[Next] [Previous] [Up] [Top] [Contents] [Index] |
Chapter 2 Basic Operations
The following sections cover the options in the modify display submenu. The options in this submenu are global for the entire display, just like the other options in the display menu. Using these options you can set defaults for the drawing area and all the objects within the drawing area. An object will inherit these defaults when you draw it, but individual objects can override them using the non-global operations in the drawing area. Figure 2-7 shows the submenus of the Modify Display option.
Notice the submenu's three options: attributes, color table, and color rules. The following sections cover each of these options; however, how to configure color rules is covered in Chapter 3, Working With Templates And Color Rules.Figure 2-8). The Display Attributes window has 15 attributes, which affect either the display itself, the drawing area, all the objects in the drawing area, or a combination of these. The first two attributes, the 'horizontal and vertical position attributes,' affect only the display window. The 'horizontal and vertical size' attributes affect the size of the display and its window. The 'foreground and background color' attributes affect the color of the drawing area as well as the objects created within it. Except for the last attribute, the 'external color palette display name' attribute, the rest of the attributes are inherited by objects and don't affect the drawing area as a whole.
Note that the attributes that affect only objects--and the 'foreground and background color' attributes as far as they affect objects--are defaults. When you create objects, objects inherit defaults as properties. The properties that an object inherits can only be changed by changing those properties individually for each object, in the object's property sheet. You cannot change an object's properties once it is drawn with the attributes in the Display Attributes window. It is also important to note that the 'foreground and background color' attributes affect the drawing area and that changing the color of each attribute will change the color of the drawing area, but not the color of the objects that have already inherited those defaults.
The following sections describe each attribute and what it does in detail.
As of version 2.4, when displays configured in EDD are brought up in DM, you can make the display's size proportional to the monitor size. Before version 2.4, when a display was configured in EDD, EDD would save the display's size in pixels. When the display was brought up in DM, DM would use size the display according to the pixel size saved by EDD. If the display were brought up on a monitor whose resolution was different from the one the display was configured on, the size of the display would differ. As of 2.4, EDD also saves the resolution of the monitor on which the display is configured, so when the display is brought up in DM, if the resolution of the monitor differs, DM will size the display proportionally according to the size of the monitor and the size in pixels. Thus, a display can be the same size on different monitors.
Dm.propResize TrueChapter 4, Creating and Manipulating Objects). How the objects use these colors depends on the object: some objects inherit only the foreground color because they only have one color property. Most inherit both, as they have a 'foreground color' and a 'background color' property. For now, we'll discuss how the foreground and background color affect the drawing area as a whole and how to change the color for each attribute.
Notice in Figure 2-8 that next to these attributes is a bar indicating the current color. In the figure, the foreground color is white and the background color is black. Remember that the drawing area is the area enclosed by the rectangular outline. The foreground color determines this outline's color. The background color determines the actual color of the drawing area, the area within the outline. To change the color of either attribute:
The 'default edge style' attribute has a choice button with two choices: solid and dash. Likewise, the 'default fill style' attribute also has two choices: outline and solid. Boxes A-D in Figure 2-9 show examples drawn with the different combinations of these two options. In all the objects in the example, A-E, the foreground color is white, and the background color is black. An object drawn with dash as the edge style and outline as the fill style will have an outline made up of dashes whose color is determined by the foreground color (in this case, white) and an interior whose color is determined by the background color (in this case, black), as in object A. Object C is similar to A except that the edge style was set to solid. Objects B and D were both created with the default fill style set to solid, but B was created with the default edge style set to dash and D was created with default edge style set to solid. Note that there is no difference between the two. The solid fill style makes the edge style invisible, whatever it is. Note also that the background color (black, in this case) is not used when the default fill style is set to solid.
Object E in the figure is an example of an object drawn with the 'default line width' set at 48. In the rest of the objects, the default line width was 0.
To change the 'default edge style' attribute:
To change the 'default fill style' attribute:
To change the 'default line width' attribute:
There are three things that can determine an object's color within a display: (1) the foreground and background color attributes in the Display Attributes window, which we discussed previously, (2) the color property in an object's property sheet, and (3) a color rule. A Color rule modifies an object's color at run-time so that the object will turn a certain color when certain conditions exist. Chapter 3, Working With Templates And Color Rules, discusses color rules and how to configure them. For now we will only discuss how to turn the color rule capability on or off.
The 'default color modifier' attribute is a default setting, so it basically works like the defaults discussed previously; that is, all objects created in the display will automatically have their color rule capabilities turned on or off according to how this attribute is set. You can then turn the color rule capability on or off for each object individually in the object's property sheet. Changing the setting in the display attributes window will not change any objects created before the change.
The 'default color modifier' attribute has two settings: static and rule. The static setting turns the color rule capability off so that the color of objects created with this setting will be determined by the other factors that determine an objects color, i.e., its background and foreground colors. The rule setting turns the color rule capability on so the color of all objects created with this setting will be determined by a color rule.
