InTouch ® HMI Visualization Guide
Invensys Systems, Inc.
Revision A
Last Revision: 7/25/07
Copyright
© 2007 Invensys Systems, Inc. All Rights Reserved.
All rights reserved. No part of this documentation shall be reproduced, stored in a
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Invensys Systems, Inc. No copyright or patent liability is assumed with respect to
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assume no responsibility for errors or omissions. Neither is any liability assumed
for damages resulting from the use of the information contained herein.
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should not be regarded as affecting the validity of any trademark or service mark.
Alarm Logger, ActiveFactory, ArchestrA, Avantis, DBDump, DBLoad, DT Analyst,
FactoryFocus, FactoryOffice, FactorySuite, FactorySuite A2, InBatch, InControl,
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3
Contents
Welcome............................................ 7
Documentation Conventions...............................................7
Technical Support ...............................................................8
Chapter 1 WindowMaker: Your Development
Environment ...................................... 9
Setting Your WindowMaker Preferences.........................10
Using the Screen Grid and Ruler .....................................14
Snapping Objects to the Grid.........................................14
Using The Ruler .............................................................15
Panning and Zooming .......................................................15
Using the Thumbnail Window to Pan and Zoom..........16
Using the Mouse Wheel to Zoom and Pan ....................17
Pan and Zoom Limitations.............................................17
Managing Toolbars............................................................18
Using the Application Explorer ........................................19
Navigating in the Application Explorer ........................20
Adding Applications to the Application Explorer .........20
Using Color Palettes..........................................................21
Opening the Color Palette..............................................21
Creating Custom Colors.................................................22
Importing and Exporting Custom Colors......................23
Setting Font Defaults........................................................24
Using Full Screen Mode ....................................................24
InTouch HMI Visualization Guide
4 Contents
Windows Dialog Box Features..........................................25
Mouse Short Cuts..............................................................26
Moving Objects with the Arrow Keys...............................27
Viewing License Information............................................28
Chapter 2 Application Windows ............................29
Creating Application Windows.........................................30
Importing and Exporting Windows ..................................32
Setting Windows to Appear at Run Time ........................32
Modifying Application Windows.......................................32
Opening, Saving, and Closing Windows ..........................33
Duplicating Windows ........................................................34
Deleting Windows .............................................................34
Chapter 3 WindowMaker Objects ..........................35
Simple Objects ...................................................................36
Creating Lines and Shapes............................................36
Creating Buttons ............................................................37
Creating Polylines and Polygons ...................................37
Creating Text..................................................................37
Complex Objects ................................................................38
Cells and Symbols ..........................................................39
Grouping Objects to Cells ..............................................40
Grouping Objects to Symbols.........................................40
Common Manipulations....................................................41
Selecting Objects ............................................................41
Moving Objects ...............................................................42
Aligning Objects .............................................................44
Layering Objects.............................................................45
Controlling Horizontal and Vertical Spacing ...............45
Flipping Objects and Cells.............................................46
Resizing Objects .............................................................47
Rotating Objects .............................................................47
Changing Text Appearance ...........................................48
Changing Lines and Outlines ........................................49
Changing Fill..................................................................50
Deleting Objects .............................................................50
Undoing Changes ...........................................................51
InTouch HMI Visualization Guide
Contents 5
Special Manipulations for All Objects..............................51
Cutting, Copying, and Pasting Objects .........................52
Cutting, Copying, and Pasting Object Links ................52
Duplicating Objects ........................................................53
Special Manipulations for Special Objects.......................54
Reshaping Polyline and Polygon Objects ......................54
Working with Bitmap Containers .................................55
Defining Bitmap Transparency .....................................56
Changing the Radius of a Rounded Rectangle..............57
Substituting Object Text................................................57
Chapter 4 Animating Objects............................... 59
Two Types of Animation Links .........................................60
Data Display Animations..................................................60
Creating Value Displays ................................................60
Creating Movement........................................................63
Creating Rotation ...........................................................65
Animating Sizes..............................................................66
Animating Colors............................................................69
Animating Fill Levels.....................................................73
Making Objects Blink.....................................................75
Enabling Visibility..........................................................76
Disabling Objects............................................................77
Configuring ToolTips......................................................78
Positioning a Touch-Sensitive Window .........................80
Data Entry Animations.....................................................83
Enabling Discrete Input.................................................84
Enabling Analog Input...................................................85
Enabling String Input ....................................................86
Enabling Sliders .............................................................87
Enabling Push Buttons ..................................................89
Opening and Closing Windows ......................................91
Configuring On-Screen Keyboards ................................92
Common Animation Tasks................................................97
Selecting Tags or Attributes ..........................................97
Creating Keyboard Shortcuts ......................................102
Changing Tagname References ...................................103
Converting Placeholder Tags.......................................104
InTouch HMI Visualization Guide
6 Contents
Chapter 5 Wizards........................................... 105
Working with Wizards .................................................... 106
Types of Wizards .......................................................... 106
Adding Wizards to the Toolbar....................................107
Pasting Wizard Instances ............................................ 107
Configuring Wizards .................................................... 108
Performing Standard Operations on Wizards ............ 108
Installing and Removing Wizards ............................... 108
Trend Objects .................................................................. 110
Windows Controls Wizards............................................. 111
Creating and Configuring Windows Controls............. 112
Creating a Text Box ..................................................... 113
Creating a List Box ...................................................... 114
Creating a Combo Box ................................................. 115
Creating a Check Box................................................... 116
Creating a Radio Button Group................................... 117
Scripting Windows Controls ........................................... 119
Getting or Setting the Value of a Control ................... 119
Enabling or Disabling a Control for User Input......... 121
Hiding Windows Controls Dynamically ...................... 122
Adding and Deleting Items in Combo Boxes .............. 123
Loading and Saving List Items From or To a File ..... 126
Finding Items In a Combo Box or List ........................ 129
Working with Item Indexes in a Combo Box or List .. 130
Counting List Box or Combo Box Items...................... 133
Getting or Setting the Value of a List Item ................ 134
Getting the Name of a List Item ................................. 136
Loading the Contents of a Text Box ............................ 137
Checking If a Text Box is Read-Only .......................... 139
Getting or Setting the Label of a Check Box .............. 140
Understanding Windows Controls Error Messages ... 141
Chapter 6 ActiveX Controls................................ 143
Using ActiveX Controls................................................... 144
Configuring ActiveX Controls......................................... 146
Naming ActiveX Controls ............................................... 147
Standard Operations on ActiveX Controls..................... 147
Installing and Removing ActiveX Controls.................... 148
Index ............................................. 151
InTouch HMI Visualization Guide
7
Welcome
This documentation describes how to use InTouch
WindowMaker to create HMI application screens, called
windows. You can use a variety of graphical objects in the
windows, ranging from simple lines to complex symbols. At
run time, your application is animated according to links you
set up between the graphical objects and your manufacturing
data.
You can view this document online or you can print it, in part
or whole, by using the print feature in Adobe Acrobat Reader.
This guide assumes you know how to use Microsoft Windows,
including navigating menus, moving from application to
application, and drawing objects on the screen. If you need
help with these tasks, see the Microsoft online help.
Documentation Conventions
This documentation uses the following conventions:
Convention Used for
Initial Capitals Paths and file names.
Bold Menus, commands, dialog box names,
and dialog box options.
Monospace Code samples and display text.
InTouch HMI Visualization Guide
8 Welcome
Technical Support
Wonderware Technical Support offers a variety of support
options to answer any questions on Wonderware products
and their implementation.
Before you contact Technical Support, refer to the relevant
section(s) in this documentation for a possible solution to the
problem. If you need to contact technical support for help,
have the following information ready:
• The type and version of the operating system you are
using.
• Details of how to recreate the problem.
• The exact wording of the error messages you saw.
• Any relevant output listing from the Log Viewer or any
other diagnostic applications.
• Details of what you did to try to solve the problem(s) and
your results.
• If known, the Wonderware Technical Support case
number assigned to your problem, if this is an ongoing
problem.
InTouch HMI Visualization Guide
9
Chapter 1
WindowMaker: Your
Development Environment
WindowMaker is the development environment you use to
create InTouch applications.
The main parts of the development environment are:
• Toolbars and status bar
• Classic view, which shows the windows and scripts.
• Project view, which shows the windows and scripts in a
different format.
• Development area
• Fast switch button that opens WindowViewer
InTouch HMI Visualization Guide
10 Chapter 1 WindowMaker: Your Development Environment
The following graphic shows the environment:
Fast Switch
Toolbars
Application
Explorer: Classic
view
Application
Explorer: Project
view
Development
area with rulers
and grid showing
Drawing toolbar Wizard toolbar Pan and Zoom
toolbar
Setting Your WindowMaker Preferences
Using the WindowMaker Properties dialog box, you can
configure preferences and options affecting the behavior of
WindowMaker. You can:
• Change the title bar text.
• Display the grid or turn off the grid.
• Change the spacing between the pixels on the grid.
• Show the tag count.
• Change the default fonts for text and buttons.
• Set the precision for line selection.
• Set an option to close WindowMaker when switching to
WindowViewer.
• Set an option to pick through hollow objects.
• Enable fast switch from WindowMaker to
WindowViewer.
• Set the number of undo levels.
InTouch HMI Visualization Guide
Setting Your WindowMaker Preferences 11
To set the properties for WindowMaker
1 On the Special menu, point to Configure and then click
WindowMaker. The WindowMaker Properties dialog box
appears.
2 In the WindowMaker Title Bar area, configure the
appearance of the title bar. Do any of the following:
• In the Title Bar Text box, type the text to appear in the
title bar during design time.
• Select the Show Application Directory check box to
include the path to the application folder in the title
bar.
3 In the Grid Configuration area, configure the background
grid. Do any of the following:
• In the Spacing box, type the number of pixels between
the grid coordinates.
• Select the Show Grid check box to show the grid.
InTouch HMI Visualization Guide
12 Chapter 1 WindowMaker: Your Development Environment
4 Configure miscellaneous window properties. Do any of
the following:
• Select the Show Tag Count check box to show the
number of tagnames in your Tagname Dictionary in
the menu bar. If you have a lot of tags, showing the
tag count can impact the Tagname Dictionary
performance.
This is useful if you are creating an application with a
limited Tagname Dictionary size. The tagname count
does not include remote tagname references or
system tags. Click Update Use Counts on the Special
menu to find out your remote tagname reference
usage.
• Select the Close on Transfer to WindowViewer check
box to close WindowMaker automatically when you
start WindowViewer.
The purpose of this option is to conserve limited
memory. If memory is not an issue and you are
moving often between WindowViewer and
WindowMaker, do not select this option.
When you select Close on Transfer to WindowViewer,
the reciprocal command, Close WindowViewer, on the
General Properties tab in the WindowViewer Properties
dialog box is also selected.
• Select the Pick Through Hollow Objects check box to
select objects that are behind hollow objects.
This allows you to do things like select an object
within a frame without having to send the frame to
the back.
• Select the Enable Fast Switch check box to use the
“fast switch” to toggle between WindowMaker and
WindowViewer.
The fast switch is the word Runtime that appears in
the upper right corner of WindowMaker. In
WindowViewer, it is the word Development.
When you use the fast switch, WindowMaker
automatically saves all changes made to all open
windows before switching to WindowViewer.
InTouch HMI Visualization Guide
Setting Your WindowMaker Preferences 13
• In the Line Selection Precision box, type the number of
pixels your cursor can be away from a line and still be
able to select it.
In most cases, the default setting of 4 works well.
• In the Levels of Undo box, type the number of Undo
and Redo levels to maintain.
You can have up to 25 levels. If you type zero, the
undo/redo function is turned off.
One level represents one action. The Undo and Redo
stacks are empty when you create a new window or
open an existing window. Both stacks are emptied
when you close a window.
5 In the Configure Fonts area, click either Text or Button to
set the default text font or button font. Select the font
default, and then click OK.
You can override these defaults in any window by using
the Font toolbar.
6 Click OK.
7 Restart WindowMaker to apply any changes you made.
InTouch HMI Visualization Guide
14 Chapter 1 WindowMaker: Your Development Environment
Using the Screen Grid and Ruler
You can show a grid and ruler to help you arrange and align
objects.
Snapping Objects to the Grid
You can make your objects snap to predefined grid points by
selecting Snap to Grid.
By default, the grid is set to 10 pixels and to be visible when
you start WindowMaker. You configure the pixel interval for
the grid in the WindowMaker Properties dialog box.
To see the grid, you must select Show Grid on the
WindowMaker Properties dialog box and select Snap to Grid on
the Arrange menu.
To configure the grid
1 On the Special menu, point to Configure then click
WindowMaker. The WindowMaker Properties dialog box
appears.
2 In the Spacing box, type the number of pixels to space
between coordinates.
3 Select the Show Grid check box if you want to see the grid
when Snap to Grid is selected.
If you do not select Show Grid, no grid is visible in your
windows when you select Snap to Grid.
InTouch HMI Visualization Guide
Panning and Zooming 15
Using The Ruler
Use the rulers for precision alignment of the objects in your
windows. The rulers appear across the top and along one side
of your development environment window.
To show or hide the rulers
1 On the View menu, click Ruler.
2 Repeat the step to hide the ruler.
Panning and Zooming
You can zoom in and out get a better look at the elements
that you are editing to ensure objects line up exactly or are
positioned correctly.
The Pan and Zoom toolbar appears by default at the bottom
right of the screen. It can be floated or docked in other
locations, like the other toolbars.
You can:
• Zoom in and out from 100% to 500%.
• Zoom to a specific area with the rubber band tool.
• Zoom the window to a specific percentage.
• Click and drag to pan the window.
• Return to the normal default view.
To show or hide the Pan and Zoom toolbar
On the View menu, click Pan and Zoom.
InTouch HMI Visualization Guide
16 Chapter 1 WindowMaker: Your Development Environment
Using the Thumbnail Window to Pan and Zoom
When you zoom in to a detail of your application window, the
thumbnails window shows you the relationship of the detail
to the whole application.
The Thumbnails window gives you both an overview and a
detail of the development area.
Show or hide the Thumbnails window by clicking the
Thumbnails button.
A red rectangle is the boundary of the zoomed area within a
window.
• Drag the red rectangle to show a different part of the
window.
• Click on a different area of the window to move the
rectangle to that area.
• Resize the rectangle to change the zoom level of the
display area.
The thumbnail view shows a white rectangle for objects that
you cannot zoom in on, such as an ActiveX control.
InTouch HMI Visualization Guide
Panning and Zooming 17
Using the Mouse Wheel to Zoom and Pan
If your mouse has a wheel, you can press the CTRL key and
roll the wheel to change the zoom level of your image.
• As you roll the mouse wheel, each click changes the zoom
level by 20%.
• You can also place the cursor in the InTouch window and
press the mouse wheel to navigate within the window.
When you press the mouse wheel, an icon with four
arrows appears. Move the mouse to navigate in the
window.
Pan and Zoom Limitations
Panning and zooming do not apply to the following controls:
• ActiveX controls
• The Distributed Alarm Object
• The 16 Pen Trend
• SPC Pro objects
• Text boxes
• Check boxes
• List boxes
• Combo boxes
• Radio Group objects
If one of these controls is in the visible area when the view is
zoomed more than 100%, a rectangle with the name of the
control appears in the area occupied by the control.
InTouch HMI Visualization Guide
18 Chapter 1 WindowMaker: Your Development Environment
Managing Toolbars
You can show or hide any of the toolbars from the View menu.
You can move any toolbar from its default docked position to
any other location within the development window. Floating
toolbars have title bars and they allow you to change their
size.
When you start WindowMaker, all toolbars are showing.
You can float or dock a toolbar by dragging it. When you
show a docked toolbar that was hidden, it reappears in its
last docked location in the window.
To show or hide a toolbar
On the View menu, click the toolbar name.
To change the size of a floating toolbar
1 Move the cursor over any edge of the toolbar. The cursor
changes to a double-ended arrow.
2 Drag the edge of the toolbar to move and resize the
toolbar.
As you move the cursor, a box appears to indicate the size
the toolbar when you release the mouse button.
To hide all toolbars at once
On the View menu, click Hide All.
InTouch HMI Visualization Guide
Using the Application Explorer 19
Using the Application Explorer
The Application Explorer has two views: Classic View and
Project View. These views show you both your InTouch
application windows and the tools available to you. Like
other toolbars, they can be opened or closed, docked or
floating.
These views give you access to all application windows,
scripts, configuration menus, the Tagname Dictionary, and
wizards.
Do not add WindowViewer ([Link]) to the Application
Explorer. The proper way to start WindowViewer is by
clicking WindowViewer on the File menu, or by clicking the
Runtime fast switch in the toolbar.
InTouch HMI Visualization Guide
20 Chapter 1 WindowMaker: Your Development Environment
Navigating in the Application Explorer
You can expand or collapse the folders in either of the
Application Explorer toolbars.
The Applications view shows other installed applications.
To expand or collapse the Application Explorer folders
1 Double-click a folder or icon to expand and show the
group members.
2 Double-click on a member to open that member.
Adding Applications to the Application Explorer
The WindowMaker Application Explorer can start other
applications from within WindowMaker. For example, you
can run an I/O Server and configure it at the same time that
you are developing your application. You can start
third-party programs such as Windows Notepad, Wordpad,
Microsoft Excel, Microsoft Word, Microsoft Paint and so on.
You can also configure the Application Explorer to open a
specific file such as a document or spreadsheet.
To add a new application to Application Explorer
1 In the Tools pane of the Classic view, right-click
Applications, and then click New. The Application
Properties window appears.
2 In the Name box, type the name of the application.
3 In the Command Line box, enter the full path for the
application. Click the ellipsis button to browse for the
application.
You can add command line parameters for the
application in the Command Line box.
4 In the Start Style list, click how you want the application
to appear when it starts up.
