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- DRAWING TECHNIQUES
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- Start out using the program by experimenting. Try
- using the various functions and actions and noting
- the results. With a little time and practice using
- the program becomes very fast and efficient. For
- major works take time to plan out the order in
- which you will create the drawing. It is generally
- best to start with the details, shrink these down
- and combine them to produce the final drawing.
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- If you want the printed drawing to look like the
- screen the reverse video action should be chosen
- from <F1> just before printing. This is useful
- showing things like planetoids. The black back-
- ground is more natural. Mechanical drawings should
- be printed out without reversing the screen so that
- they correspond to the standard method of viewing.
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- Since many of the actions take place inside of
- boxed areas it is advisable to create parts of a
- drawing separately and then combine them at the
- end. This can be accomplished by drawing the vari-
- ous components on different parts of the screen or
- by using a screen for each component and combining
- screens using the copy action of <F7>.
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- EXAMPLES:
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- To draw box: Move the cursor to one of the corners
- of the box. Select desired color of box with <F10>.
- Select <F2> and <r>ectangle to display the box as
- it is drawn. Move the cursor to form the box as
- desired. Use the <Shft-Cursor> keys to adjust the
- start point of the box if needed. Hit either <F2>,
- <ENTER>, or <F1-F8> to complete function and draw
- box. Respond <y> to the "Correct (y/n)?" prompt to
- keep the box or <n> to return to the drawing as it
- was.
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- DRAWING TECHNIQUES 5-1
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- To draw a circle: Move the cursor to the desired
- center of the circle. Select desired color of the
- circle with F8. Select <F3> and <c> for circle.
- Move the cursor to the desired radius and hit
- either <F3>, <ENTER>, or <F1-F8> to complete func-
- tion and draw circle. If the circle is not prop-
- erly centered simply hold down the <Shift> key
- while using the cursor keys. Respond as desired to
- the "Correct (y/n)?" prompt.
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- To draw a line: Move the cursor to the start of the
- line. Select <F6> and <l>. Move cursor to position
- line as desired. Use a <ENTER> or <F1-F8> <l> to
- mark next point on line. Continue drawing lines.
- To stop momentarily use the <Space Bar>. If you
- make an error <Back Space> can be use to erase the
- last line and redraw up to where you are. Line
- width can also be set using the <w>idth command of
- the CURSOR MODE and changed at will while drawing
- the line. The color can also be varied as the line
- drawn and you can switch back and forth with <d>ot,
- <p>arallel line, and <s>poked line. When last
- point of line has been marked, select F6 and either
- <e> or <E> to end the line. If <E> is chosen the
- line is not only drawn on the screen, but saved to
- disk under user specified name. It can be retrieved
- at any angle and any scale using <F6 o>. Even if
- you did not save the drawing to disk it is still
- available for reuse, continuation or modification.
- Select <F6 O> to redraw the last vector.
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- To erase an area: Move the cursor to a position at
- one of the corners of the area to be erased. Select
- <F7 e> to mark the corner. Move the cursor to
- enclose the desired area with the display box. As
- with box the <Shft-cursor> keys can be used to
- modify the initial corner position. Select <ENTER>
- or <F1-F8> to mark the opposite corner. Copy works
- the same way.
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- DRAWING TECHNIQUES 5-2
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- Creating 3-D looking spheres or planetoids is easy
- using the spray paint feature of <F4>. Start by
- drawing a circle of desired size, next paint it
- with <F5> as desired. Move the cursor to a loca-
- tion on the now painted circle and select <F4 s> to
- spray paint one of the colors in the circle or if
- you prefer use <F4 Alt-s> to spray paint all fore-
- ground colors. Next move the cursor to one corner
- of the square containing the circle and select
- <ENTER> to mark that corner. Next enclose the
- circle in a box by moving the cursor and select
- <ENTER> a third time to begin spray painting. This
- is a fun operation to use with the key macro since,
- by varying the cursor speed before calling the
- macro will result in different size planetoids.
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- Very complex and interesting patterns can be
- created by copying and area and then moving off the
- screen with <F7 a>nimate. Try this with the file
- KD-PTRN.PIC, which can be retrieved with <F7 o>ld.
- When you obtain a particular pattern you want to
- use leave it on the screen with <F7 M> and then
- copy it again. Next move over the object you wish
- to paint with this new color pattern. Select <F7
- Ctrl-m> to paint the object. (Note the object
- should be in color 3 for best results.)