To change the setting of the Default Color Modifier:
You cannot change the values of the conditions that the visibility modifier uses. You cannot create, for instance, a setting called if > 10. The visibility modifier understands values only in terms of zero and non-zero. Thus, you can see that it would be used mostly to monitor discrete channels, but could be used to tell if an analog channel had a value other than zero.
When you specify a negative integer in this attribute, indicators, valuators, and text-update objects will display floating-point numbers with the precision retrieved from the database. In versions prior to 2.3, the floating-point precision was always determined by the database from which the values are retrieved. Now, the database precision can be overridden for the above-mentioned objects. For example, if you give this attribute a value of four, then a valuator in DM would display four decimal places of precision as in 10.2345. If you specified -1 in this attribute, the precision would depend on the database. If the channel controlled by the valuator was the VAL field of an analog output record, the precision would be retrieved from the PREC field of the analog record, though this may not be the case for all channels.Chapter 3 for more information on color rules.
For example, a record name might be
Color template files have two purposes:
(1) The first is color uniformity among displays or groups of displays. Since each display can potentially have its own set of colors in its color table (see following section), there is a need to provide some uniformity of color among a group of displays. For instance, you may want to configure a group of displays so that they use exactly the same colors for the same purposes (the same red for all message buttons, for instance).
(2) The second reason pertains only to EDD/DM versions before 2.2. All displays created with a pre-2.2 version of EDD used allocated colors. That is, they did not "share" their colors with other displays unless they shared a color template file with those displays. When several displays were activated using DM, if they did not use a common color template file, each would allocate its own set of colors, regardless of whether those colors were the same used by other displays. Thus, displays could rapidly eat up the colors available on a color monitor. When they had hogged all the colors in this fashion, any extra displays that were activated would not display all their colors, which could be very undesirable at run-time. The remedy to this problem was to have a group of displays reference a color template file, which would allow any number of displays to share the colors of the template file. If you are currently using an EDD/DM version prior to 2.2, you must keep this in mind. If you are using EDD 2.2 or later, you don't have to worry about sharing colors unless the displays you are configuring use a lot of blinking colors as blinking colors are allocated in all versions of EDD.
Chapter 3, Working With Templates And Color Rules, has a more complete discussion of color template files. For now, you should be aware that when displays share colors, they also share color rules, no exceptions. If a display references a color template file, the color rules of the display are lost.
To reference a color template file, enter the filename in the text-entry line.
If, however, the file you are working on references a color template file (see the previous discussion), EDD will beep at you when you choose the color table option and bring up a dialog box. Basically, the dialog box tells you that the display file you are working on gets its colors from another file and that in order to make shared changes to the color table you must load that file. If you load that file and make changes to its color table, the changes will show up in the color tables of both files. This is usually how you will want to modify the color table of a file that shares colors.
The dialog box also informs you that you can copy the color table from the template file to this file, giving the current file a local copy of the color template file's color table. It also warns you that doing this will "reduce the number of colors available to others." However, this is only true of displays created with an EDD version prior to 2.2. Display files created with version 2.2 or later share their colors with other displays that are being used.
If you wish to receive a local copy of the color table to edit, then left-click copy on the choice button at the bottom of the dialog box. If you do not wish to receive a local copy of the color table, left-click cancel on the choice button.
3.2.1. Modifying the Color TableWhen you choose color table from the Modify Display submenu, the Color Map Modify window appears, as in Figure 2-10. The topmost line after the window title shows the current number of colors currently in the color table. Each color takes up a row in the rest of the window. You can add to or subract from the current number of colors by entering in a new number. A color table can have up to 256 colors.
The first three columns from the left are the red, green, and blue or RGB columns. Each color has a value for each of these columns. Different combinations of RGB values produce different colors. You can change the RGB value by manipulating its slider. The range of the slider in the figure, the range of the RGB value, is 0 to 255.
The next column from the left is the blink column. In each row of this column is a choice button with which you can turn on or off the blink feature of each color. When a color's blinking feature is turned on, the color continuously switches from a dimmed version of the color to its normal color, giving it a blinking effect.
The actual color of the RGB values appears in the color bar in the next column. The color in the color bar changes as you changes the RGB values.
The next column, labeled 'intensity,' is used for grey-scale or monochrome monitors. The range is 0 to 255. You can change the intensity of the color by manipulating its slider. With this part of the color table, you can create different shades of grey, in addition to white and black. Changing these values has no effect on the RGB values or on color monitors.
To add colors to the color map:
To subtract colors from the color map:
To add to the list of color rules:
To subtract from the list of color rules:
EDD/DM User's Manual, 2.4 - 27 MARCH 1997 [Next] [Previous] [Up] [Top] [Contents] [Index]
L O S A L A M O S N A T I O N A L
L A B O R A T O R Y