Datasheet
EA uniTFT Vorläufig
GENERAL INFORMATION
METHOD OF WORKING OF THE DISPLAY
The representation on the display is effected based on the commands given by the user. Every item on the dis-
play is an independent object and can be manipulated. The appearance, i.e. the colour data, the fonts, the line
strengths, etc. is merged to form styles .
OBJECTS
In order to generate various objects, the corresponding commands are available. Every image, every text and
every button is a so-called object. Every object needs to be endorsed with an object ID which makes it clearly
identifiable. If an object ID is assigned, and if said object ID is re-assigned the previous object is overwritten.
Thus, when using objects that occur on multiple screen pages, care is needed so that the latter are not over-
written.
STYLES
There are various styles based on which objects can be displayed, such as colour, line strength or transparency.
The corresponding commands and examples can be inferred from the Style Sheets section.
Just as with the objects, styles are saved in corresponding IDs, which can also be overwritten. The various style
groups have their own ID range. That means that a button style and a drawing style with the ID 1 can exist
alongside one another simultaneously. The maximum number of styles is 255 for every range, which is why using
a local definition needs to be taken into consideration when using very many styles.
DRAWING STYLE AND LINE STYLE
Except in the case of images, every object is generated with a border and a filling. The drawing style determines
precisely those. In that respect, both the filling and the border (line) can be defined, omitted entirely or designed
to be transparent. Besides having a plain colour filling, a colour gradient is, moreover, also possible. In the case
of the line, it is not possible to define a colour gradient. In addition, both a dash pattern (dotted) can be defined,
and also the ends rounded off. The line style is a component of the drawing style, which is why it is recommended
for the overview to always specify both together.
TEXT STYLE
TheText Style needs to be defined if it is intended to work with strings. The latter contain the information on the
font used, as well as its formatting. As a string is likewise an object, reference is also made, in the text style, to an
existing drawing style, in order to provide the font with a filling and border. For performance reasons, we recom-
mend a drawing style without a border (line).
BUTTON STYLE
Text and drawing styles form the basis for the Button Style. In order to design touch control buttons which have a
different visual appearance in the pressed state, in comparison to the unpressed state, in certain circumstances
multiple drawing and text styles are required. Information, such as touch feedback, e.g. playing short jingles upon
activation or enlarging the button is likewise stored in this style.
STYLES AND OBJECTS
In order to be able to switch between various different screen pages, all the existing objects first always need to
be deleted Precisely in menus, you can often find a fixed structure, so that individual objects only need to be
Technische Änderung vorbehalten.
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