5 Click OK. The application is added to the Application
Explorer under Applications. You can now run the
application at any time from WindowMaker.
InTouch HMI Visualization Guide
Using Color Palettes 21
Using Color Palettes
You can use color palettes to apply color to static and
dynamic properties of lines, rectangles, round rectangles,
ellipses, polylines, polygons and text. You can select the
background color for your windows and the transparent color
for bitmaps that allow you to view objects behind bitmaps.
The palette offers you a wide range of color selections, up to
16.7 million colors. The available colors may be limited by
your video card capability.
You can also:
• Define and add custom colors.
• Import custom color palettes created in other Windows
applications.
• Export your palettes to other Windows applications.
Opening the Color Palette
The color palette appears whenever you click a colored
square in a dialog box or you click one of the color tools to
apply line, fill, or text color to a selected object.
To open the color palette
1 Click a colored square in a dialog box. The Standard
Palette appears.
2 Click the right arrows to access the classic colors.
3 Click the color to use. The color palette closes and the
color you selected is applied.
InTouch HMI Visualization Guide
22 Chapter 1 WindowMaker: Your Development Environment
Creating Custom Colors
You can create a palette of custom colors.
To create a custom color
1 Open the color palette.
2 In the Custom Palette area, right-click one of the blank
squares and then click Edit Custom Color. The Add a Color
dialog box appears.
3 Do any of the following:
• Click anywhere in the color display and use the slider
to adjust the color. To specify that you want 100% of
the color with no white or black, press ALT + O.
• Type values in the Red, Green and Blue boxes to
define a color. You can experiment with these values
by observing the color matrix. Notice the values for
hue, saturation and luminosity also change.
• Type values in the Hue, Sat, and Lum boxes to define a
color. As you change any of these values, the red,
green, and blue scales change to match.
Hue is a discrete color value, where 0 is red, 60 is
yellow, 120 is green, 180 is cyan, 200 is magenta, and
240 is blue.
Saturation is the amount of color in a specified hue,
up to a maximum of 240.
Luminosity is the brightness of a color.
InTouch HMI Visualization Guide
Using Color Palettes 23
4 View the resulting color in the Color|Solid box.
If your monitor is set to display 256 colors, the Color|Solid
box might show two colors. The right side shows how the
selected color appears as a solid color. The left side shows
the dithered color, or the approximation of the specific
color using two of the 256 colors.
5 Click OK.
You can also create custom colors using the eye dropper tool.
Note Use this feature for creating transparent bitmaps.
To select a custom color with the eye dropper tool
1 Open the Color Palette.
2 Right-click one of the blank squares in the Custom Palette
section at the bottom of the color palette.
3 Click the eye dropper tool and then click the color that
you want to add.
Importing and Exporting Custom Colors
If you defined a custom color palette, you can export it from
an InTouch application and then import it into another
InTouch application.
To import a custom palette
1 Open the color palette.
2 Click the Custom Palette down arrow.
3 Click Load Palette. The standard Windows Open dialog
box appears.
4 Locate and select the .pal palette file with the color
definitions you want.
5 Click Open. The colors contained in the palette file are
loaded into the Custom Palette.
To export a custom palette
1 Open the color palette.
2 Click the Custom Palette down arrow.
3 Click Export Palette. The standard Windows Save As
dialog box appears.
4 Specify the name for the palette file and click Save.
InTouch HMI Visualization Guide
24 Chapter 1 WindowMaker: Your Development Environment
Setting Font Defaults
You can set font defaults for text objects and button objects
that have text.
Tip You can override these defaults in any window by using the
toolbar to customize window or button text.
To set the font defaults
1 On the Special menu, point to Configure and then click
WindowMaker. The WindowMaker Properties dialog box
appears.
2 In the Configure Fonts area, click either Text or Button to
set the default text font or button font. Select the font
default, and then click OK.
You can override these defaults in any window by using
the Fonts tool in the Format toolbar.
3 Click OK.
Using Full Screen Mode
Full screen mode hides all program elements except open
windows and floating toolbars.
To toggle full screen mode on or off
On the View toolbar, click the Full Screen button to switch
from normal to full screen mode.
The View toolbar changes to the Restore toolbar
automatically, and floats on top.
InTouch HMI Visualization Guide
Windows Dialog Box Features 25
Windows Dialog Box Features
When you are opening, saving, closing, deleting or
duplicating windows using the File menu, the names of all
the windows that are valid candidates for the selected
command appear in a list.
Tip Click Details to change from the list view to the details view.
The details view includes any Comments you made for the
window in the Window Properties dialog box.
To view the windows and details in a multi-column format
1 Click the Details button. A dialog box appears, showing
the list of windows.
2 Select a window, click on the window a second time to
clear it.
• To select all windows, click Select All.
• To clear all windows, click Clear All.
• To open selected window(s), click OK.
InTouch HMI Visualization Guide
26 Chapter 1 WindowMaker: Your Development Environment
Mouse Short Cuts
Use the following short cuts to open dialog boxes and do other
common tasks.
To access menu commands for items in WindowMaker
Right-click on the item. Items include graphic objects,
folder names in the views, and so on.
To open the Animation Links dialog box
Double-click an object or symbol.
To open the Select Tag dialog box (Tag Browser)
Double-click a blank expression input field within a link
definition dialog box. The Select Tag dialog box appears.
To access the tag dotfields
In any Tagname or Expression input box, type a tagname
plus a period, then double-click to the right of the period.
You can also type just a period and double-click to the
right of it. The Choose field name dialog box appears
showing all tagname dotfields.
To open a tagname definition in the Tagname Dictionary
Double-click the tagname.
InTouch HMI Visualization Guide
Moving Objects with the Arrow Keys 27
Moving Objects with the Arrow Keys
In WindowMaker, you can use the arrow keys to move a
selected object or group of objects.
When moving objects with the arrow keys, how far an object
moves depends upon whether or not the grid is showing.
When the grid is showing, how many pixels an object moves
depends upon the grid spacing, which is set on the
WindowMaker properties dialog. The default setting is ten
pixels between grid points.
When the grid is showing:
• Pressing an arrow key moves the object one grid point.
• Pressing SHIFT + an arrow key moves the object two grid
points.
• Pressing CTRL + an arrow key moves the object four grid
points.
When the grid is not showing:
• Pressing an arrow key moves the object one pixel.
• Pressing SHIFT + an arrow key moves the object ten
pixels.
• Pressing CTRL + an arrow key moves the object 50
pixels.
InTouch HMI Visualization Guide
28 Chapter 1 WindowMaker: Your Development Environment
Viewing License Information
You can see information about your InTouch software such
as:
• The version number.
• The serial number.
• If applicable, the license expiration date.
To view license information
1 On the Help menu, click About. The About InTouch
WindowMaker dialog box appears.
2 Click View License to open the License Manager to see
information about your license or manage the license.
3 Click View License Agreement to read the license
agreement or view patent information. You must have an
Internet connection to view the patent information.
InTouch HMI Visualization Guide
29
Chapter 2
Application Windows
An application window is a container for one or more
graphics that model your production processes. For example,
you can have a window that shows equipment in a unit.
Another window can show a grid of alarm information
related to that unit.
You can create any number of windows and you can define
window properties such as background color, screen position,
window title, and so on.
InTouch HMI Visualization Guide
30 Chapter 2 Application Windows
Creating Application Windows
When you create a new application window, the default
settings reflect those of the previously created or of the
currently active window.
Window names can have up to 32 characters and can include
any character on the keyboard except quotation marks.
When you create a window, you are only required to provide
a window name. All other items are optional.
You can include a comment for a window, but it is for
information purposes only. The comment appears in file
listings but is not used by the application.
By default, the window dimension values are set to the
dimensions of the previously created window. These values
are also automatically modified if you manually change the
window size by dragging the window border.
If you create an application on a system with the Windows
Classic theme applied and then run the application on a
system with the Windows XP theme applied, the InTouch
windows may appear cut off at the bottom by a few pixels.
This is because the Windows Start menu bar is taller in the
Windows XP theme.
To create a new window
1 On the File menu, click New Window. The Window
Properties dialog box appears.
2 Configure the basic window properties. Do the following:
• In the Name box, type a unique name that identifies
the window.
• In the Comment box, type any comments you want
associated with the window. The comment must be 50
characters or fewer.
• Click the Window Color box to select the background
color for the window.
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Creating Application Windows 31
3 In the Window Type area, configure how the window
opens at run time.
• Click Replace for the window to automatically close
any windows it intersects with when it appears on the
screen.
• Click Overlay for the window to appear on top of
currently open windows. It can be larger than the
window(s) it is overlaying. When an overlay window
closes, any windows behind it reappear. Clicking on
any visible portion of a window behind an overlay
window brings that window to the foreground as the
active window.
• Click Popup for the window to always stay on top of
all other windows. Popup windows usually require a
response from the user to be removed.
4 In the Frame Style area, configure the border around the
window.
• Click Single for a three-dimensional bordered window
which can have a title bar and size controls. Select the
Title Bar check box to include the title bar.
• Click Double for a three-dimensional bordered
window with no title bar and cannot be sized without
size controls.
• Click None for a window with no border or title bar
and that cannot be sized without size controls.
5 Select the Size Controls check box to allow users to resize
the window at run time.
6 In the Dimensions area, specify the window location and
dimensions. Do the following:
• In the X Location box, type the number of pixels
between the left edge of the design area and the left
edge of the window being defined.
• In the Y Location box, type the number of pixels
between the top edge of the design area and the top
edge of the window being defined.
• In the Window Width and Window Height boxes, type
the window width and height in pixels.
7 Click OK.
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32 Chapter 2 Application Windows
Importing and Exporting Windows
You can import and export windows and their contents from
one InTouch application to another. For more information,
see Chapter 4, Exporting and Importing Tag Definitions,
Windows, and Scripts, in the InTouch® HMI Application
Management and Extension Guide.
Setting Windows to Appear at Run Time
“Home” windows are windows that appear in WindowViewer
when the user starts WindowViewer directly, either from an
icon or a menu command.
Home windows do not appear if you use the Runtime fast
switch to start WindowViewer.
You can show home windows at any time during run time by
using the ShowHome() function in a script.
To set home windows
1 On the Special menu, point to Configure and click
WindowViewer. The WindowViewer Properties dialog box
appears.
2 Click the Home Windows tab.
3 Select the window or windows to open when
WindowViewer starts.
4 Click OK.
Modifying Application Windows
When developing your application, you can modify the
properties of windows at any time.
To modify properties of an application window
1 Right click on the window name in the Classic or Project
view, and click Properties. The Window Properties dialog
box appears.
2 Make your changes. For more information about the
window options, see "Creating Application Windows" on
page 30.
3 Click OK.
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Opening, Saving, and Closing Windows 33
Opening, Saving, and Closing Windows
While developing your application, you can open as many
windows as your computer memory supports.
Opening a Window
To open a window
1 On the File menu, click Open Window. The Windows to
Open dialog box appears listing the names of all windows
in your application.
2 Do either of the following:
• To open a single window, double-click the window
name.
• To open multiple windows, select the check boxes for
the windows to open and then click OK.
When you save a window, all graphics, QuickScripts,
properties, and so on associated with the window are also
saved.
Saving a Window
To save a window
1 On the File menu, click Save Window. The Windows to
Save dialog box appears, listing the names of all windows.
2 Select the windows that need to be saved.
3 Click OK.
When you close a window that has been modified, you are
prompted to save your changes.
Closing a Window
To close a window
1 On the File menu, click Close Window. The Windows to
Close dialog box appears listing the names of all currently
open windows.
2 Select the check box next to the window name.
3 Click OK.
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34 Chapter 2 Application Windows
Duplicating Windows
When you have very similar processes to simulate and
control, you may want to duplicate a window and then
customize it for a secondary process or unit.
You can duplicate windows with all graphics, QuickScripts,
properties, and so on, associated with the window.
Before you start, the window that you want to duplicate must
be open and saved at least one time. You can only duplicate
one window at a time.
To duplicate a window
1 On the File menu, click Save Window As. The Window to
save under new name dialog box appears, listing the
names of all currently open windows.
2 Select the check box next to the window name.
3 In the New Name box, type a name for the new window.
4 Click OK.
Deleting Windows
To conserve computer storage space, or if the list of windows
in the Application Explorer becomes too long to manage, you
can delete unused windows.
Caution Make sure you delete the correct window. You cannot
restore a deleted window with Undo.
To delete a window
1 On the File menu, click Delete Window. A dialog box
appears listing the names of all windows.
2 Select the window name you want to delete and click OK.
When the message appears, click Yes.
3 Click OK.
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35
Chapter 3
WindowMaker Objects
Graphical objects are the key parts of the human machine
interface (HMI) applications you build.
As you build your applications, you create simple objects,
combine simple objects to make more complex objects, and
use some pre-defined complex objects.
If you are using InTouch version 10 or later and are creating
new graphics, ArchestrA Symbols may be more suitable for
your application. For more information, see Chapter 1, About
InTouch and ArchestrA Integration, in the InTouch® HMI
and ArchestrA Integration Guide.
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36 Chapter 3 WindowMaker Objects
Simple Objects
You can create the following types of simple objects:
• Lines
• Shapes
• Text
• Buttons
Each simple object has attributes that control how it
appears:
• Line color and weight
• Fill color
• Height
• Width
• Orientation
Creating Lines and Shapes
The following table describes how to do basic drawing tasks.
The drawing buttons are located on the Drawing toolbar.
To draw this Click this Button
Line Line button
Horizontal or H/V Line button
vertical line
Rectangle Rectangle button
Rectangle with Rounded Rectangle button
rounded corners
Note To adjust the radius of
the rounded rectangle corners,
see Changing the Radius of a
Rounded Rectangle on
page 57.
Circle or an Ellipse button. Press and
ellipse hold the SHIFT key to draw
a circle.
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Simple Objects 37
Creating Buttons
You can use buttons to create points of interaction with your
application. The process is very similar to creating simple
drawing objects.
For information about creating polygons, see Creating
Polylines and Polygons on page 37.
To create a button
1 On the Drawing toolbar, click the Button button.
2 Click and drag to place and size the button.
3 Edit the default button text. Do the following:
a Right-click the button and click Substitute Strings.
b In the New String box, type the text for the button.
c Click OK.
Creating Polylines and Polygons
Drawing polylines is slightly different than drawing lines.
To create polyline or polygon
1 On the Drawing toolbar, click the Polyline or Polygon
button.
2 Click on the application window to set the first point.
3 Click on the application window again to set more points
to define your polyline or polygon.
4 Double click the last point.
Creating Text
You can use text to label visual items in your application.
When you create text, the text formatting settings match
those set in the WindowMaker Properties dialog box. You can
change the appearance of selected text. For more
information, see Changing Text Appearance on page 48.
When you type multiple lines of text, they become objects
which can be moved and edited independently. You can also
combine text objects into a symbol and edit them as a group.
To create text
1 On the Drawing toolbar, click the Text button.
2 Click the place for the text to start.
3 Type your text and press ENTER. A new line of text
appears.
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Complex Objects
Complex objects provide more functionality than simple
objects. The following are types of complex objects.
Complex Object Description
Cell A group of two or more objects,
including symbols or other cells, that
are joined together to form a single
unit. You can use cells to create virtual
devices such as slide controllers. Cells
are useful for creating multiple devices
to be associated with different tags.
Symbol A group of simple objects, such as lines,
shapes, and text, that joined together
and treated as a single object. Any
attribute change applied to a symbol
affects all the component objects of a
symbol. Symbols cannot contain
bitmaps, buttons, cells, wizards, or
trends.
SmartSymbol An InTouch cell that has been
converted into a reusable graphic
template. You can place one or more
instances of a SmartSymbol template in
your application windows. Any change
to a template propagates to the
instances. For more information, see
Chapter 1, About SmartSymbols, in the
InTouch® HMI SmartSymbols Guide.
ArchestrA A highly versatile graphic created using
Symbol the Symbol Editor in the ArchestrA
Integrated Development Environment
(IDE). For more information, see
Chapter 1, About InTouch and
ArchestrA Integration, in the InTouch®
HMI and ArchestrA Integration Guide.
Bitmap Objects that allow you to import images
Container such as photographs, drawings, and
screen shots. You can rotate a bitmap
and you can give it a transparent
background. For more information, see
Working with Bitmap Containers on
page 55.
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Complex Objects 39
Complex Object Description
Trend Objects Charts of real-time or historical data
value changes of multiple tags over
time. For more information, see Trend
Objects on page 110.
Wizard Pre-built object that you only need to
select, place, and configure for your
application. For more information, see
Wizards on page 105.
ActiveX Control Software component that runs within
your application. WindowMaker
supports both Wonderware and
third-party ActiveX controls. For more
information, see Using ActiveX
Controls on page 144.
Cells and Symbols
You can combine multiple objects into two different types of
single units: cells and symbols. A cell can contain any object.
A symbol can only contain simple objects. Symbols cannot
contain cells.
To find out if a specific object is a cell or a symbol,
double-click the object.
• A cell opens, either the Substitute Tagnames dialog box, or
if the cell doesn’t contain tagnames, the Substitute
Names warning message appears.
• A symbol or simple graphic object opens the Animation
Links Selection dialog box.
About Cells
Use a cell to combine and maintain a fixed spatial
relationship among multiple elements. You can also use a
cell to move multiple elements around and align with other
graphical elements.
To change the elements of a cell, you must break the cell,
change the elements, and then combine the elements into a
cell again.
You can animate elements of a cell but you cannot animate a
cell. You also cannot resize a cell.
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40 Chapter 3 WindowMaker Objects
About Symbols
You can animate a symbol and simple objects. You can also
use a symbol to animate parts of a complex graphic.
You cannot make a symbol if more than one of the selected
objects has links.
If you combine two symbols into a new symbol, the original
symbol structure is lost. If you break the new symbol, it is
broken into the individual components of each original
symbol. The two original symbols are lost.
