Processes each event that occurs inside the vector handle.
Pointer to the vector handle in which the event occurred.
Level of the event that occurred. For a top-level event, this value is 0. For a second level event this value is 1, etc. For an example, refer to the Comments section below.
Pointer to a VECTOREVENT structure that describes the event that occurred in the vector handle.
A void pointer that you can use to access a variable or structure containing data that your callback function needs. This gives you a way to receive data indirectly from the function that uses this callback function. (This is the same pointer that you passed in L_VecSetEventCallback.)
Keep in mind that this is a void pointer, which must be cast to the appropriate data type within your callback function.
The return value is valid only when pEvent->Status is EVENT_STATUS_BEFORE.
|SUCCESS||Continue with the operation.|
|SUCCESS_ABORT||Abort this operation only.|
|< 1||An error occurred. Refer to Return Codes.|
To understand event levels, consider this example:
Assume the clipboard contains a vector handle with 1 layer and 2 objects inside this layer.
Now you execute L_VecCopyFromClipboard, the toolkit may fire these events in the following sequence:
|VECTOR_EVENT_COPYFROMCLIPBOARD||VECTOR_EVENT_BEFORE||0||L_VecCopyFromClipboard is about to execute.|
|VECTOR_EVENT_ADDLAYER||VECTOR_EVENT_BEFORE||1||L_VecAddLayer is about to execute.|
|VECTOR_EVENT_ADDOBJECT||VECTOR_EVENT_BEFORE||2||L_VecAddObject for first object is about to execute.|
|VECTOR_EVENT_ADDOBJECT||VECTOR_EVENT_AFTER||2||L_VecAddObject for first object has been completed.|
|VECTOR_EVENT_ADDOBJECT||VECTOR_EVENT_BEFORE||2||L_VecAddObject for second object is about to execute.|
|VECTOR_EVENT_ADDOBJECT||VECTOR_EVENT_AFTER||2||L_VecAddObject for second object has been completed.|
|VECTOR_EVENT_ADDLAYER||VECTOR_EVENT_AFTER||1||L_VecAddLayer has been completed.|
|VECTOR_EVENT_COPYFROMCLIPBOARD||VECTOR_EVENT_AFTER||0||L_VecCoptFromClipboard has been completed.|
Your callback can monitor all these operations and cancel whatever operation you want.
Returning SUCCESS_ABORT will abort a single operation. For example, to delete objects and not the layers of a vector when L_VecEmpty is called, the callback can be written like this:
L_INT VectorEventCallback( pVECTOREVENT pEvent )
switch( pEvent->uType )
if( pEvent->Status == VECTOR_EVENT_STATUS_BEFORE ) // a chance to cancel
return SUCCESS_ABORT; // cancel this operation only, continue with the rest
Required DLLs and Libraries