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Name
Name of the Label. 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 .
Caption
Put here the text that will be displayed on the HMI.
This can be modified from the code of another Sprite or from any Component or Logic of the simulation with a simple call:
s.<Name>_Spt->db->setCaption("my new text");
Font
Select the available font.
Default OpenGL fonts use bitmaps and vsTASKER uses glutBitmapCharacter() to render them. These fonts cannot be scaled so, have to be selected carefully.
If options is checked, vsTASKER uses glutStrokeCharacter() routine that renders a single stroked character from a specified GLUT stroke font (Roman and Mono Roman )
Color
Select here the color of the font to be used on the HMI.
Line
Width of the line drawing each character.
Size
Set the size of the character, in pixels.
Angle
Set the angle of the character, in degrees.
Example with 45° value:
Center
Coordinates on the HMI panel of the center hook.
The values can be changed here for perfect precision, or using the mouse by just selecting the
hook and dragging it anywhere on the HMI.
Size
Actual size of the Label Sprite.
Can matters if the background if filled or outlined.
Background
Set the background style:
: use only one line of size 1 of the selected color.
: fill the Sprite rectangle with the selected color.
: same as opaque but using a transparency mask on the selected color.
Color
Select the color to be used for the background shape.
Transparency
When Transparent background is used, drag the slider to select the level of transparency from Min (opaque) to Max (pure glass).
Import/Export
Not available yet.
Hidden
If checked, the label will not be displayed.
Useful at runtime to display a text on the HMI or hide it.
Read-Only
When checked, the Sprite cannot be dragged.