Underneath the uSD stuff there's a call to gfx_Set(), which is just to set up the screen mode. Because you won't always need to pull strings, fonts, or images from the uSD, these lines are commented out by default. It looks like a lot of code for a simple framework, but, once you dive into it, you'll find that it's mostly routines related to pulling resources from the uSD card. Hndl := file_LoadImageControl("NoName1.dat", "NoName1.gci", 1) hstrings := file_Open("NoName1.txf", 'r') // Open handle to access uSD strings, uncomment if required hFontn := file_LoadImageControl("NoName1.dan", "NoName1.gcn", 1) // Open handle to access uSD fonts, uncomment if required and change n to font number dropping a and c if > 9 Uncomment the following if uSD images, fonts or strings used. var hFontx // Handle to access uSD fonts, uncomment if required and change n to font number var hstrings // Handle to access uSD strings, uncomment if required Program Skeleton 1.0 generated 10:25:58 AM Before we get ahead of ourselves, though, let's take a look at that skeleton code: #platform "uLCD-32PTU" In fact, using the ViSi editor, you can click and drag widgets onto the target device the same way you would in the Genie. This will be familiar to anyone who has used the ViSi Genie. Nifty! To the right you'll see a picture of the target device. You'll notice that there's already an outline of a program there, which was generated by 4D Workshop and includes a library specific to your target device. The large text input field is where you'll write the 4DGL code that controls the screen.
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