Create and manipulate objects in the development environment Install and configure wizards Wonderware Intouch
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This section covers the creation and manipulation of graphic objects, lines and outlines, text objects, images and bitmaps.
Graphic Objects
Once you have created a new window, it can be populated with graphic objects. WindowMaker provides you with numerous tools for editing and arranging the various graphic objects.
Drawing Objects
a. Maximize WindowMaker.
b. Click the Rectangle icon in the Drawing toolbar. Move the cursor over the Scratch window. The cursor changes to a crosshair (©).
c. Click on the Scratch window and draw a small rectangle (click and hold the left mouse button and drag it down and to the right or left). Release the mouse button when its size is adequate.
d. Click anywhere in the window outside the rectangle object to deselect the new rectangle.
Selecting and Sizing Objects Wonderware intouch
The term selected is a key concept of WindowMaker object and graphics editing. Placing the cursor over an object and left clicking directly on the object selects it. Clicking on a blank area of the window deselects any currently selected object(s) in that window. When an object is selected, small boxes appear around its borders. The boxes are handles and are used to resize and/or reshape the object. In general, any command that you execute is applied to all selected objects (assuming that the command is valid for the object).
a. Click anywhere within the rectangle. It is now selected.
b. Press CTRL+D twice (the keyboard shortcut for Duplicate). Three rectangles should now be visible.
KEYBORD SHORTCUT REMINDERS
Selecting All Objects in a Window Wonderware in touch
a. Select all objects in the active window using one of the following methods.
Click the Edit / Select All command
Right-click a blank area of the open window and select Select All z Press the F2 key
b. Deselect the objects by clicking anywhere in the blank area of the window.
Selecting Multiple Objects Wonderware intouch
a. To select multiple objects, select your first object. Then press and hold down the SHIFT key and click the other objects to be selected. To deselect a specific object from a group of selected objects, while all objects are selected, hold down the SHIFT key and click the object to deselect. Selecting a Group of Objects a. Move the cursor to a blank area of your window. b. Click the left mouse button and drag the mouse. A dotted selection rectangle with a crosshair cursor appears:
c. Drag the mouse until all of the objects that you want to select are completely surrounde d. Release the mouse button. All of the objects that were completely within the rectangle will be selected.
Deselecting a Group of Selected Objects
If you hold down the SHIFT key while drawing a selection rectangle, all enclosed selected objects will become deselected. This technique may also be used to start a selection rectangle on top of another object.
Other Drawing Notes Rounded Rectangles: You can adjust the radius on the corner of rounded rectangle objects.Hold down the SHIFT key and then use the (+) plus key on the numeric keypad to increase the radius or the (-) minus key on the numeric keypad to decrease the radius.
You can adjust the radius on the corner of rounded rectangles
Polylines: You can draw complex lines by single-clicking various locations within the window.Double -click to complete the shape, release the mouse and display the sizing handles. Each handle is moveable until after clicking outside of the object. After you click outside the object, the sizing handles display only for entire object (total height and width).
To edit the polyline after clicking outside the object, select Edit / Reshape Object or right-click the polyline and select Reshape Object or select the object and click Ctrl-R to display the sizing handles on the points of the object.
Polygons: You can draw complex shapes by single -clicking various locations within the window. Double-click to complete the shape/release the mouse and display the sizing handles.
Each handle is moveable until after clicking outside of the object. After you click outside the object, the sizing handles display only for entire object (total height and width) . To edit the polygon after clicking outside the object, select
Edit / Reshape Object or right-click the polygon and select Reshape Object or select the object and click Ctrl-R to display the sizing handles on the points ofthe object. Use the polygon tool to create the triangle-shaped valve images in the following lab. Experiment with the other Drawing Toolbar buttons listed onthis manual.
Deleting Objects a. Select the object(s) to delete. b. Click Edit / Erase or select the object and press the DEL key. Note: Deleted objects are not copied to the Windows Clipboard.
Lines and Outlines The style and width of a line object can be changed, including the outlines around ellipses, rectangles, polygons, bitmaps or images. A line style or width change can be applied to a single selected object or multiple selected objects. The Line menu is divided into two sections. The top section contains line widths and the bottom section contains line styles:
Applying a Line Command a. Select the object and then click the desired line style or width on the Line menu. Tip: If you do not select an object when you select a line style, width or color, the change will be applied to the default settings for all line, shape, and text tools in the
Drawing Toolbar. Note: Only the width of solid lines can be changed. Broken lines are a single pixel wide. Wider lines take longer to draw in Runtime.