Grouping Objects to Cells
You can combine symbols, bitmaps, trends, buttons, wizards
and other cells into a cell. If you include a symbol in a cell, all
animation links associated with that symbol remain intact.
After you use a cell in a SmartSymbol, if you break the
SmartSymbol, you cannot resize the cell.
To create a cell
1 Select the objects that you want to include.
2 On the Arrange menu, click Make Cell.
To break a cell
1 Select the cell.
2 On the Arrange menu, click Break Cell.
Grouping Objects to Symbols
Symbols cannot contain bitmaps, buttons, cells, wizards or
trends. If one of the selected objects has animation links
attached to it, the links are attached to the new symbol.
To create a symbol
1 Select the objects that you want to include.
2 On the Arrange menu, click Make Symbol.
To break a symbol
1 Select the symbol.
2 On the Arrange menu, click Break Symbol.
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Common Manipulations 41
Common Manipulations
Right-click an object to see a menu showing the valid
commands or actions you can apply to that object. You can:
• Select objects • Move objects
• Align objects • Arrange objects
• Layer objects • Undo changes
• Flip objects • Flip symbols
• Resize objects • Rotate objects
• Change font • Change line or outline
• Change fill • Delete objects
• Control horizontal
and vertical spacing
Selecting Objects
You must select an object before you can modify it. When you
select an object, handles appear on the perimeter of the
object. You can use these handles to resize and/or reshape
the object.
To select all objects in the active window
On the Edit menu, click Select All, or press F2.
To select an object
Click the Select Mode button and click the object you
want to select.
To un-select an object
Click a blank area of the window.
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42 Chapter 3 WindowMaker Objects
To select multiple objects
Click the Select Mode button, select the first object, then
SHIFT+click the other objects.
To select a group of objects
Click the Select Mode button and drag a box around the
objects. All the objects that are completely within the
rectangle are selected.
To un-select a specific object or objects from a group of
objects
SHIFT+click the object.
Moving Objects
You can move objects by:
• Dragging them.
• Using the arrow keys on your keyboard.
• Typing window coordinates in boxes in the status bar.
When you are moving an object, notice how the coordinates in
the status bar change.
To move an object by dragging
Select the object and drag it.
When moving objects with the arrow keys, how far an object
moves depends upon whether or not the grid is showing.
When the grid is showing, how many pixels an object moves
depends upon the grid spacing, which is set on the
WindowMaker properties dialog. The default setting is ten
pixels between grid points.
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Common Manipulations 43
When the grid is showing,
• Pressing an arrow key moves the object one grid point.
• Pressing SHIFT + an arrow key moves the object two grid
points.
• Pressing CTRL + an arrow key moves the object four grid
points.
When the grid is not showing,
• Pressing an arrow key moves the object one pixel.
• Pressing SHIFT + an arrow key moves the object ten
pixels.
• Pressing CTRL + an arrow key moves the object 50
pixels.
To move an object with the Arrow keys
Select an object and
• press an arrow key.
• SHIFT + press an arrow key.
• CTRL + press an arrow key.
To move an object with the status bar
1 Select the object.
2 Type the X and Y coordinates in the status bar.
3 Press Enter.
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44 Chapter 3 WindowMaker Objects
Aligning Objects
You can align objects by their left or right edges, centers,
center points, tops, middles, or bottoms.
Using the menu commands or the buttons, you can align in
several ways.
Select Or click To do this
Align Left Align left edges of the
objects with the left edge of
the object farthest to the
left.
Align Center Align objects with the
vertical center line of the
group.
Align Right Align right edges of objects
with the right edge of the
object that is farthest to
the right.
Align Tops Align top edges with the
top edge of the highest
object.
Align Middle Align horizontal centers
with the middle of the
group.
Align Bottom Align bottom edges with
the bottom edge of the
lowest object.
Align Center Align center points with
points the center point of the
group.
To align objects
1 Select multiple objects.
2 On the Arrange menu, point to Align and click the
appropriate align command.
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Common Manipulations 45
Layering Objects
You can position objects in front of or behind others.
To position an object behind another object
1 Select the objects(s).
2 On the Arrange menu, click Send to Back.
To position an object in front of another object
1 Select the objects(s).
2 Do one of the following:
• On the Arrange toolbar, click Bring to Front.
• On the Arrange menu, click Bring to Front.
• Press SHIFT+F9.
Controlling Horizontal and Vertical Spacing
You can space objects horizontally between the left most
selected object and the right most selected object.
You can also control the vertical spacing between the top
most selected object and the bottom most selected object.
To space objects horizontally or vertically
1 Select the objects.
2 On the Arrange Toolbar, click Space Horizontally or click
Space Vertically.
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Flipping Objects and Cells
You can flip most objects horizontally or vertically. You can
flip objects singly or in groups.
When you flip an object, you transform it to its mirror image.
You cannot flip text.
When you flip cells, they are not mirrored. Only the position
of the cell in the group of objects is mirrored.
Compare the location of the cells before and after they are
flipped. The position is flipped, not the contents.
To flip an object or a cell
1 Select the object(s).
2 On the Arrange toolbar, click Flip Horizontal or click Flip
Vertical.
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Common Manipulations 47
Resizing Objects
You can resize an object using two methods. You can drag it
or specify an exact width and height.
If snap to grid is turned on, the object snaps to the grid
during the proportional resizing operation. The result is a
slight deviation in the ratio between vertical to horizontal
size. To avoid this deviation, turn off the snap to grid.
To resize an object by dragging
1 Select the object and then position the point of the arrow
cursor in the center of a handle.
2 Drag the handle to resize the object.
To resize an object by proportional resizing
Select the object and SHIFT+drag.
To resize an object by dimensions
1 Select the object.
2 Type the width and height dimensions in the W, H boxes
on the status bar.
Rotating Objects
You can rotate most objects including symbols, text, and
bitmaps. You cannot rotate cells.
You can rotate objects clockwise or counter clockwise 360
degrees in 90 degree increments.
Rotating objects in WindowMaker has nothing to do with
dynamically rotating objects at run time or in
WindowViewer. You rotate objects in WindowViewer by
linking them to an orientation animation.
To rotate an object
1 Select the object(s).
2 On the Arrange toolbar, click Rotate Clockwise or click
Rotate Counter Clockwise.
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Changing Text Appearance
You can set the appearance of fonts before you create text by
setting defaults in advance or you can change the appearance
of fonts after you create them. For information about setting
font defaults, see Setting Font Defaults on page 24.
The text justification attribute settings are important for text
objects showing dynamic values. The justification determines
how fields of varying length appear at run time.
For example, if you are showing a numeric value at the end of
a text string that is centered or is right justified, the entire
text string, including the value, is centered or justified each
time there is a change in the number of digits shown.
Using the menu commands or the buttons, you can configure
text in several ways.
To Click Button
Change the font, style, Font
color, or text size
Make the text bold Bold
Make the text italic Italic
Make the text Underline
underlined
Reduce or enlarge font Reduce Font or
size Enlarge Font
Change the justification Left Justified,
Centered, or Right
Justified
To configure the text appearance
1 Select the text object.
2 On the Text menu, click the appropriate text command.
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Common Manipulations 49
Changing Lines and Outlines
You can change the color and either the pattern or width of
lines or outlines around outlined objects. Outlined objects
include filled shapes such as ellipses, rectangles, and
polygons, as well as bitmaps and other imported images.
Wider lines take longer to draw in run time. Dashed and
dotted lines can only be one pixel wide.
To set the line appearance default settings
1 Click a blank area of the window.
2 On the Line menu, select the line width or pattern.
3 On the Format toolbar, click the Line Color tool.
4 Select a color.
To change the color of a line
1 Select a line, a group of lines, or an object with an outline.
2 On the Format toolbar, click the Line Color tool.
3 Select a color.
To change the style or width of a line or outline
1 Select the object.
2 On the Line menu, click the line style or width.
To remove an outline
1 Select the object.
2 On the Line menu, click No Line.
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Changing Fill
Filled shapes include shape surrounded by a line. Examples
of filled shapes are rectangles, rounded rectangles, circles,
ellipses, and polygons.
To change the fill color of an object
1 Select the object.
2 On the Format toolbar, click the Fill Color tool.
3 Select a color.
To set the default color for filled shapes
1 Click a blank space on the window.
2 On the Format toolbar, click the Fill Color tool.
3 Select a color.
Deleting Objects
You can delete one or more objects.
To delete an object
Do either of the following:
• Right-click the object and click Erase.
• Select the object and then press Delete.
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Special Manipulations for All Objects 51
Undoing Changes
WindowMaker records your editing and formatting changes
for each window. By default, WindowMaker supports 10
levels of undo/redo, where one level represents one action.
You can set WindowMaker to retain up to 25 levels of actions.
You can also turn off undo/redo by setting the undo/redo level
to zero.
If you close the window, all recorded actions are cleared.
To undo a command
On the Edit menu, click Undo.
To redo a command
On the Edit menu, click Redo.
To set the number of undo/redo levels
1 On the Special menu, point to Configure, and then click
WindowMaker. The WindowMaker Properties dialog box
appears.
2 In the Levels of Undo box, type the number of levels.
Special Manipulations for All Objects
You can modify and manipulate simple objects. You can:
• Cut, copy, and paste objects.
• Cut, copy, and paste object links.
• Duplicate objects.
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Cutting, Copying, and Pasting Objects
Cut, copy, and paste operations in WindowMaker are much
the same as in other Windows based applications but there
are some significant differences you need to be aware of.
When you cut, copy, or paste an object, attributes and
animation links are also cut, copied, or pasted with it.
All pasted objects remain selected after being pasted and you
can move them to adjust their location.
To cut an object
Right-click the object and then click Cut.
To copy an object
Right-click the object and then click Copy.
To paste an object
1 Right-click a blank space in the window and click Paste.
The cursor changes to a corner symbol.
2 Hold down the left mouse button. The cursor changes to a
dotted rectangle the size of the copied object.
3 Drag the rectangle to locate the object.
4 Release the mouse button.
Cutting, Copying, and Pasting Object Links
The Clipboard is a temporary storage area for links you cut
or copy.
• The Clipboard only stores the links for your most recent
cut or copy action.
• You can paste the links to any object or symbol that
supports the links in the Clipboard.
• If a pasted link is not supported by the object, for
example, a line color link on a text object, the link is not
pasted.
• If you select multiple objects for pasting, the links are
pasted to all objects.
To cut, copy, paste and clear links
Right-click the object, point to Links and click the
appropriate command.
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Duplicating Objects
Duplicating objects is similar to copying objects and their
animation links, but has the advantage of also duplicating
the offset distance and direction when the objects are
duplicated more than once.
When you move a duplicated object without un-selecting it,
then duplicate it again, the third iteration is offset the same
distance and direction between the first two iterations.
You can repeat this procedure as many times as necessary.
To duplicate an object
1 Right-click the object and click Duplicate. The object is
copied and pasted to an offset position from the original
object.
2 Keeping the duplicated object selected, drag it to a
different position.
3 Again, without un-selecting the duplicated object, right
click the object and click Duplicate again. The third
iteration of the object appears in the same relative
position as the first two.
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54 Chapter 3 WindowMaker Objects
Special Manipulations for Special Objects
The following object types have unique attributes that you
can edit:
• Polylines and polygons
• Bitmap containers
• Bitmap transparencies
• Rounded rectangles
• Object text
Reshaping Polyline and Polygon Objects
You can adjust the shapes of polylines and polygons.
To reshape a polyline or polygon
1 Select the object.
2 Do one of the following.
• On the Edit menu, click Reshape Object.
• Right-click the object and click Reshape Object.
• On the Arrange toolbar, click the Reshape Object
button.
Each shape definition point becomes a handle.
3 Drag a handle to reshape.
To add a point to a polygon
1 Select the object.
2 Do one of the following.
• On the Edit menu, click Add Point.
• Right-click the object and click Add Point.
3 Click on an edge of the polygon, then drag the point to
change the shape of the polygon.
To delete a point from a polygon
1 Select the object.
2 Do one of the following.
• On the Edit menu, click Del Point.
• Right-click the object and click Del Point.
3 Click on a point of the polygon, the point is deleted and
the shape of the polygon changes.
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Special Manipulations for Special Objects 55
Working with Bitmap Containers
Bitmap containers are objects that allow you to import
graphic objects such as pictures, screen captures, and
drawings into your application.
Allowable file types are .bmp, .jpeg, .jpg, .pcx and .tga.
When you import a bitmap, it automatically fills the bitmap
container, but you can resize it to its original size and
proportions.
You can rotate bitmaps in 90 degree increments.
You can include bitmaps in a cell but not in a symbol.
Using WindowMaker, you are able to place more bitmaps
into a window than can load in WindowViewer. If you need to
place a large number of bitmaps in a window, be sure to test
the window in WindowViewer before releasing the
application.
To import a bitmap image
1 On the Drawing toolbar, click the Bitmap tool. The cursor
turns into a cross-hair.
2 Drag the cursor to draw a bitmap container.
3 On the Edit menu, click Import Image. The Select Image
File dialog box appears.
4 Select the image filename and click OK.
To make the bitmap its original size
1 Select the image.
2 On the Edit menu, click Bitmap - Original Size.
To paste a bitmap image
1 Copy the graphic to the Windows Clipboard.
2 Click the Bitmap tool and draw a bitmap container in your
window.
3 Right-click the bitmap container and click Paste Bitmap.
To edit a bitmap
1 Select the bitmap.
2 On the Edit menu click Edit Bitmap. Microsoft Paint opens
showing the bitmap.
3 Edit the bitmap in MS Paint.
4 Save and close MS Paint.
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Defining Bitmap Transparency
When you define a transparent color in a bitmap, the window
background or any objects behind the bitmap shows through
it everywhere the transparent color is used.
You can define only one transparent color per image.
To create a transparent bitmap
1 With the bitmap selected, click the Transparent Color
button on the Format toolbar to open the transparent
color palette.
2 Right-click a color square in the Custom Palette. The Edit
Custom Color dialog box appears.
3 Click the eye dropper tool.
4 Click the color in the bitmap that you want to make
transparent. The color is copied to the color square that
you selected in the color palette.
5 Click the color square to apply the transparent color to
the bitmap. All the pixels in the image that are that color
become transparent.
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Special Manipulations for Special Objects 57
Changing the Radius of a Rounded Rectangle
You can increase and/or decrease the corner radius of a
Rounded Rectangle.
To increase or decrease a rounded object's radius
1 Select the object.
2 On the Edit menu, click Enlarge Radius or Reduce Radius.
Substituting Object Text
You can edit the text of objects that have text, such as
symbols, cells, or buttons.
When you change a text string, it retains all of its original
attributes, font, style, color, and so on. Text formatting also
applies to numeric values.
To change the text in an object
1 Select the object or button with the text. Do either of the
following:
• On the Special menu, click Substitute Strings.
• Right-click the text object, point to Substitute and
then click Substitute Strings.
2 In the New String box, type the new string and click OK.
To change a portion of text in a series of text objects
1 Select all the text objects.
2 On the Special menu, click Substitute Strings.
3 Click Replace. The Replace Text box appears.
4 In the Old Text box, type the portion of text to replace.
5 In the New box, type the new text string.
6 Click OK. The new text string replaces the old text string
in all the selected objects.
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Chapter 4
Animating Objects
You can animate objects or symbols by means of animation
links. Animation links connect the values of tags or
expressions to your objects or symbols.
For example, you can:
• Create a slider or tank symbol that shows the liquid level
in the tank.
• Create a meter that shows a range of values.
• Create touch screen symbols for operator control.
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Two Types of Animation Links
There are two basic types of animation links: display links
and touch links.
• Display links show information to operators. Examples of
display links are changing colors, changing fill levels,
horizontal or vertical movements, and blinking objects.
• Touch links allow operator input into the system.
Examples of touch links are sliders or push buttons that
respond to operator input.
You can define multiple links for objects or symbols. By
combining various links, you can create almost any screen
animation effect.
Data Display Animations
Data display animations only show information to operators.
These animations do not allow for operator input.
Creating Value Displays
Use a value display text object to show the value of a tag.
This lets you show things like fill levels, on/off status, or
alarm messages.
You can use any one of three types of value display links to
show messages at runtime.
Value Display
Type Shows
Discrete Discrete values such as on or off
Analog The value of an analog expression such as
fill level or speed.
String The value of a string expression such as
“Fill Level = 100”.
You can use up to 1023 characters in an expression. If you
need a larger expression, create a QuickFunction and call it
in your expression.
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Messages appear in the location of the original text object
using the font, size, color, alignment, and linked attributes
set for that object. The original contents of the field have no
effect on the message at runtime.
To create a discrete value display link
1 Right-click the text object and click Animation Links. The
Animation Links dialog box appears.
2 In the Value Display area, click Discrete. The Output ->
Discrete Expression dialog box appears.
3 In the Expression box, type the name of a discrete tag or
an expression that equates to a discrete value. For
example:
Cooling_Pump
4 In the On Message box, type the message to appear when
the value of the expression equals 1, true, on, or yes. For
example:
Pump is ON
5 In the Off Message box, type the message to appear when
the value of the expression equals 0, false, off, or no. For
example:
Pump is OFF
6 Click OK.
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To create an analog value display link
1 Right-click the text object and click Animation Links. The
Animation Links dialog box appears.
2 In the Value Display area, click Analog. The Output ->
Analog Expression dialog box appears.
3 In the Expression box, type an analog (integer or real)
tagname or an expression that equates to an analog
value. For example:
Tank_CV*0.06
4 Click OK.
To create a string value display link
1 Right-click the text object and click Animation Links. The
Animation Links dialog box appears.
2 In the Value Display area, click String. The Output -> String
Expression dialog box appears.
