Unlocks the annotation object with the specified key.


#include "ltwrappr.h"

virtual L_INT LAnnotation::Unlock(pUnlockKey, uFlags=0)


L_TCHAR * pUnlockKey

Character string containing the key used to unlock the annotation object.

L_UINT 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 LAnnContainer::GetSelectItems and LAnnotation::SetSelected 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.


Value Meaning
SUCCESS The function was successful.
< 1 An error occurred. Refer to Return Codes.


Only objects locked with the same key can be unlocked. If the object is still locked or if not all objects have been unlocked (in case you tried to unlock more than one object), ERROR_ANN_LOCKED is returned.

An object must be unlocked in order to change that object in automated mode.

Redact objects must be unlocked to be restored (unrealized). Refer to LAnnRedact::Unrealize.

This function applies to multiple and selected objects based on values of the uFlags parameter.

Required DLLs and Libraries


Win32, x64.

See Also




L_INT LAnnotation_UnlockExample(LAnnotation& LeadAnn) 
   L_INT nRet; 
   if (LeadAnn.IsLocked() == TRUE) 
      // lock all selected items in the container  
      nRet = LeadAnn.Unlock(TEXT("MyKey"), ANNFLAG_RECURSE | ANNFLAG_SELECTED); 
      if(nRet != SUCCESS) 
         return nRet; 
   return SUCCESS; 
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