Removing an Object’s Outline a. Select one (or more) rectangle object(s). b. Select Line / No Line from the main WindowMaker menu. The object outline is removed.
Arranging Objects WindowMaker provides tools to arrange objects in your windows. The Arrange Toolbar contains tools that can be used to quickly apply most of the commands found on the Arrange menu.
Aligning Objects Objects can be aligned by their left or right edges, center, center points, top, middle, or bottom edges. Alignment Tools a. Select a rectangle object and drag it to another location. b. Repeat the previous step so that the rectangle objects are randomly aligned in the window.
c. Select all the objects.
d. Click either the Space Horizontal or Space Vertical alignment icons.
The objects in the following figure have been evenly distributed both vertically and horizontally.
e. Click either the Align Left, Align Center, or Align Right alignment icons.
In the next figure, the Align Right tool has been selected and the rectangle objects have been moved to line up with the right side of the right-most object.
Layering Objects Objects can be layered in your window by positioning them in front or behind each other. Positioning an Object Behind Another Object
a. Select a rectangle object.
b. Click the Send to Back tool icon or select
Arrange / Send to Back from the main WindowMaker menu. The selected object(s) will be redrawn behind the object(s) not selected in your window.
Positioning an Object in Front of Another Object a. Select the object. b. Click the Bring to Front tool or click Arrange / Bring to Front. The selected object(s) will be redrawn in front of the object(s) not selected in your window.
Rotating Objects Most objects (including .bmp, .jpg, .pcx, .tga images and text objects) can be rotated in WindowMaker utilizing the
Arrange Toolbar. Objects can be rotated clockwise or counter-clockwise in 90 degree increments. Any links attached to the object are rotated with the object.
Note: Rotating objects in WindowMaker has nothing to do with dynamically rotating objects in Runtime. Text objects cannot be rotated while in Runtime. Bitmaps or images can be rotated by assigning them an Orientation animation link.
Rotating Objects and Text using the Arrange Toolbar
a. Select the object(s) or text.
b. Select either the Rotate Clockwise toolbar button or the Rotate CounterClockwisetoolbar button on the Arrange Toolbar. The selected object(s) will be rotated 90 degrees in the direction you choose. Object rotation is also accomplished from the main menu by selecting Arrange / Rotate Clockwise or CounterClockwise.
Tip: To rotate an object 180 degrees, repeat this procedure.
Mirroring and Flipping Objects Wonderware intouch
Most WindowMaker objects can be flipped horizontally or vertically (including bitmaps, JPEG, PCX, and TGA images—text cannot be flipped, but can be rotated). When an object is flipped, it is transformed into its horizontal or vertical mirror image. Any links attached to the object are flipped with the object.
a. Select the object(s).
b. Click the Flip Horizontal tool button or select Arrange / Flip Horizontal (or selected object(s) will flip.or the Flip Vertical tool
on the Arrange ToolbarFlip Vertical) from the main WindowMaker menu. The Creating Symbols and Cells Multiple objects can be combined into two different types of single units: Symbols and Cells.
Symbols: A symbol unites several simple objects or other symbols into one object. If oneof the objects selected has animation links attached to it, the links will be attached to the new symbol. (If the link paste buffer has links in it, you will be asked if you want to paste the links on the new symbol.).
Cells: Support animation links in each cell element (but not to the cell itself). Multiple cellscan be combined into a single cell. A cell’s objects maintain a fixed spatial relationship between its individual graphic elements. Cells cannot be rotated, while symbols can. The attributes of objects such as text, font, line width, radius and relative positions within a cell cannot be sized until the cell is broken into its individual components. When combining cells, each cell is retained. When a combined cell is broken, the original cells are restored.
Symbol | Cell |
Each animation link applies to all objects in the symbol, while | Symbols retain their individual animation |
different animation links can be attached to different tags | links. |
(e.g., all objects’ line color is attached to the Status tag, while | |
all objects’ Blink animation link is attached to the Hazard tag). | |
Cannot contain bitmaps, trends, buttons, wizards, or cells | Can contain any object including bitmaps, |
trends, buttons, wizards, and other cells | |
Can contain only simple objects | Can contain other cells |
Can be resized and has small-sized handles | Cannot be resized and has large handles |
Note: You cannot make a symbol if more than one of the selected objects has animation links. If you combine two symbols into a new symbol, the original symbol structure is lost. Therefore, if you break the new symbol, it will be broken into the individual components of each original symbol. The two original symbols are lost.