3 In the Expression box, type the name of a message tag or
an expression that uses a message tag. For example:
“The Tank Level is:” + Text(TankLevel,”#”)
4 Click OK.
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Creating Movement
You make objects move at run time by using location links.
You can make an object move horizontally, vertically, or
both, as the value of an analog tag or expression changes. For
example, as a tank level increases and decreases, an
indicator moves up and down.
To create horizontal movement
1 Place the object on the screen in the starting location.
2 Right-click the object and then select Animation Links.
The Animation Links dialog box appears.
3 In the Location area, click Horizontal. The Horizontal
Location dialog box appears.
4 In the Expression box, type an analog tag name or an
expression that equates to an analog value.
5 In the Properties area, configure how far the object
moves. Do the following:
a In the At Left End box, type the value of the analog tag
when the object should be at its farthest left position.
b In the At Right End box, type the value of the analog
tag when the object should be at its farthest right
position.
c In the To Left box, type the number of pixels the object
should move to the left of its starting position.
d In the To Right box, type the number of pixels the
object should move to the right of its starting position.
6 Click OK.
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To create vertical movement
1 Place the object on the screen in the starting location.
2 Right-click the object and then select Animation Links.
The Animation Links dialog box appears.
3 In the Location area, click Vertical. The Vertical Location
dialog box appears.
4 In the Expression box, type an analog tag name or an
expression that equates to an analog value.
5 In the Properties area, do the following:
a In the At Top box, type the value of the analog tag
when the object should be at the top position.
b In the At Bottom box, type the value of the analog tag
when the object should be at the bottom position.
c In the Up box, type the number of pixels the object
should move up from the starting position.
d In the Down box, type the number of pixels the object
should move down from the starting position.
6 Click OK.
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Creating Rotation
You can make an object move around a center point as the
value of an analog tag changes by using orientation links. For
example, as pressure increases or decreases, a pointer can
move around a dial.
The orientation link uses the center of the object or symbol as
the default center of rotation. You can offset the center of
rotation.
Orientation links are not supported for ArchestrA graphics.
Tip Draw a temporary rectangle from the center of the object to
the rotation center point. Now you can read the X and Y offset
dimensions in pixels from the W, H boxes in the status bar.
To create an orientation link
1 Right-click the object and click Animation Links. The
Animation Links dialog box appears.
2 In the Miscellaneous area, click Orientation. The
Orientation -> Analog Value dialog box appears.
3 In the Expression box, type the name of an analog tag or
an expression that equates to an analog value.
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4 In the Properties area, do the following:
a In the Value at Max CCW box, type the value the
expression must be for the object to rotate to the
maximum counter-clockwise position.
b In the Value at Max CW box, type the value the
expression must be for the object to rotate to its
maximum clockwise position.
c In the CCW Rotation box, type the degrees the object
rotates counter-clockwise when the Value at Max CCW
is reached.
d In the CW Rotation box, type the degrees the object
rotates clockwise when the Value at Max CW is
reached.
5 In the Center of Rotation Offset from Object Centerpoint
area, do the following:
a In the X Position box, type the horizontal offset of the
rotation centerpoint. Enter the offset in pixels from
the centerpoint of the object.
b In the Y Position box, type the vertical offset of the
rotation centerpoint. Enter the offset in pixels from
the centerpoint of the object.
6 Click OK.
Animating Sizes
You can vary the height and/or width of an object according
to the value of an analog tag or expression by using object
size links.
For example, a pressure indicator can become larger as
pressure increases, or an object on a conveyor can appear to
move toward the viewer by becoming larger.
Object size links not only control the size of an object, but the
direction in which the object changes size through the use of
an anchor for the animation.
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To create a object size height link
1 Right-click the object and click Animation Links. The
Animation Links dialog box appears.
2 In the Object Size area, click Height. The Object Height ->
Analog Value dialog box appears.
3 In the Expression box, type the name of an analog tag or
an expression that equates to an analog value.
4 In the Properties area, do the following:
a In the Value at Max Height box, type the value of the
tag or expression when the object reaches maximum
height.
b In the Value at Min Height box, type the value of the
tag or expression when the object reaches minimum
height.
c In the Max % Height box, type the percentage of its
original height that the object will be when the
tagname or expression reaches the value set in the
Value at Max Height box. The percent figures are
expressed as a percentage of the drawn size of the
object. The drawn size is always the 100% size.
d In the Min % Height box, type the percentage of its
original height that the object will be when the
tagname or expression reaches the value set in the
Value at Min Height box. The percent figures are
expressed as a percentage of the drawn size of the
object. The drawn size is always the 100% size.
5 Select the Anchor point from which the object enlarges.
• Select Top for the object to enlarge from its top
downward.
• Select Middle for the object to enlarge from its
centerpoint outwards in both directions.
• Select Bottom for the object to enlarge from its bottom
upwards.
6 Click OK.
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To create a object size width link
1 Right-click the object and click Animation Links. The
Animation Links dialog box appears.
2 In the Object Size area, click Width. The Object Width ->
Analog Value dialog box appears.
3 In the Expression box, type the name of an analog tag or
an expression that equates to an analog value.
4 In the Properties area, do the following:
a In the Value at Max Width box, type the value of the
tag or expression when the object reaches maximum
width.
b In the Value at Min Width box, type the value of the tag
or expression when the object reaches minimum
width.
c In the Max % Width box, type the percentage of its
original width that the object will be when the
tagname or expression reaches the value set in the
Value at Max Width box. The percent figures are
expressed as a percentage of the drawn size of the
object. The drawn size is always the 100% size.
d In the Min % Width box, type the percentage of its
original width that the object will be when the
tagname or expression reaches the value set in the
Value at Min Width box. The percent figures are
expressed as a percentage of the drawn size of the
object. The drawn size is always the 100% size.
5 Select the Anchor point from which the object enlarges in
width.
• Select Left for the object to enlarge from its left side.
• Select Center for the object to enlarge from its
centerpoint outwards in both directions.
• Select Right for the object to enlarge from its right
side.
6 Click OK.
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Animating Colors
You can animate color changes to any object by using color
links. Changes can be based on the value of an analog or
discrete tag, the value of an analog or discrete expression, or
a discrete or analog alarm status.
You can use three kinds of color links to animate objects:
• Line Color
• Fill Color
• Text Color
For each of these three kinds of color links, four types of
expressions can control color changes.
Expression Type Changes the color based on
Discrete The value of a discrete tag or
expression.
Analog The value of an analog tag or
expression. You can define ten colors
to represent differing values.
Discrete Alarm The alarm state of a tag, Alarm Group,
or Group Variable.
Analog Alarm The alarm state of an analog tag,
Alarm Group, or Group Variable. You
can define five colors to represent five
alarm conditions.
WARNING! Objects do not go into an alarm state when using an
analog alarm link if the link is to a remote tag from an
unconverted application created before InTouch version 7.11.
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All discrete color links are created in the same way. The
following procedure describes creating a fill color link.
To create a discrete fill color link
1 Right-click the object and click Animation Links. The
Animation Links dialog box appears.
2 In the Fill Color area, click Discrete. The Fill Color ->
Discrete Expression dialog box appears.
3 In the Expression box, type the name of a discrete tag or a
discrete expression that equates to true or false.
Discrete expressions can contain analog tags. For
example, TankLevel >= 75. In this example, when the
value of the variable "TankLevel" is greater than or equal
to 75, the fill color of the object changes.
4 In the Colors area, click each color box to open the color
palette. Select the color to use for each state.
5 Click OK.
To create an analog expression color link
1 Right-click the object and then select Animation Links.
The Animation Links dialog box appears.
2 In the Fill Color area, click Analog. The Fill Color -> Analog
Expression dialog box appears.
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3 In the Expression box, type the name of an analog tag or
an expression that equates to an analog value.
4 In the Break Points area, do the following.
• Specify the breakpoint values where the object
changes color.
Tip You do not have to use ten different colors. For example, if
you only want the object to change color three times, type three
values and use the same color for the remaining values. If you
need a more versatile range, review the analog fill capabilities of
ArchestrA symbols. For more information see, Chapter 1, About
InTouch and ArchestrA Integration, in the InTouch® HMI and
ArchestrA Integration Guide.
• In the Colors area, select a color for each breakpoint.
5 Click OK.
To create a discrete alarm status color link
1 Right-click the object and then select Animation Links.
The Animation Links dialog box appears.
2 In the Fill Color area, click Discrete Alarm. The Fill Color ->
Discrete Tagname Alarm Status dialog box appears.
3 In the Tagname box, type the name of the discrete tag to
associate with the object.
4 In the Colors area, select a color for each alarm state.
5 Click OK.
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To create an analog alarm status color link
1 Right-click the object and then select Animation Links.
The Animation Links dialog box appears.
2 In the Fill Color area, click Analog Alarm. The Fill Color ->
Analog Tagname Alarm Status dialog box appears.
3 In the Tagname box, type the name of an analog tag to
associated with the object.
4 In the Alarm Type area, select from one of the three types
of alarms to associate with the object.
Alarm Type Use up to
Value Five colors to show the status of the
value alarms.
Deviation Three colors to show the status of the
deviation alarms.
ROC (Rate of Two colors to show the status of a
Change) rate-of change alarm.
5 In the Colors area, select a color for each alarm state.
6 Click OK.
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Animating Fill Levels
You can vary the fill level of an object using a percent fill
link. The percent fill is based on the value of an analog tag or
expression. You can create horizontal fills, vertical fills, or
both.
For example, you can use a vertical fill link to show the level
of liquid in a tank or a horizontal fill link to show the
progress of a process.
You create the horizontal and vertical percent fill links the
same way.
To create a percent fill link
1 Right-click the object and then select Animation Links.
The Animation Links dialog box appears.
2 In the Percent Fill area, do one of the following:
• Click Vertical, the Vertical Fill -> Analog Value dialog
box appears.
• Click Horizontal, the Horizontal Fill -> Analog Value
dialog box appears.
3 In the Expression box, type the name of an analog tag or
an expression that equates to an analog value.
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4 In the Properties area, do the following:
a In the Value at Max Fill box, type the value of the
expression that will result in the object being filled to
its maximum level.
b In the Value at Min Fill box, type the value of the
expression that will result in the object being filled to
its minimum level.
c In the Max % Fill box, type the percentage (0-100) that
the object will be filled when the expression reaches
the level set in the Value at Max Fill box.
d In the Min % Fill box, type the percentage (0-100) that
the object will be filled when the expression reaches
the level set in the Value at Min Fill box.
5 In the Direction area, click the direction to fill from.
6 In the Background Color box, select the color of the
unfilled portion of the object.
• The actual fill color is the color that you select for the
object when you draw it.
• If you link both vertical percent fill and horizontal
percent fill links to the same object, the last color you
select is the background color.
7 Click OK.
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Making Objects Blink
You can create animated objects that blink based on the
values of tags by using blink links. For example, you can
create an object that blinks red when a certain piece of
equipment is on, or when an alarm set point is reached.
Tip Discrete expressions can contain analog tagnames. For
example, TankLevel > 75. In this example, when the value of the
TankLevel tag is greater than 75, the object begins blinking.
To create a blink link
1 Right-click the object and then select Animation Links.
The Animation Links dialog box appears.
2 In the Miscellaneous area, click Blink. The Object Blinking
-> Discrete Value dialog box appears.
3 In the Expression - Blink When box, type the name of a
discrete tag or an expression that equates to a discrete
value.
4 In the Blinked Attributes area, do the following:
• Click Blink Invisible to set the object to blink by
disappearing and reappearing in the window.
• Click Blink visible with these attributes to set the
object to remain visible, but change color when
activated.
• Click the Text Color, Line Color or Fill Color boxes to
select colors for those parts of the object. The color
palette appears.
Note If you select a fill blink color that is the same as the object's
fill color, the object does not appear to blink.
5 In the Blink Speed area, set the blinking speed of the
object. Click either Slow, Medium, or Fast.
6 Click OK.
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To set the blink frequency for WindowMaker
1 On the Special menu, point to Configure and then click
WindowViewer. The WindowViewer Properties dialog box
appears.
2 In the Blink Frequency area, type the number of
milliseconds to use for the three speeds.
Note Changes you make to these settings are global and affect all
blink speeds in your application.
3 Click OK.
Enabling Visibility
You can create links to hide objects based on the values of
various tags by using visibility links. Using visibility links,
you can:
• Create the impression that moving objects only move in
one direction, by hiding them when they move in the
wrong direction.
• Create the impression that a moving object has stopped.
• Cause an object such as an alarm or error message to
become visible only when it is activated.
Tip Discrete expressions can contain analog tags, for example,
TankLevel >= 75. In this example, when the value of the tag,
TankLevel is greater than or equal to 75, the object becomes
visible in the window.
To create a visibility link
1 Right-click the object and then select Animation Links.
The Animation Links dialog box appears.
2 In the Miscellaneous area, click Visibility. The Object
Visibility -> Discrete Value dialog box appears.
3 In the Expression box, type the name of a discrete tag or
an expression that equates to a discrete value.
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4 Select the Visible State for the object. If you select Off, the
object is invisible when the value of the expression is
true. If you select On, the object is visible when the value
of the expression is true.
5 Click OK.
Disabling Objects
You can impose a level of security on your application with
disable links. For example, you can disable touch sensitive
objects based on operator access level or name. Or you can
secure a button from tampering if no one is logged on.
A disabled state of ON means the touch functionality of the
object or button is turned off and is not active as long as the
expression is true.
Tip Discrete expressions can contain analog tagnames. For
example, TankLevel >= 75. In this example, when the value of the
variable "TankLevel" is greater than or equal to 75, the object is
disabled.
To create a disable link
1 Right-click the object and then select Animation Links.
The Animation Links dialog box appears.
2 In the Miscellaneous area, click Disable. The Object
Disabled -> Discrete Value dialog box appears.
3 In the Expression box, type the name of a discrete tag or
expression that equates to a discrete value.
4 In the Disabled State area, do one of the following:
• Select On to set the disabled state so that the object
does not activate while the discrete tag or expression
is true.
• Select Off to remove the disabled state and allow the
object to function while the discrete tag or expression
is true.
5 Click OK.
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Configuring ToolTips
You can create ToolTips to give users information about an
object on the screen by using tooltip links. ToolTips appear
when the pointer moves over the object, and disappears when
the pointer is moved away. The duration of time the tooltip
appears and the positioning of the tooltip are determined by
the operating system.
You can set either an expression or static text for your
tooltips.
• Create a static tooltip to show the same message every
time the tooltip appears.
• Create an expression tooltip so that every time the tooltip
appears, the expression is evaluated and shown as the
tooltip text.
For the following example expression, the text appears as the
current value of the msgTooltipTag01 message tag.
msgTooltipTag01
For this example, the literal string appears followed by the
current value of the iTemp tag and the result appears as the
tooltip text:
"Current temp. is " + StringFromIntg (iTemp,10)
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To create a tooltip link
1 Right-click the object and then select Animation Links.
The Animation Links dialog box opens.
2 In the Miscellaneous area, click Tooltip. The Object Tooltip
-> String Tagname dialog box appears.
3 In the Tooltip Attributes area, select either Expression or
Static text.
• If you select Expression, enter an expression that
evaluates to a message value. This can be a simple
message tagname or a more complex expression.
• If you select Static text, enter a static message, up to
131 characters, as the tooltip text.
4 Click OK.
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Positioning a Touch-Sensitive Window
You can make a window appear during run time in a precise
location relative to a touch sensitive object. For example, an
operator can select an object to see the status, name, or other
data linked to that object. When the operator selects the
object, either by a click or mouse-over, the window appears in
the location you specify.
Use the script functions ShowAt() or ShowTopLeftAt() with
the system read only tags $ObjHor and $ObjVer to locate the
window relative to the object. You can also use fixed positions
in these functions.
If the Windows Display Properties is set to the Windows XP
theme, this functionality is erratic under certain
circumstances.
The syntax looks like this:
ShowTopLeftAt (windowname, $ObjHor, $ObjVer);
where
windowname: the name of the window to be opened.
$ObjHor: the horizontal position of the center of the
object selected.
$ObjVer: the vertical position of the center of the object
selected.
The new window appears with its top left corner at the center
of the selected object.
A similar script function opens the window with its center at
the center of the selected object. The syntax looks like this:
ShowAt (windowname, $ObjHor, $ObjVer);
To open a window at the selected object
1 Design, name, and create the window to appear.
2 Right-click the object to trigger the window, and click
Animation Links. The Animation Links dialog box appears.
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3 In the Touch Pushbuttons area, select Action. The Touch ->
Action Script dialog box appears.
4 Type the one of following scripts according to the syntax
defined previously:
ShowTopLeftAt (windowname, $ObjHor, $ObjVer);
or
ShowAt (windowname, $ObjHor, $ObjVer);
5 In the Condition Type box, click the mouse action to open
the window.
6 Click OK.
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$ObjHor System Tag
Contains the horizontal pixel location of the center of the
object in focus.
Category
system
Usage
$ObjHor
Data Type
Integer (read only)
See Also
$ObjVer
$ObjVer System Tag
Contains the vertical pixel location of the center the object in
focus.
Category
system
Usage
$ObjVer
Data Type
Integer (read only)
See Also
$ObjHor
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Data Entry Animations
To create objects that enable operator interaction, use touch
links. Touch links allow operators to input data into the
system. For example, an operator can log on with a keyboard,
turn a valve on or off, enter a new alarm setpoint, or start or
stop a process, and so on.
A frame appears around a touch-sensitive object when it has
the focus. An object gets the focus when the user moves the
cursor over it or presses the TAB or arrow keys to move the
focus to the object.
If you expect your users to use the TAB key to select touch
sensitive objects, try to arrange them in horizontal patterns.
Pressing the Tab key moves the focus from one object to
another from left to right beginning at the top of the window
then moving down.
If a touch link object contains text objects that are placed on
top of each other, the top text object is the only one that
appears.