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- 3-D oblique drawings can be made quickly from 2-D
- drawings. In high resolution, draw a box with <F2
- r>; copy the box with <F7 c>; set the cursor speed
- to 1; move one space to the left and one space up;
- select <F7 s>; move alternately one step left and
- one step up until cube is of desired size; select
- <F7 M>; and the cube is complete.
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- Schematics and flow charts can be readily created
- from predefined symbol libraries. Creating your
- own symbol libraries is easy and straight forward.
- For objects that you want to bring in at different
- sizes and angles the features of <F6> are ideal. As
- an illustration, lets consider creating symbols of
- furniture to use in laying out an office. Start by
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- DRAWING TECHNIQUES 5-3
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- setting the scale of the screen so that the furni-
- ture will nearly fill the screen when drawn to get
- the maximum resolution. Move to 0,0 with <Alt-1>,
- select <F6 l, d, p, s> to start drawing the item.
- When you have completed drawing the item select <F6
- E> to end line drawing save the vector image to
- disk. Give the item an appropriate name and go to
- the next item. When you are working on the room
- layout simply call up the required object from disk
- using <F6 o>, rotate it if desired, and place it
- where you want.
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- Special effects can be created by setting the back-
- ground attribute to something other then the actual
- background. Try setting the background with <B> to
- <1>. Now draw a box or circle or line. Note how
- the object is left behind as you move the cursor.
- When you hit the <ENTER> key the screen is
- refreshed and then the final box/circle/ line is
- drawn, but sometimes it is desirable to use <B> to
- create patterns and other effects much quicker than
- otherwise possible. At any time you wish to pre-
- serve what the screen shows, select <k>eep and it
- will be saved.
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- 16 Colors: If you have a composite color monitor or
- TV set you can obtain sixteen colors instead of the
- normal 4 available in RGB. Set the color palette
- to the second palette where color 1=Green, color
- 2=Red and color 3=Yellow. Draw several boxes,
- circles, or polygons on the screen. Move the cur-
- sor to within one of the figures and select <F5
- Alt-p>aint. A color bar will appear showing 16
- color choice, but these won't look that great.
- Select a </> and the colors change to 16 distinct,
- vibrant colors on a composite monitor. Select the
- number you desire and specify the color of the fig-
- ure and wholla the object is painted. Most of the
- other drawing functions only recognize the four
- primary colors so some care must be taken when
- creating a composite picture.
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- DRAWING TECHNIQUES 5-4
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- Macros included with PC-KEY-DRAW can be an ideal
- method of learning how to use the program. By
- watching the macros you can get a feel for what can
- be done. By reading the macro files you can learn
- the exact key strokes required to create a given
- effect. See the following section on editing
- macros for more information. The macros should be
- translated to TeXT form for improved readability
- and printed out. Try entering the key strokes as
- they are and see what happens. Note that some
- macros start with a lot of initialization, while
- others get right down to drawing.
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- Several things can be done to slow macros down so
- that what is happening is more visible. Try turn-
- ing on the Help menu by setting the program to
- Novice mode in the <Ctrl-s>tatus screen. Remove
- the *|2 or *|1 line in the macro so that the cursor
- and prompt are shown when the macro is run. This
- makes it run a lot slower. You can even add
- <Alt-p>ause commands at various places in a macro
- so that it stops for awhile before proceeding.
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- DRAWING TECHNIQUES 5-5
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- KEY MACRO
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- Perhaps one of the most powerful functions of PC-
- KEY-DRAW is the key macro command, because it has
- so many different uses. I have yet to fully
- explore all of the uses of the key macro, but they
- include saving entire drawings, creating slide
- shows, saving commonly used routines/figures, and
- performing repetitive operations. The key macro
- command works by recording all of the key strokes
- you make and saving them to disk in a sequential
- ASCII file. The program keeps track of the same
- key being hit a multiple number of times and
- records not only the key, but its repetition num-
- ber. Key macro files can be very small and still
- do quite a lot.
