Objects
Overview
A screen requires objects to interface and interact with the device operator. This means having objects to display and collect information.
There are three types of objects ("Display Objects"; "Input Objects" and "Menu/Selection Objects") that can be used in a project. When opting for a specific object, always take into account the purpose and characteristics of the selected element.
Types of Objects
Display Objects
These objects only display information, it is not possible to use them for data input.
Some objects have an event/action attached to them ("Display Text"; "Display Header"; "Display Image" and "SoftKey").
Other objects may simply add a visual element to a screen ("Display Line"; "Display Shape").
Some Display Objects are exceptions:
Although the "Gauge" is mostly a visual element in a screen, in the sense that you cannot associate an event/action to it, it also contains a dynamic element because the object displays data/values provided by variables.
Input Objects
These objects are used to receive data from the device operator. When dealing with Input Objects, always take into account the type of data that is collected. The input data is always stored in temporary memory locations called variables. See Working with the Variable Processes Group.
"Input Keyboard" - receives data through the keyboard (virtual or hardware keyboard).
"Input Barcode" - only accepts barcode capture.
"Input Date"/"Input Time - used, specifically, for date and time information.
"Input Spin"/"Slider" - used to input numeric values, typically for quantity.
"Input Cash" - used to input monetary values.
"Input List" - used to input data in a controlled manner, by selecting from a list of options.
"Signature Capture" - only accepts signature capture.
Menu/Selection Objects
The main object's feature is to present the device operator with predetermined options, in the form of menu or list, to select from.
The Menu Objects display a menu that allow the device operator to jump to a specific application point ("Menu Button"; "Menu Text" and "Button").
The Selection Objects offer predetermined options for the device operator to select from. These selections derive from data already in the application and are always stored within variables ("Combo Box"; "CheckBox"; "Radio Button"; "File Browse", "List Box", "Advanced List Box" and "Grid").
Events Associated with Objects
Events are specific actions performed by the device operator that trigger actions within the application. These actions, which are defined by the programmer, are designated, in MCL-Designer V4 environment, as processes.
There is always a default event associated to an object. Some objects can include more events than just the default one.
There are 5 types of events associated with objects depending on their type ("Display, Input or Menu/Selection Objects"):
1. On Click
Is associated with some Display Objects as well as some Menu/Selection Objects. When the device operator clicks an object, an action immediately follows.
2. On Timer
Associated with all Input Objects and some Menu/Selection Objects. This event is an exception because it is executed if the device operator is inactive. It consists of a countdown after which the operational flow is pushed forward or backwards.
3. On Change
Associated (by default) with all Input Objects as well as some Menu/Selection Objects. It is executed after data input by the device operator.
4. On Hotkey
Can be executed with all Input Objects and some Menu/Selection Objects. It is used to define an action following a keystroke in a virtual or hardware keyboard.
This event can be used simultaneously in a screen and in one or more objects, so, it is important to understand how the system will handle "hotkey" event priority. The "hotkey" events will be triggered as follows:
1. The hotkey event associated to an object when it comes into focus (a hotkey defined by the developer within a Grid object which triggers a specific process/action).
2. The use of embedded keys within the object with focus (navigating the fields of a "Grid" object with the use of arrow keys).
3. The hotkey event associated to the screen that contains the object with focus but triggers other processes(actions).
5. On Button #
Only associated to an "Advanced List Box" object that contains the button element. Depending on the amount of button elements that the "Advanced List Box" style contains, there will be a corresponding number of default "On Button #"events. When the device operator clicks a button included in the object, it triggers an action.