An operator can activate a touch-sensitive object by clicking
it, pressing an assigned key equivalent, pressing Enter when
the object frame appears, or by actually touching it if using a
touch screen display device.
You can create nine types of user input touch links:
Touch Link Action
User Inputs • Discrete
• Analog
• String
Sliders • Vertical
• Horizontal
Pushbuttons • Discrete Value
• Action
• Show Window
• Hide Window
When a text field is used for input, text appears on the screen
as the keys are pressed.
If you don't want text to appear as you type it, select the Input
Only option in the configuration panel for the link.
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Enabling Discrete Input
You can design operator input touch links to change the
value of discrete tags from one state to another. For example
to turn a pump on or off, use discrete links.
To create a discrete input link
1 Right-click an object and select Animation Links. The
Animation Links dialog box appears.
2 In the Touch Links area, under User Inputs, select Discrete.
The Input -> Discrete Tagname dialog box appears.
3 In the Tagname box, type the name of a discrete tag.
4 Optionally, in the Key Equivalent area, assign a key
equivalent to the link. For more information, see
Creating Keyboard Shortcuts on page 102.
5 Configure the discrete input details. Do the following:
• In the Msg to User box, type the message to appear in
the Input dialog box.
• In the Set Prompt and Reset Prompt boxes, type the
messages to appear on the buttons the operator will
click to turn the discrete value on and off.
• In the On Message and Off Message boxes, type the
messages to appear in the text field associated with
the object when the value is on or off.
6 Select the Input Only check box to prevent the input from
appearing in a text field associated with the object.
7 Click OK.
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Enabling Analog Input
You can create an object for operators to input real values
such as alarm set point or conveyor speed by using an analog
input link.
To create an analog input link
1 Right-click an object and select Animation Links. The
Animation Links dialog box appears.
2 In the Touch Links area, under User Inputs, select Analog.
The Input -> Analog Tagname dialog box appears.
3 In the Tagname box, type the name of an analog tag.
4 In the Key Equivalent area, assign a key equivalent to the
link. For more information, see Creating Keyboard
Shortcuts on page 102.
5 Configure the analog input details. Do the following:
• In the Keypad? area, click Yes if you want to show an
on-screen numeric keypad for inputting the new
value. In the Msg to User box, type the prompt
message that you want to appear in keypad.
• In the Min Value and Max Value boxes, type the
minimum and maximum input values for the tag.
6 Select the Input Only check box to prevent the input from
appearing in a text field associated with the object.
7 Click OK.
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Enabling String Input
You can create an object to enable users to input text strings
such as batch names, operator ID, or passwords by using
string input links.
To create a string input link
1 Right-click an object and select Animation Links. The
Animation Links dialog box appears.
2 In the Touch Links area, under User Inputs, select String.
The Input -> String Tagname dialog box appears.
3 In the Tagname box, type the name of a message tag.
4 Optionally configure a key equivalent and/or keyboard.
• In the Key Equivalent area, assign a key equivalent to
the link. For more information, see Creating
Keyboard Shortcuts on page 102.
• In the Keypad? area, click Yes if you want to show a
keyboard for inputting the new value. In the Msg to
User box, type the message to appear in keyboard.
5 In the Echo Characters? area, select if you want characters
to appear in the input box as the user types the string.
• Click Yes to show the typed text in the input box.
• Click No to not show the typed text.
• Click Password to use a “masking” character instead
of the typed text. In the Password Char box, type the
masking character. Select the Encrypt check box to
encrypt the password.
Important Password encryption only works within the context of
the InTouch HMI. Do not encrypt the string if you want to pass it to
an external security system, such as the operating system or a SQL
Server database. The external security system cannot read the
encrypted password string and access will fail.
6 Select the Input Only check box to prevent the input from
appearing in a text field associated with the object.
7 Click OK.
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Data Entry Animations 87
Enabling Sliders
You can create objects that users can drag back and forth
through the use of slider touch links. As the user moves the
object, it alters the value of the tag linked to it. You can link
an object to a horizontal or a vertical slider.
When you make an object into a slider, you set the reference
location, which is the point on the object the cursor uses to
lock onto it.
You can use both horizontal and vertical links on a single
object, so that the value of two analog tags are altered
simultaneously.
To create a horizontal slider link
1 Right-click the object and click Animation Links. The
Animation Link selection dialog box appears.
2 In the Slider area, click Horizontal. The Horizontal Slider
dialog box appears.
3 In the Tagname box, type the name of an analog tag.
4 In the Properties area, do the following:
a In the At Left End box, type the value for the tag when
the slider is in its farthest left position.
b In the At Right End box, type the value for the tag
when the slider is in its farthest right position.
c In the To Left box, type the number of pixels the slider
can move to the left.
d In the To Right box, type the number of pixels the
slider can move to the right.
5 In the Reference Location area, click the location on the
object that the cursor will use to lock onto the object.
6 Click OK.
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To create a vertical slider link
1 Right-click the object and click Animation Links. The
Animation Links dialog box appears.
2 In the Slider area, click Vertical. The Vertical Slider dialog
box appears.
3 In the Tagname box, type the name of an analog tag.
4 In the Properties area, do the following:
a In the At Top box, type the value for the tag when the
slider is in its farthest up position.
b In the At Bottom box, type the value for the tag when
the slider is in its farthest down position.
c In the Up box, type the number of pixels the slider can
move up.
d In the Down box, type the number of pixels the slider
can move down.
5 In the Reference Location area, click the location on the
object that the cursor will use to lock onto the object.
6 Click OK.
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Data Entry Animations 89
Enabling Push Buttons
You can create touch sensitive objects that start action
scripts by using touch push button links.
Action scripts can set tags to specific values, start and control
other applications, execute functions and so on.
To create a discrete value touch link
1 Right-click the object and then select Animation Links.
The Animation Links dialog box appears.
2 In the Touch Pushbutton area, click Discrete Value. The
Pushbutton -> Discrete Value dialog box appears.
3 In the Tagname box, type a discrete type tagname.
4 Click Key to assign a key equivalent to the link.
5 In the Action area, click one of the following types:
• Click Direct to set the value equal to 1 as long as the
push button is pressed and held down. The value
automatically resets to 0 when the button is released.
• Click Reverse to set the value equal to 0 when the
push button is pressed and held down. The value
automatically resets to 1 when the button is released.
• Click Toggle to reverse the state of the discrete tag.
• Click Reset to set the value equal to 0.
• Click Set to set the value equal to 1.
6 Click OK.
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To create an action script link
1 Right-click the object and then select Animation Links.
The Animation Links dialog box appears.
2 In the Touch Pushbutton area, click Action. The Touch ->
Action Script editor appears.
3 In the Condition Type list, select a script type. For more
information on the types of action scripts, see Chapter 3,
Script Triggers, in the InTouch® HMI Scripting and
Logic Guide.
Note If you assign a key equivalent link to an action push button
and to the same key is used for a key script, the key equivalent
link you assign takes precedence over the key script.
4 In the Script Editor window, type the script to execute
when the object is activated.
5 Click OK.
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Data Entry Animations 91
Opening and Closing Windows
You can create touch links to open and close other InTouch
windows by using show window and hide window links.
You can program objects to open more than one window at a
time. However, if you program your link to open more than
one window, be aware of any intersections and window types.
If one of the opening windows is a replace type window and
intersects another opening window, the other window closes
before opening.
To create a show (or hide) window link
1 Right-click the object and then select Animation Links.
The Animation Links dialog box appears.
2 In the Touch Pushbutton area, click Show Window or Hide
Window. The Windows to Show when touched or Windows
to Hide when touched dialog box appears.
3 Select the window(s) to open or hide.
4 Click OK.
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Configuring On-Screen Keyboards
On-screen keyboards allow operator input in situations
where a keyboard is not connected to the computer.
You can designate one of three on-screen keyboard types.
• The standard InTouch keyboard or keypad. This is the
default keyboard.
• The Windows system keyboard. The Windows keyboard
is a fully functional QWERTY-type keyboard with
function keys, print screen key, number lock key,
directional arrows, and so on.
• The re-sizable keyboard or keypad. This keyboard can be
resized during run time.
You can also open the keyboard by using the
DialogStringEntry() and DialogValueEntry() function in a
script. For more information, see DialogStringEntry()
Function on page 93 and DialogValueEntry() Function on
page 94.
To configure the on screen keyboard type
1 On the Special menu, point to Configure and then click
WindowViewer. The WindowViewer Properties dialog box
appears.
2 In the Keyboard area, select type of keyboard you want.
3 If you select the re-sizeable keyboard, click Options to
select font, location, and dimension properties of the
keyboard.
4 Click OK.
To make an on screen keyboard appear
1 Configure the on-screen keyboard type.
2 Right-click on a text object and select Animation Links.
The Animation Links dialog box appears.
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Data Entry Animations 93
3 In the Touch Links area, under User Inputs, select String.
The Input->String Tagname dialog box appears.
4 In the Keypad? area, select Yes.
5 Click OK.
DialogStringEntry() Function
Shows an alphanumeric keyboard on the screen, allowing the
operator to change the current string value of a message tag
in the Tagname Dictionary.
Category
misc
Syntax
[Result=]DialogStringEntry(MessageTag_Text,
UserPrompt_Text);
Parameters
MessageTag_Text
The name of the message tag to be modified. This value is a
string value. Specify the tagname within quotes or use the
.Name dotfield without quotes. You can also use a message
tag as a pointer.
UserPrompt_Text
The user message to show at the top of the keyboard.
Return Value
Returns one of the following integer values:
0 = Cancel was pressed.
1 = OK was pressed.
-1 = Internal error.
-2 = Could not initiate.
-3 = Tagname not defined.
-4 = Tagname is not a Message type.
-5 = Unable to write.
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Remarks
This function is used primarily in applications containing
touch screens.
Example
Errmsg=DialogStringEntry([Link], "Enter a
new string...");
Errmsg=DialogStringEntry("MyMessageTag","Enter a new
string...");
For example, the following script opens an alphanumeric
keyboard, allowing modification of MyMessageTag while
showing the message "Enter a new string..." at the top of the
keyboard:
MessageTagX="MyMessageTag"; {assign the string
MyMessageTag (which is actually the tagname to be
modified) to the Memory Message tagname MessageTagX}
MessageDisplay="Enter a new string..."; {assign the new
message string to the Memory Message tagname
MessageDisplay}
Errmsg=DialogStringEntry(MessageTagX, MessageDisplay);
{quotes are not required because MessageTagX was
defined as a Message tagname}
See Also
DialogValueEntry()
DialogValueEntry() Function
Shows the numeric keypad on the screen, allowing the user
to change the current value of a discrete, integer or real tag.
Category
misc
Syntax
[Result=] DialogValueEntry(ValueTag_Text, LowLimit,
HighLimit, UserPrompt_Text);
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Data Entry Animations 95
Parameters
ValueTag_Text
The name of the discrete, integer, or real tag to modify. This
value is a string value. Specify the tagname within quotes
or use the .Name field without quotes. You can also use a
message tag as a pointer.
LowLimit
The minimum allowable value for the tag. (This should be
>= the tagname's definition for minimum value, minimum
raw or minimum engineering unit, as applicable).
HighLimit
The maximum allowable value for the tag. (This should be
<= the tagname's definition for maximum value, maximum
raw or maximum engineering unit, as applicable).
UserPrompt_Text
The user message to show at the top of the keypad.
Return Value
Returns one of the following integer values:
0 = Cancel was pressed.
1 = OK was pressed.
-1 = Highlimit<=Lowlimit.
-2 = Could not initiate.
-3 = Tagname not defined.
-4 = Tagname is not a Discrete, Integer or Real type.
-5 = Write failed.
Remarks
This function is used primarily in applications containing
touch screens.
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Example(s)
Errmsg=DialogValueEntry([Link],
[Link], [Link], "Enter a new
value...");
Errmsg=DialogValueEntry("MyIntegerTag", -100, 100,
"Enter a new value...");
For example, the following script brings up the numeric
keypad, allowing modification of MyIntegerTag using a
minimum and maximum limit of -100 and 100 (respectively),
while showing the message "Enter a new value..." at the top
of the keypad:
TagnameX="MyIntegerTag"; {assign the string
MyIntegerTag (which is actually the tagname to be
modified) to the Memory Message tagname TagnameX}
Min=-100; {assign the minimum value allowed for the
tagname to the Memory Real/Integer tagname Min}
Max=100; {assign the minimum value allowed for the
tagname to the Memory Real/Integer tagname Max}
MessageDisplay="Enter a new value..."; {assign the new
message string to the Memory Message tagname
MessageDisplay}
Errmsg=DialogValueEntry(TagnameX, Min, Max,
MessageDisplay); {quotes are not required because
TagnameX was defined as a Message tagname. By
assigning a Discrete, Integer or Real tagname to
TagnameX, the function will modify that assigned
tagname}
See Also
DialogStringEntry()
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Common Animation Tasks 97
Common Animation Tasks
Common animation tasks include selecting tags, creating
keyboard shortcuts, changing tagname references and
replacing placeholder tags.
Selecting Tags or Attributes
Use the Select Tag dialog box, also called the tag browser, to
select:
• Tags defined in a local or remote InTouch application.
• ArchestrA object attributes with the Attribute Browser.
You open the Select Tag dialog box by double-clicking in any
text box that requires a tag name for input.
Selecting an InTouch Tag
You can select tags defined in a local or remote InTouch
application. You can create references to tags in any tag
source that supports the Tagname Dictionary interface.
For example, remote tag references allow your application to
access data from I/O Servers without creating tags in the
local Tagname Dictionary.
You can set a dotfield for each InTouch tag you select.
Dotfields can access, monitor, and modify tag properties. If
you do not select a dotfield, the .Value dotfield is used. For
more information about dotfields, see Chapter 4, Using Tag
Dotfields to View or Change Tag Properties, in the InTouch®
HMI Data Management Guide.
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To select an InTouch tag
1 Open the Select Tag dialog box by double-clicking in any
text box that requires a tag name for input.
2 In the Tag Source list, click the name for the tag source or
click the browse button to define a new tag source to use.
For more information on defining tag sources, see
Chapter 5, Data Access with I/O, in the InTouch® HMI
Data Management Guide.
3 In the Filter list, click a filter to reduce the number of
tagnames shown in the window. To define a filter, click
the ellipsis button. For more information, see Creating a
Tag Filter on page 100.
4 Select a tagname in the window.
You can change the way the tagnames are shown in
Select Tag dialog box. For more information, see Changing
the View in the Select Tag Dialog Box on page 101.
5 In the Dot Field list, click a dotfield to append to the
selected tagname.
Dotfields can access, monitor and modify tag properties.
If you do not select a dotfield, the .Value dotfield is used.
Click OK.
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Common Animation Tasks 99
Selecting an ArchestrA Object Attribute
You can select attributes that are associated with an
ArchestrA object. To do this, you must first add the Galaxy
that contains the object as a data source for your InTouch
application. For more information about data sources, see
Chapter 5, Data Access with I/O, in the InTouch® HMI Data
Management Guide.
To select an object attribute
1 Open the Select Tag dialog box by double-clicking in any
text box that requires a tag name for input.
2 In the Tag Source list, click the name of the tag source
that uses the Galaxy or click the browse button to define
a new tag source to use. The Attribute Browser dialog box
appears.
3 Use the Attribute Browser to find and select an ArchestrA
object attribute. For more information, see the
Wonderware Application Server documentation.
4 Click OK to close the Attribute Browser. The attribute
reference appears in the text box that requires a tag
name.
Note To return to the Select Tag dialog box from the Attribute
Browser, click the Back button in the bottom right corner of the
Attribute Browser.
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Creating a Tag Filter
If you have a large number of tags in your Tagname
Dictionary, finding the tag for an animation can be
cumbersome. For example, you may only want to see the tags
assigned to a particular Access Name or Alarm Group. You
can configure a filter so that only a subset of tags are shown
in the Select Tag dialog box.
You can use the following wildcard expressions in your filter.
• The multiple character wildcard is the asterisk (*). For
example, “Asyn*” searches for all tagnames beginning
with the characters “Asyn”.
• The single character wildcard is the question mark (?).
For example, the “Tag?” filter searches for all
four-character tagnames that begin with “Tag”. The
“Tag*” filter searches for all tagnames that begin with
“Tag”.
• Any sequence of valid tagname characters, together with
the two wildcard characters, is acceptable in a filter.
Valid tagname characters are: A-Z, a-z, 0-9, !, @, -, #, $, %,
_ and &.
To define a search filter
1 In the Select Tag dialog box, click the ellipsis button next
to the Filter list. The Define Tag Filter dialog box appears.
2 In the Filter Name box, type a filter name.
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Common Animation Tasks 101
3 In the Filter Options area, configure the filter criteria. Do
any of the following:
• In the Tagname box, type the tag name.
• In the Tag Type box, type the tag type.
• In the Access Name box, type the local Access Name.
• In the Alarm Group box, type the Alarm Group name.
• In the Comment box, type the comment expression.
4 Click OK. The Filter Name appears in the Filter list in the
Select Tag dialog box. You can select the filter to show the
tags meeting the filter criteria.
To delete a search filter
1 In the Filter Name box, click the filter.
2 Click Delete.
Changing the View in the Select Tag Dialog Box
The Select Tag dialog box has three different views: List,
Details, and Tree View.
To see the Click the Description
List view List view Small icons appear next to
button the tagnames according to
the type of each tagname.
Details view Details You see the same small
view icons and tagnames, plus
button Tag Types, Access Name,
Alarm Group, and
Comments. Sort the list by
clicking the column
headers.
Tree View Tree view The Tree View displays the
icon tagnames in two views. You
can access the member
tagnames in any SuperTag
template.