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- Saving Entire Drawings: PC-KEY-DRAW provides numer-
- ous ways to save a drawing, which way you use
- depends on a variety of factors. The key macro
- offers a way to save a drawing that is rather dif-
- ferent from the rest, because, instead of saving a
- completed drawing, you are saving the steps to
- create that drawing. When the key macro is used to
- save a drawing it should start by properly initial-
- izing the program, so that each time it is called
- the result will be the same. After selecting create
- macro with <Alt-k c> and naming it, initialize the
- program. Initialization should start with refresh-
- ing the screen with <F8 f>, setting the cursor to
- 0,0 with <Alt-1>, setting the cursor speed to one
- with <Shft-F9>, and setting the color to 1 with
- <Shft-F10>. Then proceed to create the drawing.
- When the drawing is complete, end the key macro
- with <Alt-k e>. The drawing can then be redrawn
- with <Alt-k r> and the macro name. IRIS2.MCR (on
- Library Disk #2) is an excellent example of saving
- an entire drawing.
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- KEY MACRO 6-1
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- Slide Shows: Very interesting slide shows can be
- created quickly and easily using the key macro com-
- mand. The complete drawing capability is avail-able
- to be used in the slide show. Slide shows are
- created simply by starting the macro and then per-
- forming the desired steps. This might be as simple
- as calling up a series of already completed draw-
- ings and pausing in between them or may include the
- actual creation of the drawing as part of the show.
- The DEMO.BAT (formally SAMPLE) macro included on
- the program diskette was created simply by drawing
- what I wanted. As with the saving of a drawing,
- slide shows should be initialized for best results.
- Portions of a slide show can be done separately and
- then combined by linking or merging. Linking is
- performed by calling the next sequence from the end
- of the first. In this way slide shows can be very
- long or continuous. Merging is accomplished using a
- word processor and actually combining files. (See
- Editing Macros.)
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- The <*> command is useful for slide shows and you
- may want to include it as part of the initializa-
- tion. Normally the prompts for the program will be
- displayed as a macro is run, but by using a single
- <*> at the beginning of the command all printed
- prompts can be suppressed. This not only improves
- the appearance of the slide show, but it greatly
- speeds the execution time. Entering <*> twice will
- stop printing of prompts and will hide the cursor.
- From a text editor put the following to stop the
- prompts:
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- *|1
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- or use the following to stop the prompts and hide
- the cursor:
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- *|2
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- KEY MACRO 6-2
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- Saving Commonly Used Routines/Figures: Certain
- operations can be saved for later use in another
- drawing. These saved operations can be called from
- disk as needed to perform the required task, and
- save having to manually do the task. Generally,
- routines should include minimal initialization for
- the maximum flexibility. Various figures that are
- commonly used can also be saved with the key macro
- command, as they will probably require less disk
- space then if saved with one of the other methods.
- The penalty for doing so is the time required to
- create the figure on the screen will be longer than
- that required to simply call the completed drawing
- from disk. However, for saving border patterns and
- the like, the key macro command is ideal.
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- Repetitive Operations: Key macros can be used to
- automate certain repetitive actions and save you
- significant time. An example of such is the creat-
- ing of concentric circles or ellipses using all of
- the available colors. Try the following:
- 1. Locate the cursor in the center of the screen.
- 2. Set the cursor speed to 1 and the color to one.
- 3. Start the key macro with the name CIRCLE.
- 4. Draw a circle of radius one pixel.
- 5. End the circle and confirm that it is correct.
- 6. Move the cursor to the center of the circle
- using <C>.
- 7. Step the cursor speed up one using the <+> key.
- 8. Step the color up one using the <F10> key.
- 9. Select <Alt-k> and run the macro CIRCLE from
- itself.
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- At this point the program should start drawing
- circle after circle, each time incrementing the
- color and the size by one. To stop the macro use
- <Esc>. Try some other short drawings and linking
- them to themselves.
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- KEY MACRO 6-3
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- Configuration: While PC-KEY-DRAW provides a config-
- uration screen, it does not remember everything
- that you may want it to remember the next time you
- run the program. A simple solution is to create a
- key macro that does the desired configuration, such
- as adjusting the screen. Version 3.1 allows macros
- to be called from DOS when the program is called,
- by simply entering the name of the macro on the
- command line after the program name, followed by a
- space.
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- Editing Macros: The editing of macros created from
- version 3 is limited to using a word processor. The
- file is straight ASCII, but beware that what may
- look like a common space CHR$(32) is actually an
- ASCII zero CHR$(0). Also beware that cursor posi-
- tion is relative, not absolute. The use of a back-
- ground editor, such as Sidekick, can be of great
- benefit, since it can be called up while you are
- working in PC-KEY-DRAW. Be sure that the particu-
- lar background program you are using works when the
- screen is in a graphics mode!
