Datasheet

EA uniTFT Vorufig
ANCHOR
All objects can be created at a position (x, y). By specifying the anchor numbers, it can now be determined whe-
ther the object is e.g. with the upper left corner (anchor 1), or e.g. exactly in the middle (anchor 5). In the case of
multiline texts, there are further anchors (11-19) which refer to the baseline of the text. In the table below, a string
is displayed to illustrate the anchors:
Allgemeine Anker Zusätzliche Anker für mehrzeilige Texte
In addition to the above anchor numbers, there is also anchor 0. Anchor 0 is a special anchor, which can be arbi-
trarily set by corresponding commands. Thus, for example, an object is able to rotate around a desired point. In
the following example, a round thermometer is shown:
The pointer should turn around the center of the instrument. With the general anchors, which are represented as
small gray squares, the pointer can also rotate around the center of the thermometer. The standard anchors 1 to
9 are not suitable for this purpose. Therefore, in this case, an individual anchor 0 is determined. This can be deter-
mined by pixel accuracy and is shown in red in the image. The pointer is now rotated around this anchor point.
Technische Änderung vorbehalten.
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