Creating a Symbol or Cell
a. Select the objects to include in the symbol or cell.
b. Click the Make Cell toolbar button or the Make Symbol toolbar button .
Tip: Double-clicking a cell will cause the Substitute Tagnames dialog box to appear (not the Animation Links dialog box as with objects and symbols).
Breaking a Symbol or Cell
a. Select the symbol or cell.
b. Click the Break Cell toolbar button or the Break Symbol toolbar button .Tip: To quickly create a symbol or cell, select all the objects, right-click one of the selected objects, point to Cell / Symbol, then click the appropriate command.
Tip: To quickly break a symbol or cell, right-
click the cell or symbol, then point to Cell/Symbol, then click the appropriate command.
Note: If the symbol has links defined for it, the links are automatically saved to the link paste buffer.
Text Objects
The font, font style, font size, justification, and rotation of any selected text object can be configured in WindowMaker. Text objects can also be rotated 360 degrees by 90 degree increments.
Note: Orientation animation links cannot be applied to text objects. Therefore, text objects cannot be rotated in WindowViewer based upon a tagname.
The Format Toolbar contains tools used to quickly apply most of the commands found on the Text menu to selected objects.
Formatting Text Objects
All WindowMaker text commands operate on single or multiple text string selections and numeric value fields. If no text object is selected when a command on the Text menu is executed, the command is automatically applied to the respective text tool’s default setting on the FormatToolbar and the default setting of the Text tool on the
Draw Object Toolbar. The text justification attribute settings are particularly important for text objects used for displaying dynamic values. Justification determines how fields of varying length will be displayed in Runtime. For example, if you are displaying a numeric value at the end of a text string that should appear centered or is right justified, the entire text string (including the value) will be centered again or justified again each time there is a change in the number of displayed digits.
Creating a Text Object
a. Click the Text tool in the Drawing Toolbar. b. Select any location for the text in your window. The cursor will change to a vertical line. c. Enter the text string. d. Click outside the text. The text is now surrounded by handles, indicating that it is now selected and configurable.
Changing Font, Font Style, and Font Sizea. Select the text you wish to change and then click the Fonts tool on the Format Toolbar. The standard Windows Font dialog box appears.
b. Select the desired font from the Font list (the font name will appear in the Font field). When a font size is selected, a sample of the font in the selected style and size will appear in the Sample field (see above example).
c. Click OK.
Note: A font’s point size will be enlarged or reduced in accordance with the range of point sizes available for the selected font. The System font, for example, cannot be sized. Choose a Windows True-Type font such as Arial before changing the size.
Editing Text Objects
a. Select the text object.
b. Choose either Special / Substitute Strings or right-click the text object and select SubstituteStrings or press the Ctrl+L keys. The Substitute Strings dialog box appears.
c. In the New String box, enter the new text string.
d. Click OK.
The new text string appears in the window:
Tip: You can also use the Substitute String command on strings that are included in a symbol or cell and to change the label on buttons drawn with the Button tool.
Replacing a Portion of a Text Object
If you change a portion of a text object’s text, InTouch can globally change all selected text objects using the same text. a. Select all text objects.
b. Select Special / Substitute Strings. The Substitute Strings dialog box appears:
c. Click Replace. The Replace Text dialog box appears:
d. Enter the portion of the string to replace in the Old Text field.
e. Enter the replacement text in the New Text field.
f. Click OK.
The Substitute Strings dialog box reappears showing the change made to the selected text strings:
g. Click OK. The selected text objects will automatically be modified.
Tip: If you right-click any of the text entry boxes in any dialog box, a menu appears displaying the commands that you can apply to theselected text.
Configuring Default Fonts
e. Enter the replacement text in the New Text field.
f. Click OK.
The Substitute Strings dialog box reappears showing the change made to the selected text strings:
a. Double-click on Configure / WindowMaker in the Application Explorer.
The WindowMaker Properties dialog box appears:
Set default fonts for text objects and button objects
b. Select either Text or Button.
The Font window appears:
c. Select a Windows True-Type font to assign a default font that can be resized.
d. Select OK to save the changes, or Cancel to exit the WindowMaker Properties dialog box.
