vsTASKER 7 User Manual
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Index

Properties

 
This property window setup the rotating shape only.
Most of the time, the shape is a needed.
Properties
1

Name

1. Name
Name of the Rotator. Must be unique whatever its type.
vsTASKER will generate a class whose name will be <Name>_Spt. For the moment, this class will inherit from Vt_Sprite class.
Any Sprite can be accessed using its name in a generated union named s.
 
2

Rotation

2. Rotation
Coordinates, in the HMI design panel, of the sprite rotation center, materialized on the design display with:
The values can be changed here for perfect precision, or using the mouse by just selecting the + cross and dragging it anywhere on the HMI.
 
3

Recenter

3. Recenter
Put back the rotation center at the sprite center position. On some images, it works. Some have the rotation center shifted and must be manually setup.
 
4

Minimum

4. Minimum
Sprite actual minimum Angle in degrees for the given Value. 0 is up, -90 or 270 is left, 90 is right and -180 or 180 is down.
Minimum angle must always be lesser than Maximum.
Even if the runtime value drops below the minimum Value above, the Angle will keep its Minimum.
5

Maximum

5. Maximum
Sprite actual maximum Angle in degrees for the given Value. 0 is up, -90 or 270 is left, 90 is right and -180 or 180 is down.
Maximum angle must always be greater than Minimum.
Even if the runtime value goes above the maximum Value above, the Angle will keep its Maximum.
6

Visual

6. Visual
This button opens the TexShape property window for texture/visual setting of the rotating shape.
 
7

Background

7. Background
Deprecated !
 Only visible on database which have defined a background for Rotator sprites. It is advised to create a separate TexShape sprite to hold the background.
 Create a TexShape with the same texture (the button is here to let you know which one is used), then delete the texture in this sprite. The button will later go.
 
8

Definitions

8. Definitions
Put here all the local variables needed for this specific Sprite runtime computation.
 
9

Initialization

9. Initialization
Initialize here (mostly in RESET part) all the variables defined in Definition section.
Default set() can also be used here for putting the Sprite in a specific state.
 
10

Runtime

10. Runtime
Holds the runtime code called at every cycle (HMI cycling rate).
Use get() to retrieve the actual value of the Sprite (the one that actually controls the texture rotation between Minimum and Maximum values)
Use set() to force the value of the Sprite (and control the corresponding rotation value of the texture).
 
11

Import/Export

11. Import/Export
Not available yet.