implementation. Only the Menu Item "Hyperlink" and an associated event are provided through the automation object. For more information, refer to Implementing Annotation Hyperlinks.
For information on flipping, reversing or rotating annotation objects, refer to Flipping, Reversing and Rotating Annotation Objects.
For low-level implementation details, refer to Push pin Annotation Object.