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- The macro files are set up so that each line is a
- command followed by a separator (|) and the number
- of repetitions. The command is the actual key
- stroke code. While MaCRo files can be edited
- directly it is easier to first convert them to TeXT
- files using KD-TRANS.EXE.
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- Since errors you may make are recorded you may want
- to edit them out of a slide show. This can be done
- easily to the ASCII file by removing only the com-
- mands and not the cursor movement that may occur as
- part of the command.
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- One of the most common editing method will be the
- merging of files together to create one big file.
- When merging files care must be taken to ensure
- that all parameters are set to the value needed by
- consecutive parts of the macro. For example the
- cursor position at the start of a macro will deter-
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- KEY MACRO 6-4
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- mine the actual end result.
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- One handy feature of a key macro is the ability to
- call a second macro at the end of the first, allow-
- ing unlimited macros to be chained together when
- run, but reside separately on disk. To avoid hav-
- ing to edit the macro, work in reverse, starting
- with the last section first and be sure that each
- macro includes its own initialization.
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- Macro files contain the key strokes used, followed
- by a separator (|) and a number to indicate the
- number of times the key was hit in a row. If the
- key was a command it will only appear once while
- something like a cursor movement key may have been
- hit many times in a row. Text can be added after
- the repeat number for the purpose of placing
- remarks in a macro. This is especially convenient
- for including notes to others on what the macro
- does and how to use it. The following is a short
- example of what a macro file would look like after
- being translated with KD-TRANS.EXE to a TeXT file:
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- SHFT-F10 |1 Force Color to Color 1
- SHFT-F9 |1 Force Cursor Speed to 1
- + |4 Add four to the Cursor Speed
- F2 |1 Select Function 2 Rectangles
- p |1 Select polygon
- 5 |1 5 sided
- RIGHT |9 Move to the right 9 times
- [ |3 Rotate the polygon
- F9 |1 Drop speed to 1
- [ |1 Rotate the polygon
- ENTER |2 End polygon and indicate correct.
- F9 |1 Toggle speed back to 5
- LEFT |5 Move into polygon
- F5 |1 Select F5 Paint & Pattern
- ALT-P |1 Select Alternate paint
- 8 |1 Choose Color 8 for fill
- 1 |1 Choose Color 1 for border
- ENTER |1 Confirm correct.
- ALT-K |1 Select Key Macro
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- KEY MACRO 6-5
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- You can duplicate the above by simply entering in
- the above keys the number of times indicated. The
- remarks to the right of the repeat number should
- not be entered. Note that KD-TRANS expects the key
- stroke name to be exactly 10 characters and spaces.
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- DOS and Macros: Macros can be called from DOS as
- follows:
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- KD-DRAW FILENAME
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- where FILENAME is the name of the macro file to be
- called once KD-DRAW is loaded. A MCR extension is
- assumed. If another extension is used it must be
- specified or will not be found. This capability
- allows the for slide shows to be run by a user
- knowing nothing about PC-KEY-DRAW or allows set-up
- routines to be run to customize PC-KEY-DRAW to your
- particular application.
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- Macros can be called from BATch files or macros can
- be DOS BATch files. It is possible to create a
- macro that is both a BATch file and a PC-KEY-DRAW
- macro. This allows for lots of possibilities with
- a minimum of extra files on the disk. Some can
- must be taken in setting up BATch file MaCRo combi-
- nations. Use the samples on the program disk as a
- guide. Basically the BATch file is the first part
- and the MaCRo the second. Since no action is taken
- in a macro file until the separator (|) is located
- the BATch file is ignored by the macro.
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- Run Time Mode: Starting with version 3.24 PC-KEY-
- DRAW can be set to work in a Run Time Mode, so that
- the end user can view and run macros without any
- knowledge of PC-KEY-DRAW. To turn PC-KEY-DRAW into
- the run time mode simply remove or rename KD-
- DRAW.HLP. When KD-DRAW is called if it does not
- find KD-DRAW.HLP it only allows a macro to be run.
- In normal operation when a macro is exited by
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- KEY MACRO 6-6
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- <Esc>, normal end of the macro, or an error control
- returns to the CURSOR MODE. In a run time mode
- when the macro is exited control returns to DOS. If
- KD-DRAW.DFT is not found the default drive is
- assumed to contain everything required by the macro
- to run unless a drive is specified in calling the
- desired macro, in which case that drive is assumed
- to contained the primary files needed by the macro.
