L_AnnFlip

#include "l_bitmap.h"

L_LTANN_API L_INT L_AnnFlip(hObject, pCenter, uFlags)

HANNOBJECT hObject;

handle to the annotation object

pANNPOINT pCenter;

specifies the center of rotation

L_UINT uFlags;

flags that determine which objects to process

Flips one or more annotation objects, top to bottom.

Parameter Description
hObject Handle to the annotation object.
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 flipped, all objects in it are flipped as a unit, using the container's center as the axis. If an individual object is flipped, it is flipped 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 flip or reverse an object that contains text. If you flip or reverse a container that includes text, the text will move to the new position, but will retain its orientation.

L_AnnFlip 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 flipping 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

Win32, x64.

See Also

Functions:

L_AnnRotate, L_AnnMove, L_AnnReverse,

 

L_AnnResize

Topics:

Annotation Functions: Doing Geometric Transformations

 

Implementing an Automated Annotation Program

 

Implementing a Non-automated Annotation Program

 

Flipping, Reversing and Rotating Annotation Objects

Example

This example flips an object on its own center.

L_INT AnnFlipExample(HANNOBJECT hAnnObject) 
{ 
   L_INT nRet; 
   ANNPOINT RotationPt; /* Point of rotation */ 
   ANNRECT  ObjectRect; /* Defining rectangle of this object */ 
   ANNRECT  ObjectRectName; 
 
   /* Get the object's rectangle to use for calculating rotation */ 
   nRet = L_AnnGetRect(hAnnObject, &ObjectRect, &ObjectRectName); 
   if(nRet != SUCCESS) 
      return nRet; 
   /* Specify the vertical point of rotation (the object's own center ) */ 
   RotationPt.y = ObjectRect.top + ((ObjectRect.bottom - ObjectRect.top) / 2); 
   /* Flip the object */ 
   nRet = L_AnnFlip(hAnnObject, &RotationPt, 0); 
   if(nRet != SUCCESS) 
      return nRet; 
   return SUCCESS; 
} 

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