vsTASKER 7 User Manual
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Properties

 
Properties
1

Name

1. Name
Name of the Text Field. 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

Editable

2. Editable
If checked, the text field can be edited with the mouse and changed with the keyboard.
If unchecked, the text field is read-only.
 
3

Display Frame

3. Display Frame
If checked, the value text field is surrounded with a frame line.
If unchecked, there will be no frame line.
 
4

Cycle at

4. Cycle at
Only available for not editable text field.
If Cycle at is checked, chose the frequency at which the Runtime code will be called.
If unchecked, the Runtime code will not be called and the text field (data) will only be set from any other piece of code.
 
5

Caption

5. Caption
Use this button to set the caption font for the text field.
See here.
 
6

Field Settings

6. Field Settings
Use this button to set the data font for the text field.
See here.
 
7

Import/Export

7. Import/Export
Not available yet.
 
8

Definitions

8. Definitions
Put here all the local variables needed for this specific text field runtime code.
 
9

Initialization

9. Initialization
Initialize here (mostly in RESET part) all the variables defined in Definition section.
 
10

Runtime

10. Runtime
The runtime is called differently if the Text Field is editable or not:
 
Editable:
Code only called when the Enter button is depressed on the keyboard.
get() retreive the data as a character string.
Up to the user to convert and process it:
 
       if (db->updated) {
         char* val = get();
         // ... user code
         db->updated = 0;  // job done
       }
 
         Read-Only:
         Code is not call or, if Cycle at checked, at the specified frequency.
Use set(...) to display any data on the field.