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Creating Keyboard Shortcuts
You can assign a specific key on the keyboard to activate
certain animation links by using key equivalent links. The
key equivalent is only operational when the object with the
link is visible or selected. If the object has a visibility or
disable link, the key equivalent is not active when the object
is disabled.
You can define the same key in multiple windows. However,
the definition in the most recently opened window is the
active one. In the case of overlay windows, the key is active in
the window on top.
Note If any object or action push button in the active window is
assigned to the same key used for a key action script, the key
equivalent link on the key in the active window takes precedence
over the execution of the key action script.
The animation links that support key equivalents appears
the Key Equivalent area in their link dialog boxes.
Key links are only available for function keys 1-16. If you are
using a custom keyboard that has more than 16 function
keys, get a device driver from your manufacturer that allows
you to access the extended function keys on your system.
To assign a key to a link
1 Open the Animation Links dialog box for the type of link
you are configuring.
2 Select Ctrl and/or Shift if you want the operator to hold
down either or both of these keys when pressing the key
equivalent.
3 Click Key. The Choose key dialog box appears.
4 Click the key to assign to the link. The Animation Link
dialog box reappears with the name of the selected key
next to the Key button.
5 Click OK.
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Common Animation Tasks 103
Changing Tagname References
When you duplicate an object, you get an exact copy of the
original including links, animation, scripts and so on.
However, if you need to use a different tag on a duplicated
object, you must substitute a tag.
You can select and substitute a tag for any object and you can
select multiple objects and substitute all their tags at the
same time.
If your system license supports a limited number of
tagnames, convert your local tags to remote tag references to
reduce the number of tags defined in your local Tagname
Dictionary.
Substituting a tag works for all tags and references.
To substitute a tag with another tag
1 Select the object(s) associated with the tag to change to
another tag.
2 On the Special menu, click Substitute Tags. The Substitute
Tagnames dialog box appears.
3 In the New Name box, type the new tagname.
• If you double-click a tag in the New Name box, its
definition in the Tagname Dictionary appears.
• If you erase the tagname then double-click the blank
box, the Select Tag dialog box appears.
4 Click OK. The tag associated with the object is
automatically changed.
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Converting Placeholder Tags
If you import or export a window or QuickScript to or from
your current application, all the tags associated with that
window or QuickScript are transferred with the window.
The local tags are not automatically added to your
application database. Instead, they are automatically
marked as placeholder tags.
Remote tag references are not affected, and are not marked
as placeholder tags.
You must convert the placeholder tags to existing local tags,
define them in the new application’s Tagname Dictionary, or
make them remote tag references.
Notice the placeholders ?d:, ?i:, ?m: and ?r: preceding the
tags. They indicate the type that the tag was originally
defined as:
Placeholder Symbol Tagname Type
d Discrete
i Integer
m Message
r Real
Note Remote tag references are not shown as placeholders but as
remote tag references such as: PLC2:Temperature.
You can use several methods in the Substitute Tagnames
dialog box to convert placeholder tags to local tags. For more
information, see Chapter 4, Exporting and Importing Tag
Definitions, Windows, and Scripts, in the InTouch® HMI
Application Management and Extension Guide.
Tip If you manually convert tagnames and you no longer need the
original tag defined in the original Tagname Dictionary, you can
update the tagname use counts and then delete the unused tag.
By importing a window or QuickScript from another
application, and converting all of the tagnames associated
with the animation links or QuickScript(s) to remote
tagname references, you can create an application that
instantly receives data from hundreds of remote tagnames
without defining a single tag in your local Tagname
Dictionary.
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Chapter 5
Wizards
Wizards are pre-designed, pre-built, and pre-programmed
objects you only need to select, place and configure for your
application.
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Working with Wizards
Using wizards, you do not spend time drawing the individual
components for the object, or entering the value ranges for
the object, or animating the object.
• You select wizards from the Wizards/ActiveX toolbar.
• You configure wizards by typing tags and QuickScripts in
configuration dialog boxes.
• When you paste a selected wizard into a window and then
double-click it, the Configuration dialog box appears.
For example, in the case of a slider wizard, the configuration
includes items such as the tagname to effect, the minimum
and maximum range labels for the slider, the fill color, and so
on. After the required configuration information is provided,
the wizard is ready to use.
You can also develop your own complex wizards to provide
behind the scenes types of operations. These operations can
include creating complete display windows, creating or
converting a database, importing an AutoCAD drawing, and
configuring other applications.
Before creating your own wizards, you should investigate
ArchestrA symbols, which offer wizard functionality, but do
not require programming.
Types of Wizards
Categories of wizards are shown in the Wizard Selection
dialog box.
Trend Objects and Windows Controls Wizards are special
wizards with unique parameters. For more information, see
Trend Objects on page 110 and Windows Controls Wizards
on page 111.
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Working with Wizards 107
Adding Wizards to the Toolbar
You can add frequently used wizards to the Wizard/ActiveX
Toolbar for quick availability.
To add a wizard to the Wizards/ActiveX Toolbar
1 Click the Wizard button in the Wizards/ActiveX Toolbar.
The Wizard Selection dialog box appears.
2 In the left pane, select a wizard category, such as Sliders.
3 In the right pane, select a wizard, and then click Add to
toolbar. The wizard button appears in the toolbar.
To remove wizards from the toolbar
1 Click the Wizard button in the Wizards/ActiveX Toolbar.
The Wizard Selection dialog box appears.
2 Click Remove from toolbar. The Remove Wizard from
Toolbar dialog box appears.
3 Select the wizard to remove and click OK.
Pasting Wizard Instances
You can place instances of a wizard in a window.
To place a wizard in a window
1 Click the Wizard button in the Wizards/ActiveX Toolbar.
The Wizard Selection dialog box appears. In the left pane,
select a wizard category.
2 In the right pane, select a wizard.
3 Click OK. The dialog box closes, and the cursor becomes a
corner symbol.
4 Click the location to put the wizard.
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Configuring Wizards
After you place a wizard in your application, double-click it to
configure its properties. A properties dialog box appears that
is custom to the selected wizard.
For more information on each particular type of wizard, see
the wizard Help, if available.
Performing Standard Operations on Wizards
You can cut, copy, paste, delete, and duplicate wizards, in the
same way and with the same results as with other objects.
Installing and Removing Wizards
You must install a wizard to WindowMaker so that you can
use it in your application. When you remove a wizard from
WindowMaker, it is not deleted from your computer.
To install a wizard
1 On the Special menu, point to Configure and then click
Wizard/ActiveX Installation. The Wizard/ActiveX
Installation dialog box appears.
2 Select from the List of Uninstalled Wizards and then click
Install.
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Working with Wizards 109
To remove a wizard
1 On the Special menu, point to Configure and then click
Wizard/ActiveX Installation. The Wizard/ActiveX
Installation dialog box appears.
2 In the Installed Wizards list, select the wizard to remove
and then click Remove. A message box appears asking
you to confirm the deletion.
Tip SHIFT+click or CTRL+click to make multiple selections.
3 Click Yes to remove the wizard. The wizard appears in
the List of Uninstalled Wizards list.
To import wizards from another directory
1 On the Special menu, point to Configure and then click
Wizard/ActiveX Installation. The Wizard/ActiveX
Installation dialog box appears.
2 Click Search. The Browse for Folders dialog box appears.
3 Browse to the directory containing the wizards to install
and click OK. The Wizard Installation dialog box reappears
with the imported wizards in the List of Uninstalled
Wizards.
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Trend Objects
Trend objects are wizards that chart the values of tags over
time.
There are three main types of trend objects:
• Real-time trends chart up to four tags in real time.
• Historical trends chart up to eight tags over a past time
period.
• 16 Pen trends chart real-time and historical data for up
to sixteen tags.
There is no limit to the number of trend objects, real-time or
historical, you can place in a window.
Configure trend objects with the following items:
• Time span
• Value range
• Grid resolution
• Location of time and value stamps
• Pens and colors
Before you can use a trend wizard, you must enable logging
for each tag to track, and also enable logging within the
InTouch application.
To enable logging for tags
1 From the Tagname Dictionary, select a tag and then select
Log Data.
2 If you have not done so previously, enable logging in the
InTouch application.
a On the Special menu, point to Configure, and then
click Historical Logging. The Historical Logging
Properties dialog box appears.
b Select the Enable Historical Logging check box and
click OK.
For more information on configuring and using trend objects,
see Chapter 10, Trending Tag Data, in the InTouch® HMI
Data Management Guide.
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Windows Controls Wizards 111
Windows Controls Wizards
The Windows Controls Wizards are user interface objects
such as drop-down lists, combo boxes, option selections or
check boxes.
Use Windows Control Wizards to present predefined sets of
choices to your users. For example, you might create a drop
down list of processes, recipes, or operator IDs. You can also
enable and disable specified controls. You can even load and
modify the contents of drop-down lists.
Run-time properties for Windows Controls Wizards are
accessed through QuickScript functions rather than
animation link expressions.
Windows Controls Wizards have properties like InTouch tag
dotfields. They can be read-write or read-only. Some
properties are accessible at development and some at run
time. They are identified as ControlName.x, where x is the
property.
For example, if the .Visible property of a windows control is
equal to 0, the control is not visible in the window. As with
InTouch tags, .Value is the default property for Windows
Control Wizards.
Note A more robust and flexible set of .NET based Windows
controls is available if you use ArchestrA Symbols.
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Creating and Configuring Windows Controls
When you create and configure Windows Control Wizards,
keep in mind that:
• Windows Control Wizards cannot overlap one another.
• Each Windows Control Wizard has a unique control
name—which does not add to the tag count.
• The initial value of tags assigned to either a list box or
combo box does not initialize the value of the list box or
combo box. You must use the SetPropertyX QuickScript
functions in a script to assign initial values that need to
be different than the default values.
Tip Paste Windows Controls Wizards into your windows just like
other wizards. To achieve the best readability, select a gray
background for your windows controls. If your background color
cannot be gray, place a gray Panel Wizard behind the Windows
Control Wizards.
For each Windows Controls Wizard, you must specify an
alphanumeric control name, where the first character is a
letter. Underscores are allowed, but other special characters
are not. For example, “Checkbox_1” is allowed, but
“Checkbox#1” is not.
You can configure Windows Control Wizards using InTouch
QuickScripts.
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Creating a Text Box
You use text boxes in your application to allow operators to
enter text strings.
To create and configure a text box
1 Create and place a text box. Do the following:
a From the Wizard Selection dialog box, select Windows
Control Wizards. The control wizard icons appear.
b Double-click the text box icon. Your application
window reappears and the cursor changes to a left
corner symbol.
c Click a location in the application window to place the
wizard. The text box wizard appears with heavy black
handles at the corners.
d Drag and resize the wizard to suit your application.
2 Double-click the wizard. The Textbox Control dialog box
appears.
3 Configure the dialog box. Do the following:
a Type a control name, such as TextBox_1, in the
Control Name box.
b Type a memory message tag name, such as
New_Value, in the Tagname box.
c In the Properties area, select Enable Input and Visible.
4 Click OK. The Textbox Control dialog box closes.
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Creating a List Box
You can create applications that enable your users to select
items from a list of options.
When adding a list box to your application, you place the
control on the screen, set the properties to configure the list,
and then write any scripts you may need.
List boxes can be loaded with items from a file or from
keyboard input during run time. For more information, see
Scripting Windows Controls on page 119.
To create a list box
1 Create and place the list box control. Do the following:
a In the Wizard Selection dialog box, select Windows
Controls.
b Double-click the list box icon. Your application
window reappears and the cursor changes to a left
corner symbol.
c Click a location in the application window to place the
control. The list box control appears.
2 Double-click the control. The ListBox Control dialog box
appears.
3 Configure the control. Do the following:
a Type a control name, such as ListBox_1, in the
Control Name box.
b Type a memory message tag name, such as
LB1_Value, in the Tagname box.
c In the Properties area, configure how the control
appears and functions.
4 Click OK.
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Creating a Combo Box
You can create applications that enable your users to select
items from lists of options with a combo box. A combo box is a
Windows control combining a text box and a list box.
When adding a combo box to your application, place the
control on the screen, set the properties to configure the
combo box, and then write any scripts you may need.
Combo boxes can be loaded with items from a file or from
keyboard input during run time. For more information, see
Scripting Windows Controls on page 119.
To create a combo box
1 Create and place the combo box control. Do the following:
a In the Wizard Selection dialog box, select Windows
Controls.
b Double-click the combo box icon. Your application
window reappears and the cursor changes to a left
corner symbol.
c Click a location in the application window to place the
control. The combo box control appears.
2 Double-click the control. The ComboBox Control dialog
box appears.
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3 Configure the control. Do the following:
a Type a control name, such as ComboBox_1, in the
Control Name box.
b Type a memory message tag name, such as
CB1_Value, in the Tagname box.
c In the Properties area, configure how the control
appears and functions.
d In the Style area, select the type of combo box.
4 Click OK.
Creating a Check Box
A check box control allows an operator to select an option.
To configure a check box control
1 Create the check box. Do the following:
a From the Wizard Selection dialog box, select Windows
Control Wizards. The control wizard icons appear.
b Double-click the check box icon. Your application
window reappears and the cursor changes to a Left
corner symbol.
c Click a location in the application window to place the
wizard. The check box wizard appears.
d Drag and resize the wizard.
2 Double-click the wizard. The Checkbox Control dialog box
appears.
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3 Configure the wizard. Do the following:
a Type the control name.
b Type the discrete tag name, or double-click the empty
tagname box to show the Select Tagname dialog, and
select a tag.
c Type the caption to appear on the face of the button.
4 Click OK.
Creating a Radio Button Group
You use radio buttons when the user must select from one of
several choices. When a user selects an option, the previously
selected option is un-selected.
You create the options for a user as a group of radio buttons.
Each radio button has a caption, and provides a unique value
to your script.
You can only assign integer tags to radio button controls.
To create a Radio Button group
1 Create the Radio Button control wizard. Do the following:
a From the Wizard Selection dialog box, select Windows
Control Wizards. The control wizard icons appear.
b Double-click the Radio button icon. Your application
window reappears and the cursor changes to a left
corner symbol.
c Click a location in the application window to place the
wizard. The Radio Group control wizard appears with
three radio buttons.
d Drag and resize the wizard to suit your application.
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2 Double-click the wizard. The Radio Button Group Control
dialog box appears.
3 Configure the wizard. Do the following:
a Type the control name.
b Type an integer type tag name to link to this control.
c Type the number of buttons to show.
d Type the captions for each button.
e Set the layout and properties.
4 Click OK.
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Scripting Windows Controls
You can use QuickScript functions in scripts to:
• Get or set the value of a control.
• Enable, disable, or hide a control.
• Work with items in combo boxes, list boxes, text boxes,
and check boxes.
The run-time properties can be either read-write or
read-only, depending on the property.
Use the GetPropertyX() and SetPropertyX() functions to
control or retrieve these properties.
Getting or Setting the Value of a Control
The .Value property is the default property for all InTouch
Windows Controls Wizards.
Changes made to this property are synchronized in the
InTouch tagname and the Windows Controls Wizards.
.Value Dotfield
Default property for all InTouch windows control wizards.
Changes made to this property are synchronized in the
InTouch tagname and the windows control wizards.
Category
windows control
Usage
The M, I and D are for the Memory, Integer and Discrete
versions of the GetProperty and SetProperty functions.
[ErrorNumber=]GetPropertyM("ControlName[.Value]",
Tagname);
[ErrorNumber=]SetPropertyM("ControlName[.Value]",
Value);
[ErrorNumber=]GetPropertyI("ControlName[.Value]",
Tagname);
[ErrorNumber=]SetPropertyI("ControlName[.Value]",
Value);
[ErrorNumber=]GetPropertyD("ControlName[.Value]",
Tagname);
[ErrorNumber=]SetPropertyD("ControlName[.Value]",
Value);
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Parameters
ControlName
Name of the windows control, e.g., ChkBox_4.
Tagname
The tagname to which the value of the property is written.
[.Value]
This property is optional. If not specified, the function
always assumes the .Value property is being used.
Value
The actual value to be written or a valid InTouch tagname
(of the same type as the property to be written to) that holds
the property value to be written when the function is
processed.
Remarks
The initial value of tagnames assigned to either a list box or
combo box cannot be used to initialize the value of the list box
or combo box.
This dotfield is read/write during development and run time.
If the .Value dotfield is accessed by associating a tagname to
either a list box or a combo box, it is read-only. If the .Value
dotfield is assigned to a check box, radio button, or text box,
it is read/write. The value you specify at development serves
as the default for run time.
Data Type
Message (read/write) for text boxes, list boxes and combo
boxes.
Integer (read/write) for radio buttons.
Discrete (read/write) for check boxes.
Applies To
Text boxes, list boxes, combo boxes, check boxes and radio
buttons.
Example(s)
The following statement sets the .Value dotfield of the radio
button object "RadioButton_1" to a value of 4:
SetPropertyI( "RadioButton_1.Value", 4 );
See Also
GetPropertyM(), SetPropertyM(), GetPropertyI(),
SetPropertyI(), GetPropertyD(), SetPropertyD()
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Enabling or Disabling a Control for User Input
Use the .Enabled property to determine whether the control
object can respond to operator-generated events.
.Enabled Dotfield
Determines whether the control object can respond to
user-generated events.
Category
windows control
Usage
[ErrorNumber=] GetPropertyD("[Link]",
Tagname);
[ErrorNumber=] SetPropertyD("[Link]",
Discrete);
Parameters
ControlName
Name of the windows control. For example, ChkBox_4.
Tagname
A discrete tagname that holds the property requested.
Discrete
A discrete value or a discrete tagname that holds the value
to be written when the function is processed. For a discrete
value:
0 = Control is disabled.
1 = Control is enabled.
Remarks
This property is read/write during both development and run
time.
Data Type
Discrete (read/write)
Applies To
Text boxes, list boxes, combo boxes, check boxes and radio
buttons.