Images and Bitmaps
All graphic images and formats such as pictures, screen captures, .jpg, .pcx and .tga file types created in other Windowsprograms must be pasted into a bitmap container in WindowMaker. Some key points to remember:
WindowMaker sees a bitmap as a unique object
You cannot include bitmaps in symbols
You can include bitmaps in a cell
You can configure a bitmap with a transparent color so it can float over other objects ‰ By doing so, the window background color or any objects behind the bitmap will show through in the areas where the transparent color filter is applied. (Only one transparent color may be used per bitmap.)
You can edit a bitmap using Microsoft Paint program included with Windows without leaving WindowMaker ‰ Right-click on a bitmap and select Edit Bitmap to launch Microsoft Paint and edit the bitmap
Note: You cannot use WindowMaker while editing the bitmap in Paint. To return to WindowMaker, exit Microsoft® Paint. Your changes are saved back to the bitmap object in WindowMaker, not the original bitmap file that was imported.
Importing a Bitmap, JPEG, PCX, or TGA File
a. Click the Bitmap tool . The cursor turns into a + symbol.
b. Draw a bitmap container in your window (any size).
The following figure displays the bitmap object in the Scratch window:
c. Right-click on the bitmap container.
A drop-down menu appears:
d. Select Import Image to paste an image into the container. The Select Image File dialog box appears:
e. Select the file to import as a bitmap. In the previous figure, the setup.bmp image is selected from the WINNT/System32 folder on the C: drive.
f. Click Open.
Wizards Wizards are predrawn, individual graphical components that are embedded in the InTouch window during development for use in a Runtime application. Wizards save a considerable amount of time during application development because they are easy to use and easy to configure. By using Wizards, you do not spend time drawing the individual components for the object, entering the value ranges for the object, or animating the object. For example, in the case of a Slider wizard, configuration options include items such as the tagname link, the minimum and maximum range labels for the slider, the fill color, and so on. Once the required configuration information is entered, the Wizard is ready to use in Runtime. Complex Wizards can be developed to provide “behind the scenes” types of operations. These operations may include creating complete display windows, creating or converting a database, and configuring other applications such as the InTouch Recipe Manager and SPCPro add-on programs.
Installing or Removing Wizards
Installation and removal of wizards is not the same as pasting them into the InTouch window, but includes them in an active list of available objects. a. Select Special / Configure / Wizard/ActiveX Installation from the WindowMaker menu.
The Wizard/ActiveX Installation dialog box appears with the Wizard Installation property sheet active:
Note: Use of third-party applications may require additional wizards to be installed. The upper pane contains the list of available Wizard objects and the lower pane contains any Uninstalled objects. In the Installed Wizards list, select a wizard(s) to remove from your application and then click the Remove button. The uninstalled objects are available for installation by highlighting them and clicking the Install button (it becomes active after the object is selected).
b. Select the ActiveX Control Installation tab. The Available list is also in the lower pane.
c. Use the Remove button to remove an ActiveX Control and move it to the list of available ActiveX Controls. (Do not remove any wizards in this example.) d. Click Cancel to return to WindowMaker.
Placing Wizard Objects in a Window
a. Click the Wizard Hat toolbar icon :
The Wizard Selection dialog box appears:
Tip: To add the wizard to the Wizards/ActiveX Toolbar, click Add to toolbar.
Once a wizard is added to the Wizards/ActiveX Toolbar, it can be selected and pasted into your open window at any time.
b. Select Switches.
The available switch wizards appear in the main view pane:
c. Select the Fixture Switch wizard.
d. Click OK. The dialog box closes and the Scratch window appears. The cursor changes to a corner symbol when you return to the window.
e. Click the location in the window where you want to paste the wizard. The wizard appears with its handles:
f. Double-click the wizard to view its configurable attributes.
g. Click Cancel to exit the Discrete Switch Wizard dialog box. Wizards and ActiveX objects will be configured in some detail later in this course. Note: Some toolbar functions may be used to modify applicable wizards directly, such as the Reduce Font tool, Line Color tool, and Fill Color tool, among others.
Removing Wizards from the Toolbar
After adding Wizards and ActiveX controls to the Wizard toolbar, the Remove from toolbar button in the main Wizard Selection dialog box is active.
a. Click Remove from Toolbar to display the Remove Wizard from Toolbar dialog box.
b. Select the wizard(s) to remove from the toolbar.
c. Click OK.
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