#include "l_bitmap.h"

L_LTANN_API L_INT L_AnnGetTag(hObject, puTag)

Gets the tag of the specified annotation object. You can use this tag to uniquely identify objects when they are saved in a file.



Handle to the annotation object.

L_UINT32 * puTag

Address of the variable to be updated with the object's tag.


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


Before calling this function, you must declare a variable of data type L_UINT32. Then, pass the address of the variable in the puTag parameter. This function will update the variable with the tag of the annotation object.

Required DLLs and Libraries


Win32, x64.

See Also




For complete sample code, refer to the ANNOTATE
This example shows how an active object’s tag can be used to invoke a particular action.

L_INT AnnGetTagExample(HANNOBJECT hAnnObject) 
   L_INT nRet; 
   L_UINT32 ObjectTag;     /* Tag used to identify an object */ 
   L_UINT   ActiveState;   /* Specifies whether the object can be activated */ 
   /* Get the tag and the active state */ 
   nRet = L_AnnGetTag(hAnnObject, &ObjectTag); 
   if(nRet != SUCCESS) 
      return nRet; 
   nRet = L_AnnGetActiveState(hAnnObject, &ActiveState); 
   if(nRet != SUCCESS) 
      return nRet; 
   /* Take an action based on the tag and the active state */ 
   if ((ObjectTag == 3) && (ActiveState == ANNACTIVE_ENABLED)) 
      MessageBox (NULL, TEXT("This is what we do for No. 3"), TEXT("Notice"), MB_OK); 
   return SUCCESS; 

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