Example(s)
The following statement disables the list box object named
"ListBox_1".
SetPropertyD("ListBox_1.Enabled", 0);
See Also
GetPropertyD(), SetPropertyD()
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Hiding Windows Controls Dynamically
Use the .Visible property to determine whether the windows
control is visible in the window.
.Visible Dotfield
Determines whether the windows control is visible in the
window.
Category
windows control
Usage
[ErrorNumber=]GetPropertyD("[Link]",
Tagname);
[ErrorNumber=]SetPropertyD("[Link]",
Number);
Parameters
ControlName
Name of the windows control. For example, ListBox_1.
Tagname
A tagname (of the same type to be returned) that holds the
property value when the function is processed.
Number
A discrete value or a discrete tagname that holds the value
to be written when the function is processed. For a discrete
value:
0 = Control is invisible.
1 = Control is visible.
Remarks
This property is read/write in both development and run
time.
Data Type
Discrete (read/write)
Valid Values
Applies To
Text boxes, list boxes, combo boxes, check boxes and radio
buttons.
Example(s)
The following statement hides the text box named
"TextBox_1".
SetPropertyD("TextBox_1.Visible",0);
See Also
GetPropertyD(), SetPropertyD()
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Adding and Deleting Items in Combo Boxes
Use the following script functions to add and delete items
from combo boxes and lists
Script function Effect
wcAddItem() Adds an item to the end of the list
of a list box or combo box. If
sorting is enabled, the list is sorted
after the item is added.
wcInsertItem() Adds an item at a specified
position in the list of a list box or
combo box.
wcDeleteItem() Deletes an item from a specified
position in the list of a list box or
combo box.
wcDeleteSelection() Deletes the currently selected item
from the list or combo box.
wcClear() Removes all items from the list or
combo box.
wcAddItem() Function
Adds an item to the end of the list of a list box or combo box.
If sorting is enabled, the list is sorted after the item is added.
Category
windows control
Syntax
[ErrorNumber=]wcAddItem("ControlName", "MessageTag");
Parameters
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
MessageTag
The message string to be shown. Actual string or message
tagname.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Applies To
List boxes and combo boxes.
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Example(s)
The following statement adds the contents of the message
string to the list box when the window (using On Show
Window QuickScript) containing the list box is opened:
wcAddItem("ListBox_1", "Chocolate");
wcAddItem("ListBox_1", "Vanilla");
wcAddItem("ListBox_1", "Strawberry");
See Also
wcInsertItem()
wcInsertItem() Function
Inserts the specified string into the list of a list box or combo
box at the specified position. Unlike the wcAddItem()
function, the wcInsertItem() function does not sort a list,
even if it is created as a sorted list box or combo box.
Category
windows control
Syntax
[ErrorNumber=]wcInsertItem("ControlName", ItemPosition,
"Message");
Parameters
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
ItemPosition
A number corresponding to the position of the item to be
added. If this parameter is -1, the string is added to the end
of the list. Any number or Integer tagname.
Message
Contains the string to insert at the position indicated by
ItemPosition. Actual string or message tagname.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Applies To
List boxes and combo boxes.
Example(s)
The following statement inserts a new item called
"Blueberry" into a list box at fourth position from the top
when an action script runs.
wcInsertItem("ListBox_1", 4, "Blueberry");
See Also
wcAddItem()
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wcDeleteItem() Function
Deletes the item at a specified position from the list of either
a list box or combo box.
Category
windows control
Syntax
[ErrorNumber=]wcDeleteItem("ControlName",
ItemPosition);
Parameters
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
ItemPosition
A number corresponding to the position of the item. Any
number or Integer tagname.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Applies To
List boxes and combo boxes.
Example(s)
The following statement deletes the third item in a list when
an action script runs:
wcDeleteItem("ListBox_1", 3);
wcDeleteSelection() Function
Deletes the currently selected item from the list.
Category
windows control
Syntax
[ErrorNumber =]wcDeleteSelection("ControlName");
Parameter
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Applies To
List boxes and combo boxes.
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Example(s)
The following statement deletes the currently selected item
in a list box list when an action script runs:
wcDeleteSelection("ListBox_1");
wcClear() Function
Removes all items from the list box or combo box.
Category
windows control
Syntax
[ErrorNumber=]wcClear("ControlName");
Parameters
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Applies To
List boxes and combo boxes.
Example(s)
The following statement clears all items in a list box when an
action script runs:
wcClear("ListBox_1");
Loading and Saving List Items From or To a File
Use the following script functions to load and or save items in
a combo box or list from or to a file.
Script function Effect
wcLoadList() Loads the contents of a list box or combo
box with new items from a file.
wcSaveList() Saves the contents of a list box or combo
box to a file.
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wcLoadList() Function
Loads a list box or combo box with new items from a file.
Category
windows control
Syntax
[ErrorNumber=]wcLoadList("ControlName", "Filename");
Parameters
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
Filename
Contains the name of a file. If you do not supply a complete
path name as part of the message parameter, the function
checks the application directory for the message file. Actual
string or message tagname.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
If you use external files to fill the list and combo boxes, they
must follow specific formatting and contain specific
information. Format:
ControlType, ListCount
ListItem, ItemIndex
ListItem, ItemIndex
: :
: :
ListItem, ItemIndex
The ControlType is either COMBOBOX or LISTBOX.
For example, you want to load a list file to a combo box and it
contains three items to select from and those items have no
item data assigned. The format of the file appears as:
COMBOBOX, 3
Chocolate, 0
Vanilla, 0
Strawberry, 0
The COMBOBOX is the control type. The list count is 3 for
Chocolate, Vanilla, and Strawberry. Chocolate is then listed
as the first item or position 1. Vanilla as position 2, and
Strawberry as position 3. Each of these items has a data
value of 0.
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For more information on item data, see wcSetItemData()
Function on page 135.
Applies To
List boxes and combo boxes.
Example(s)
The following statement loads a properly formatted list
(located in c:\[Link].) into a combo box:
wcLoadList("Combobox_1", "c:\[Link]");
See Also
wcAddItem(), wcSaveList()
wcSaveList() Function
Saves the items of a list box or combo box to a file.
Category
windows control
Syntax
[ErrorNumber=]wcSaveList("ControlName","Filename");
Parameters
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
Filename
Contains the name of a file. If the file does not exist, it is
created. Actual string or message tagname.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Applies To
List boxes and combo boxes.
Example(s)
The following statement saves the current items in a list box
in a file (c:\[Link]) when an action script runs:
wcSaveList("ListBox_1", "c:\[Link]");
See Also
wcLoadList(), wcSetItemData()
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Finding Items In a Combo Box or List
Use the wcFindItem() function to search for a specified item
in a list box or combo box. If the item is found, this function
returns the corresponding position to an integer tagname as
the fourth parameter.
wcFindItem() Function
Determines the corresponding position of the first item in the
list box or combo box that matches the supplied message
string.
Category
windows control
Syntax
[ErrorNumber=]wcFindItem ("ControlName", "MessageTag",
CaseSens, Tagname);
Parameters
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
MessageTag
The message string to be compared. Actual string or
message tagname.
CaseSens
Determines the type of the string comparison. It can either
be a discrete value or tagname. The following values are
valid:
0 = case-insensitive.
1 = case-sensitive.
Tagname
Integer tag into which the position of the matching item is
returned. If no matching item is found, -1 is returned.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Applies To
List boxes, combo boxes
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Example(s)
Assuming that ListBox_1 is a list box that contains “ItemA”,
“ItemB”, and “ItemC”, the function returns the following
values into Result:
wcFindItem("ListBox_1", "ItemB", 0, Result);
returns 2
wcFindItem("ListBox_1", "Itemb", 1, Result);
returns -1
wcFindItem("ListBox_1", "itemc", 0, Result);
returns 3
wcFindItem("ListBox_1", "XYZ", 0, Result);
returns -1
Working with Item Indexes in a Combo Box or
List
Use the following dotfields to work with the item index of a
list box or combo box.
Dot Field Effect
.TopIndex The integer index of the topmost item in
the list box.
.NewIndex The integer index (tagname) of the last
item added to the list box or combo box
through the wcAddItem() or
wcInsertItem() functions.
.ListIndex The index (tagname or number) of the
currently selected item in the list.
.TopIndex Dotfield
Sets or reads the integer index of the top-most item in a list
box.
Category
windows control
Usage
[ErrorNumber=]GetPropertyI("[Link]",
Tagname);
[ErrorNumber=]SetPropertyI("[Link]",
Number);
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Parameters
ControlName
Name of the windows control. For example, ListBox_1.
Tagname
An Integer tagname that holds the property value when the
function is processed.
Number
The index number that defines the top-most item in the list
box. Can be a literal integer value or a integer tagname or
expression that provides an integer value.
Remarks
This property is available only in run time.
Data Type
Integer (read/write)
Applies To
List boxes.
Example(s)
The following statement sets the TopIndex of the list box
object "ListBox_1" to a value of 14:
SetPropertyI("ListBox_1.TopIndex",14);
See Also
GetPropertyI(), SetPropertyI(), .ListIndex, .NewIndex
.NewIndex Dotfield
Returns the integer index (Tagname) of the last item added
to the list box or combo box via the wcAddItem() or
wcInsertItem().
Category
windows control
Usage
[ErrorNumber=]GetPropertyI("[Link]",
Tagname);
Parameters
ControlName
Name of the windows control. For example, ListBox_4.
Tagname
A tagname containing the integer index of the last item
added to the list or combo box. For empty lists, a value of -1
is returned.
Remarks
This property is only available in run time.
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Data Type
Integer (read-only)
Applies To
List boxes and combo boxes.
Example
The following statement retrieves the index of the most
recently added item in the list box named "ListBox_1" and
writes that value to the memory integer tagname
NewItemIndex.
GetPropertyI("ListBox_1.NewIndex", NewItemIndex);
See Also
GetPropertyI(), wcAddItem(), wcInsertItem(), .ListIndex,
.TopIndex
.ListIndex Dotfield
Sets or reads the index (Tagname or Number) of the
currently selected item in the list.
When using a list box, an index of -1 indicates that no item is
currently selected.
When using a combo box, an index of -1 indicates that the
user has typed new text into the text entry field of the
control.
Syntax
[ErrorNumber=]GetPropertyI("[Link]",
Tagname);
[ErrorNumber=]SetPropertyI("[Link]",
Number);
Parameter
ControlName
Name of the windows control. For example, ListBox_4.
Tagname
The tagname to which the index of the currently selected
item is written.
Number
The index number that defines a specific item in the list.
Remarks
The index number defines a specific item in a list. Use the
.ListIndex dotfield to set or determine the index of the
currently selected item in a list or combo box.
This property is available only in run time.
Data type
Integer (read or write)
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Applies to
List boxes and combo boxes.
Example
This statement retrieves the index of the currently selected
item in the list box named "ListBox_1" and writes that value
to the memory integer tagname MyListBoxIndex.
GetPropertyI( "ListBox_1.ListIndex",
MyListBoxIndex );
See Also
GetPropertyI(), SetPropertyI(), .NewIndex, .TopIndex
Counting List Box or Combo Box Items
The .ListCount dotfield contains the number of items in a list
box or combo box.
.ListCount Dotfield
Reads the number of items in the list box or combo box.
Category
Windows control
Syntax
[ErrorNumber=]GetPropertyI("[Link]",
Tagname);
Parameter
ControlName
Name of the windows control.
Tagname
A valid tagname that contains the integer count of the
items in the list.
Remarks
This property is available only in runtime.
Data Type
Integer (read-only)
Applies To
List boxes and combo boxes.
Example(s)
The following statement retrieves the number of items in the
list box named ListBox_1 and writes that value to the
memory integer tag MyListBoxCount.
GetPropertyI("ListBox_1.ListCount", MyListBoxCount);
See Also
GetPropertyI(), .ListIndex
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Getting or Setting the Value of a List Item
Use the wcGetItemData() function to find the integer value
associated with the list item identified by the item index.
Use the wcSetItemData() function to assign an integer value
to the item in the list specified by item index. This assigns a
number to a string.
wcGetItemData() Function
Reads the integer value associated with the list item
identified by the ItemIndex parameter.
Category
windows control
Syntax
[ErrorNumber=]wcGetItemData("ControlName", ItemIndex,
Tagname);
Parameters
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
ItemIndex
A number corresponding to the position of the item. Any
number or integer tagname.
Tagname
Actual name of a real or integer tagname. The
wcGetItemData() function places the numeric value
corresponding to the item into this tagname upon return
from the function.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Applies To
List boxes and combo boxes.
Example(s)
The following statement retrieves the numeric value
associated with the fifth item in a list box and returns it to
the ItemValue Integer tagname when an action script runs:
wcGetItemData("ListBox_1", 5, ItemValue);
If the fifth item in the list is assigned the integer value 4500,
the ItemValue tagname contains 4500.
See Also
wcSetItemData()
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wcSetItemData() Function
Assigns an integer value of the item (the Number parameter)
to the item in the list specified by the ItemIndex parameter.
This function allows the assignment of a number to a string.
Category
windows control
Syntax
[ErrorNumber=]wcSetItemData("ControlName", ItemIndex,
Number);
Parameters
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
ItemIndex
An integer value specifying the list item you want to edit.
Any number or Integer tagname.
Number
An integer value representing the item data. Any number
or Integer tagname.
Remarks
You can create complete lists containing the items using a
program like Notepad and then load them using one function
call. Format the list as required by the wcSaveList() function.
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Use the wcGetItemData() function to return the value (item
data) associated with the list item. The tagname parameter
contains the returned numeric value. This parameter could
be an I/O Integer tagname that writes directly to the real
world device.
Example(s)
A recipe has three ingredients; flour, sugar and salt. The
quantity of flour is 4500 grams, sugar is 1500 and salt is 325
grams. The values are assigned to each of the list box items
by using a data change script triggered by what recipe
(tagname, RecipeName) is selected:
wcSetItemData("ListBox_1", 1, 4500); {set 1st item in
the list (flour)=4500}
wcSetItemData("ListBox_1", 2, 1500); {set 2nd item in
the list (sugar)=1500}
wcSetItemData("ListBox_1", 3, 325); {set 3rd item in
the list (salt)=325}
See Also
wcLoadList(), wcSaveList(), wcGetItemData()
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Getting the Name of a List Item
Use the wcGetItem() function to return the item string
associated with the corresponding item index in the list box
or combo box.
wcGetItem() Function
Returns a string containing the contents of the item
corresponding to the ItemIndex in the list box or combo box.
Category
windows control
Syntax
[ErrorNumber=]wcGetItem("ControlName", ItemIndex,
Tagname);
Parameters
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
ItemIndex
A number corresponding to the position of the item. Any
number or Integer tagname.
Tagname
Message tagname. The wcGetItem function will place the
data corresponding to the item index into this tagname
upon return from the function.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Applies To
List boxes and combo boxes.
Example(s)
The following statement returns the string value of the tenth
item in a combo box to the ListSelection message tag when
an action script runs:
wcGetItem("Combobox_1", 10, ListSelection);
If item ten in the list is "Vanilla," then the ListSelection tag
contains the string “Vanilla”.
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Scripting Windows Controls 137
Loading the Contents of a Text Box
Use the wcLoadText() function to load the contents of a text
box from a file. Use the wcSaveText() function to save the
contents of a text box to a text file.
Note If the tag name has been defined with a maximum length,
only that number of characters can be assigned from the text box
contents to the tag. If no tag is assigned to the text box, its
contents can be up to 65,535 characters.
wcLoadText() Function
Replaces the contents of the text box with the contents of the
file.
Category
windows control
Syntax
[ErrorNumber=]wcLoadText("ControlName", "Filename");
Parameters
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
Filename
Contains the name of a file. If a complete path name is not
supplied as part of the message parameter, the function
will check the application directory for the file. Actual
string or message tagname.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Applies To
Text boxes.
Example(s)
The following statement loads a text file
(c:\InTouch.32\[Link].) into a text box when the
window (On Show Window script) containing the text box
opens:
wcLoadText("Textbox_1", "c:\InTouch.32\[Link]");
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wcSaveText() Function
Saves the text contained in the text box to the specified file. If
the file doesn't exist, it is created. If it does exist, it must be
read/write.
Category
windows control
Syntax
[ErrorNumber=]wcSaveText("ControlName", "Filename");
Parameters
ControlName
The name of the windows control object. For example,
ListBox_1. Actual string or message tagname.
Filename
Contains the name of the destination file. If you do not
supply a complete path name, the file is saved in the
application directory. If the file exists, it is overwritten. If
the file does not exist, it is created. The resulting file can
subsequently be loaded into a text box object using the
wcLoadText() function. Actual string or message tagname.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Applies To
Text boxes.
Example(s)
The following statement saves the current information
entered in a text box to a file in c:\InTouch.32\[Link]
when an action script runs:
wcSaveText("Textbox_1", "c:\InTouch.32\[Link]");
See Also
wcLoadText()
InTouch HMI Visualization Guide
Scripting Windows Controls 139
Checking If a Text Box is Read-Only
Use the .ReadOnly dotfield to determine whether the content
of the text box is read-only or read/write.
.ReadOnly Dotfield
Determines whether the content of the text box is read-only
or read/write.
Category
windows control
Usage
[ErrorNumber=]GetPropertyD("[Link]",
Tagname);
Parameters
ControlName
Name of the windows control. For example, Textbox_1.
Tagname
A discrete tagname that holds the property value when the
function is processed.
0 = Contents of the text box is read/write
1 = Contents of the text box is read-only
Remarks
This property is available in both development and run time.
Data Type
Discrete (read-only)
Applies To
Text boxes.
Example(s)
The following statement retrieves the read-only status of the
Text box named "TextBox_1":
GetPropertyD("TextBox_1.ReadOnly",A_Tagname);
See Also
GetPropertyD(), SetPropertyD()
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140 Chapter 5 Wizards
Getting or Setting the Label of a Check Box
The .Caption dotfield defines the message text of a check box.
