vsTASKER 7 User Manual
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Index

Properties

Properties
1

Name

1. Name
Name of the Lamp. 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

Style

2. Style
Define the type of the drawing shape.:

  • Rectangle: default shape for textured and painted lamps
  • Circular: round shape for painted lamps
 
3

Cycle

3. Cycle
Select here the frequency call for the runtime code (see below).
 
4

Visual Aspect

4. Visual Aspect
Call the Visual Aspect definition window.
 
5

Caption

5. Caption
Call the (optional) Label definition window to format the text that can appear below the Switch.
 
6

Textures

6. Textures
List all loaded textures that will be displayed upon a set() command.
The first number (id) is the one to be given to the command (at runtime).
For i.e, on the above list, to select the led_green texture, put in the code: set(2);
 
7

Definitions

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

Initialization

8. 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.
 
9

Runtime

9. 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 select the texture or memorize the current state).
Use set() to force the value of the Sprite (and select the corresponding texture to be displayed).