Object Commands SECTION 6 Functions and Methods
49
Typical Examples
TEXT_3.colour (blue)
or
TEXT_3.colour = blue
The object 'TEXT_3' is set to blue.
BALL.colour (35 + 0x1000000)
The object 'BALL' is set to colour 35 from the colour palette.
BALL.colour (0xFF0000,@FILL)
The object 'BALL' is set to blue.
shade = tint1 + tint2
IF shade > 65 OR shade < 0 THEN
shade = 0
ENDIF
ELLIPSE_1.colour (shade + 0x1000000)
The point 'shade' is set to a value based on 'tint1' and 'tint2', and is tested first
to ensure that it is a value between 0 and 65. If 'shade' falls outside this range,
then it cannot be applied as a colour to an object, and is therefore reset to 0
(or black). ELLIPSE_1' is set to the palette colour of the value of shade.
References
Refer to chapter 6, Colour Palette for details of colour names and colour
numbers.
6-1-5 Disable
Syntax
objectname.disable (expression)
Remarks
Typical Examples
disable (TRUE)
The current pushbutton object to which this example applies is disabled.
PUSH_8.disable (count AND flag)
The selectable object 'PUSH_8' is disabled provided Integer point 'count' AND
Boolean point 'flag' return ''TRUE''.
context This argument is optional an may be omitted. It defines
which part of the object has it's colour changed. May be
one or more of:
@FILL - change fill colour
@FRAME - changes frame colour
If omitted both are changed. Equivalent to @FILL |
@FRAME
Argument Description
Argument Description
objectname This is the name of the object. Where a script is directly
attached to an object, objectname is not required.
expression The expression can be made up of points resulting in
'TRUE' or 'FALSE'.