.Caption Dotfield
Determines the message to be displayed with the check box.
Category
windows control
Usage
[ErrorNumber=]GetPropertyM ("[Link]",
Tagname);
[ErrorNumber=]SetPropertyM ("[Link]",
"Message");
Parameters
ControlName
Name of the windows control. For example, ChkBox_4.
Tagname
A message tagname that holds the property requested.
Message
A message string surrounded in quotes.
Remarks
This property is read/write during both development and run
time.
Data Type
Message (read/write)
Applies To
Check boxes.
Example
This statement sets the caption of the check box object
"CheckBox_1" to "Blue Paint Option."
SetPropertyM("CheckBox_1.Caption","Blue Paint Option");
See Also
GetPropertyM(), SetPropertyM()
InTouch HMI Visualization Guide
Scripting Windows Controls 141
Understanding Windows Controls Error Messages
Given an error number, wcErrorMessage(), returns a string
message describing the error. It applies to list boxes, text
boxes, combo boxes, radio buttons and check boxes.
The Window Controls functions return values based on the
result of processing QuickScript functions. The return value
is used for error diagnostics. You can assign these values to
integer tag names. For example:
ErrorNumber = wcGetItem("ControlName", Number,
Tagname);
In this script, ErrorNumber is an integer tag that contains
the returned error value. The returned value of the function
can be passed to the wcErrorMessage(). The
wcErrorMessage() will return a string description of the
error. For example:
ErrorMsg = wcErrorMessage(ErrorNumber);
In this script, ErrorMsg is a message type tag that contains
the text of the returned error. The following table identifies
numeric error values and their definitions.
Error Message Definition
0 Success
-1 General failure
-2 Insufficient memory available
-3 Property is read-only
-4 Specified item already present
-5 Object name unknown
-6 Property name unknown
-x Unknown error.
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142 Chapter 5 Wizards
wcErrorMessage() Function
Returns a message string describing the error.
Category
windows control
Syntax
ErrorMessage=wcErrorMessage(ErrorNumber);
Parameters
ErrorMessage
Message tagname.
ErrorNumber
Number returned by all windows control functions. Any
number or Integer tagname.
Remarks
For a list of returned error numbers, see Understanding
Windows Controls Error Messages on page 141.
Applies To
List boxes, text boxes, combo boxes, check boxes and radio
buttons.
Example(s)
If an error occurs while a list is being loaded, show the text
description of the error into the ErrorDescription message
tagname. In this example, a Value Display animation link is
assigned to the ErrorDescription tagname to show the error
message.
In the “On Show” window QuickScript:
ErrorNumber=wcLoadList("ListBox_1","c:\[Link]");
ErrorDescription=wcErrorMessage(errornumber);
You can use this function with all windows control functions
to show error messages:
ErrorNumber=wcAddItem("ListBox_1","AM_4A4356");
ErrorMsg=wcErrorMessage(ErrorNumber);
InTouch HMI Visualization Guide
143
Chapter 6
ActiveX Controls
ActiveX controls are stand-alone software components that
bring additional functionality to InTouch applications.
You can use several types of ActiveX controls in your
InTouch application.
• The InTouch HMI includes ActiveX controls for alarming.
• Other Wonderware products, such as ActiveFactory,
provide controls for manipulating and analyzing data.
• You can use third-party ActiveX controls.
• You can develop your own ActiveX controls in Visual
Basic or C.
You can use any number of ActiveX controls in your InTouch
application. You can:
• Select and paste an ActiveX control into any application
window.
• Adjust the size of the control, if sizing is supported by the
control.
• Duplicate, cut, copy, paste and delete ActiveX controls.
• Align ActiveX controls: left, right, top, bottom, and center
point.
• Add ActiveX controls to the Wizards/ActiveX Toolbar.
• Combine ActiveX controls with other objects when
creating a cell.
• Use the properties, methods, and events supported by the
particular ActiveX control properties.
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144 Chapter 6 ActiveX Controls
InTouch applications do not support the following types of
ActiveX controls:
• Windowless controls
• Simple frame site or area box
• Containers
• Data controls
• Dispatch objects
InTouch applications only support these data types: discrete
(Boolean), integer (32-bit numbers), real (floating point IEEE
notation with 32 bits), and message (strings up to 131
characters). Unsupported data types include variant,
pointers, arrays, structures, and parameterized properties.
ActiveX controls cannot overlap other InTouch objects, such
as window controls or graphic objects. Too many ActiveX
controls on one window can reduce system performance.
Using ActiveX Controls
You select an ActiveX control and paste it into a window and
then double-click it. Its configuration dialog box appears.
When you configure an ActiveX control, you can give it a
unique control name. The control name can then be
referenced in scripts.
To use an ActiveX control in an InTouch application
1 Install the ActiveX control. See Installing and Removing
ActiveX Controls on page 148.
2 Select and paste the ActiveX control into an InTouch
window.
3 Configure the ActiveX control properties and bind them
to tags.
4 Associate ActiveX events to ActiveX Event scripts.
5 Call ActiveX methods and set ActiveX control properties
in ActiveX Event scripts, or other InTouch QuickScripts.
InTouch HMI Visualization Guide
Using ActiveX Controls 145
To place an ActiveX control in a window
1 Click the Wizard Dialog tool in the Wizards/ActiveX
Toolbar. The Wizard Selection dialog box appears.
2 In the list of wizards, click the ActiveX Controls category.
All available ActiveX controls appear in the display area.
3 Double-click the ActiveX control to use. The dialog box
closes and the cursor changes to the corner symbol.
4 Click the location to paste the ActiveX control.
To add ActiveX controls to the toolbar
1 Click the Wizard Dialog tool in the Wizards/ActiveX
Toolbar. The Wizard Selection dialog box appears.
2 Select the ActiveX control to add.
3 Click Add to toolbar.
To remove ActiveX controls from the toolbar
1 Click the Wizard Dialog tool in the Wizards/ActiveX
Toolbar. The Wizard Selection dialog box appears.
2 Click Remove from toolbar. The Remove Wizard from
Toolbar dialog box appears.
3 Select the ActiveX control to remove.
4 Click OK.
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146 Chapter 6 ActiveX Controls
Configuring ActiveX Controls
The properties that you can configure for a particular
ActiveX control are determined by the ActiveX control itself.
All properties have a default value.
You must paste an ActiveX control into an InTouch window
before you can configure its properties.
• A default control name, such as Calendar1, is generated
when you paste the ActiveX control in a window. You
reference the control name in scripts. An ActiveX control
must be running in an open application window for any
script to run against it.
• You can assign the ActiveX control properties to InTouch
tags. You must assign each property type to a
corresponding InTouch tag type.
ActiveX controls have three standard tabs: Control Name,
Properties, and Events.
Use the Events tab to assign scripts to available control
events, such as when the user double-clicks the mouse.
Any other tabs and their configurations are unique to the
control and depend upon its properties. For example, some
controls may require you to configure colors and fonts, while
others may not have these properties.
InTouch HMI Visualization Guide
Naming ActiveX Controls 147
Naming ActiveX Controls
A new instance of a control is created and given a unique
name when you:
• Select Duplicate on the Edit menu.
• Select Cut or Copy and then Paste on the Edit menu.
• Select Save Window As on the File menu.
• Click Undo and then Redo.
• Import a window that contains a control.
ActiveX controls must have unique names. If you try to use a
name that already exists for a control, an error message
appears.
To name an ActiveX control
1 Paste the ActiveX control into your development window.
2 Double-click the control. The control Properties dialog box
appears.
3 Click the Control Name tab and then type a name for the
ActiveX control in the ControlName box.
Standard Operations on ActiveX Controls
You can perform standard operations on ActiveX controls
just like any other InTouch object. For more information, see
Special Manipulations for All Objects on page 51.
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148 Chapter 6 ActiveX Controls
Installing and Removing ActiveX Controls
Even though you have already installed an ActiveX control
on your computer, you must also make it known to the
InTouch HMI by installing it to WindowMaker.
When you remove a control from WindowMaker, it is not
deleted from your computer. It is simply removed from
memory and does not function.
To install an ActiveX control
1 On the Special menu, point to Configure and then click
Wizard/ActiveX Installation. The Wizard/ActiveX
Installation dialog box appears.
2 Click the ActiveX Control Installation tab. The ActiveX
Control Installation property sheet appears.
3 In the Installed ActiveX controls list, select the control to
install in the Available ActiveX controls list and then click
Install.
Tip To select multiple controls, use the SHIFT key or CTRL key.
4 Click OK.
InTouch HMI Visualization Guide
Installing and Removing ActiveX Controls 149
To remove an ActiveX control
1 On the Special menu, point to Configure and then click
Wizard/ActiveX Installation. The Wizard/ActiveX
Installation dialog box appears.
2 Click the ActiveX Control Installation tab. The ActiveX
Control Installation property sheet appears.
3 In the Installed ActiveX controls list, select the control to
remove from your application and then click Remove. A
message appears asking you to confirm the deletion.
Tip To select multiple controls, use the SHIFT key or CTRL key.
4 Click Yes to remove the control. The control is moved to
the Available ActiveX controls list.
5 Click OK.
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150 Chapter 6 ActiveX Controls
InTouch HMI Visualization Guide
151
Index
Symbols
$ObjHor system tag 80, 82 animation links, types of 60
$ObjVer system tag 80, 82 animation tasks 97
animations
A data display 60
action script link, creating 90 data entry 83
ActiveX controls application windows, creating 30
about 143 ArchestrA Symbol, definition 38
adding to toolbar 145
configuring 146 B
definition 39 bitmap containers
installing and uninstalling 148 definition 38
naming 147 working with 55
placing on a window 145 bitmaps
removing from toolbar 145 creating a transparent bitmap 56
standard operations on 147 defining transparency 56
using 144 importing 55
alarm types 72 pasting, editing 55
aligning objects 44 blink attributes 75
analog data display, creating 62 blink frequency, setting 76
analog input, creating links 85 blinking objects 75
anchor points 67, 68 bring to front, object 45
animating buttons
colors 69 creating 37
fill levels 73 default fonts 13
sizes 66 substitute strings 37
InTouch HMI Visualization Guide
152 Index
C DialogStringEntry() function 93
.Caption dotfield 140 DialogValueEntry() function 94
cells disable link 77
creating 40 discrete input, creating links 84
definition 38 discrete value display, creating 61
identifying 39 display links 60
use of 39 documentation conventions 7
check boxes dotfields
creating 116 .Caption dotfield 140
getting or setting the label 140 .Enabled dotfield 121
circle button 36 .NewIndex dotfield 131
closing windows 91 .ReadOnly dotfield 139
color links .TopIndex dotfield 130
creating analog alarm status link 72 .Value dotfield 119
creating analog expression link 70 .Visible dotfield 111, 122
creating discrete alarm status link 71 double, frame style 31
creating discrete fill link 70 drawing buttons 36
defining 69 drop-down lists 111
expression types 69
color palettes E
custom 22 ellipse button 36
importing and exporting 23 .Enabled dotfield 121
opening 21 error messages
using 21 about 141
colors, animating 69 definitions 141
combo boxes
adding and deleting items 123 F
creating 115 fast switch 12
finding items 129 fill levels
working with item indexes 130 animating 73
controls percent 73
enabling or disabling user input 121 fill, changing 50
getting and setting the value 119 flipping objects or cells 46
fonts
D changing 48
data display configure 13
analog value, creating 62 setting defaults 24
animations 60 frame style 31
discrete value, creating 61 functions
string value, creating 62 DialogStringEntry() function 93
values 60 DialogValueEntry() function 94
data entry ShowAt() function 80
analog input 85 ShowTopLeftAt() function 80
discrete 84 wcAddItem() function 123
string input 86 wcClear() function 126
data entry animations 83 wcDeleteItem() function 125
dialog boxes, features 25 wcDeleteSelection() function 125
wcErrorMessage() function 142
InTouch HMI Visualization Guide
Index 153
wcFindItem() function 129 color link types 69
wcGetItem() function 136 creating movement 63
wcGetItemData() function 134 creating rotation 65
wcInsertItem() function 124 cut, copy, or paste 52
wcLoadList() function 127 disabling 77
wcLoadText() function 137 discrete alarm status, creating 71
wcSaveList() function 128 discrete color fill, creating 70
wcSaveText() function 138 discrete input 84
wcSetItemData() function 135 discrete value touch links 89
display 60
G keyboard shortcuts 102
grid location links 63
show 11, 14 on screen keyboards 92
snap to 14 opening or closing windows 91
spacing 11, 14 orientation 65
percent fill 73
H push buttons 89
home, windows 32 size links 66
horizonal movement 63 slider, creating 87
horizontal line button 36 string input 86
horizontal spacing of objects 45 symbol in a cell 40
ToolTips 78
I touch 60, 83
importing bitmaps 55 user input types 83
value display types 60
K visibility 76
keyboard shortcuts 102 list boxes
keyboards, configuring on-screen creating 114
keyboards 92 lists
finding items 129
L getting and setting a list item
layering objects 45 value 134
line button 36 getting the name of a list item 136
lines and outlines, changing 49 loading from a file 126
lines and shapes, creating 36 saving to a file 126
lines, select precision 13 working with item indexes 130
links
action script 90 M
analog alarm status color, creating 72 mouse short cuts 26
analog expression color, creating 70 movement
analog input 85 creating 63
animate objects 59 horizontal 63
animation 26, 39 vertical 64
animation types 60
blink 75 N
cannot make symbol 40 .NewIndex dotfield 131
clipboard limitations 52 none, frame style 31
color 69
InTouch HMI Visualization Guide
154 Index
O polygons, adding or deleting points 54
object links, cutting, copying, and polylines, creating 37
pasting 52 popup, windows type 31
objects pushbuttons, creating 89
alarm types 72
aligning 44 R
blinking 75 radio button group control 117
complex 38 radio buttons, creating 117
controlling horizontal and vertical .ReadOnly dotfield 139
spacing 45 rectangle button 36
cutting, copying, and pasting 52 rectangle, changing the radius of 57
deleting 50 replace, window type 31
disabling 77 resizing objects 47
duplicating 53 rotating objects 47
flipping 46 rotation 65
grouping to cells 40 rounded rectangle button 36
grouping to symbols 40 ruler, show or hide 15
horizontal movement 63 runtime 12
layering 45
moving 42, 63 S
moving with arrow keys 27 screen mode, full 24
pick through hollow objects 12 script functions for windows controls 119
reshaping polyline and polygon 54 select tag dialog box 101
resizing 47 send to back, objects 45
rotating 47, 65 shapes, creating 36
selecting 41 show hide windows 91
simple 36 ShowAt() function 80
size height link 67 ShowTopLeftAt() function 80
size width link 68 simple objects 36
snap to grid 14 single, frame style 31
special manipulations 51 size animating 66
substituting text 57 size controls 31
trend 110 size height link 67
vertical movement 64 size width link 68
opening windows 91 sliders, creating 87
orientation link, creating 65 SmartSymbol, definition 38
overlay, windows type 31 snap to grid 14
spacing of objects, horizontal and
P vertical 45
palettes, color 21 string input, creating links 86
pan and zoom string value display, creating 62
limitations 17 substitute strings
show or hide toolbar 15 creating buttons 37
pasting wizard instances 107 text objects 57
percent fill 73 substituting tags 103
InTouch HMI Visualization Guide
Index 155
symbols V
combining and breaking 40 value displays, creating 60
creating or breaking 40 .Value dotfield 119
definition 38 vertical line button 36
identifying 39 vertical movement 64
use of 40 vertical spacing of objects 45
system tags visibility link, creating 76
$ObjHor 80, 82 .Visible dotfield 111, 122
$ObjVer 80, 82
W
T wcAddItem() function 123
tag filters 100 wcClear() function 126
tagname references, changing 103 wcDeleteItem() function 125
tags wcDeleteSelection() function 125
converting placeholder 104 wcErrorMessage() function 142
enable logging 110 wcFindItem() function 129
finding and selecting 97 wcGetItem() function 136
show tag count 12 wcGetItemData() function 134
substituting 103 wcInsertItem() function 124
technical support, contacting 8 wcLoadList() function 127
text wcLoadText() function 137
changing fonts 48 wcSaveList() function 128
creating 37 wcSaveText() function 138
default fonts 13 wcSetItemData() function 135
text boxes WindowMaker 9
checking if read-only 139 about 28
creating 113 close on transfer 12
loading or saving the contents of 137 fast switch 12
thumbnails 16 levels of undo 13
tool tips preferences 10
configuring 78 title bar changing 11
creating 79 windows
static or expression 78 closing 33, 91
toolbars creating 30
changing size 18 deleting 34
show or hide 18 dimensions 31
.TopIndex dotfield 130 duplicating 34
touch links 60, 83 exporting 32
trend objects 39, 110 frame style 31
height 31
U home 32
undo, levels of 13 importing 32
update use counts 12 modifying application 32
user input, enabling or disabling 121 name 30
InTouch HMI Visualization Guide
156 Index
opening 33, 91 wizards
opening at selected object 80 adding to the toolbar 107
positioning a touch-sensitive configuring 108
window 80 configuring windows controls 112
saving 33 creating windows controls 112
selecting background color 30 definition 39
setting to appear at run time 32 importing 109
setting type and appearance 32 installing and uninstalling 108
show hide 91 pasting instances 107
size controls 31 removing from the toolbar 107
type 31 types of 106
undoing changes 51 windows controls 111
width 31 working with 106
windows control wizards workspace
about 111 customizing 10
configuring 112
creating 112 X
hiding 122 X location 31
windows controls, script functions 119
windows type, replace, overlay, or Y
popup 31 Y location 31
Windows XP 30, 80
InTouch HMI Visualization Guide