- There are no restrictions to distributing PC-KEY-
- DRAW as a Run Time program, ie. without KD-DRAW.HLP
- and KD-DRAW.80C, except if a charge for the disk is
- made. If you wish to charge for a Run Time version
- of PC-KEY-DRAW you must have prior written permis-
- sion.
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- Hot Keys: 27 keys can be assigned a macro file
- name so that when the key is struck the appropriate
- macro file is run immediately. The Hot keys are
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- <Shft-F1 to F8>
- <Ctrl-F1 to F10>
- <Alt-F1 to F9>
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- If KD-DRAW.HOT is found on the program disk or in
- the program directory on the hard disk the Hot keys
- are activated. KD-DRAW.HOT contains the listing of
- the key macro files that correspond to the appro-
- priate function keys. KD-DRAW.HOT can be edited
- with any text editor that produces pure ASCII
- files.
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- There are two primary applications for Hot keys.
- The first is to assign commonly used routines so
- that they can be called up quickly as needed. A
- number of such routines are supplied on library
- disk #2 and #3. For example BOLD.MCR produces bold
- faced text from any text brought in with <F6
- Ctrl-t> or <F6 Alt-t>. The second use of the Hot
- keys is for creating a tutorial using the function
- keys with an on screen menu.
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- KEY MACRO 6-7
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- Supplied Macros: Numerous macros are supplied with
- PC-KEY-DRAW. Some are for demonstration of the
- programs capability, some are more entertaining
- then anything else, while others perform various
- routines that are of use to a serious PC-KEY-DRAW
- user. The following discusses several of the more
- significant macros. Most of the supplied macros
- have remarks that can be read using a text editor
- or simply TYPE from DOS to show instructions for
- the macro. Use <Alt-1> <F6 T a> from PC-KEY-DRAW
- to read the macro remarks before running it. Be
- sure to answer <n>o when asked if correct or the
- text will become part of your drawing. It is a
- good idea to add remarks to any macros that you
- write. In particular you should provide informa-
- tion as to any premacro operations that are needed
- for successful operation of the macro. Remarks can
- be added with a text editor.
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- Sample Demo: A sample demo is included on the pro-
- gram disk. It was created in several sections and
- then edited together. Note that the prompt line
- has been turned off for most of the demo for a
- cleaner look and faster execution. DEMO.BAT (for-
- mally SAMPLE.MCR) may stop at several points and
- wait for input from the keyboard before continuing.
- A short line is displayed in the bottom right cor-
- ner when the macro is waiting for user input. The
- <Alt-p> command could also be used when you want
- the macro to suspend operation for a specified
- length of time. DEMO.BAT is both the Batch file and
- the macro.
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- Slide Show Demo: A demo slide show is included with
- the numerous screens and pictures on Library Disk
- #1. SCNSHOW.MCR is a macro that calls previously
- created screens and partial screens using a variety
- of display techniques. This method of operation is
- similar to other Slide Show programs, but far more
- powerful.
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- KEY MACRO 6-8
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- Drawing Demo: Library Disk #2 contains the macro
- IRIS2.MCR that creates a drawing of an iris from
- scratch. You can watch the moves that the artist
- made to construct the drawing. Mistakes and
- changes of mind have been left in to show the pro-
- cess behind the picture. The completed picture is
- contained in IRIS3.SCN. My wife Brenda drew this
- picture with minimal help from me. As I said, she
- is an artist and it is very clear seeing the
- results of IRIS2.MCR. IRIS2 took 4 hours from
- start to finish to create and then edit the macro.
- In that 4 hours she stopped and we ate dinner.
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- Routines: Library Disk #2 contains several useful
- routines. Two of the most useful are OVERLAY.MCR
- and OVERLAY2.MCR. Both take an object currently
- being animated and through a series of steps over-
- lay the object onto the background. Which one you
- use depends on the object that is to be overlaid.
- OVERLAY will leave a dark outline around the object
- which is ideal for many, but not all objects. OVER-
- LAY2 does not leave the outline and is therefore
- better for certain objects. Both macros were writ-
- ten to make use of Screen 2 and Screen F7 as work-
- spaces, so anything in these screens when you call
- the macro will be lost. It would be easy to write
- a macro that does not use Screen 2, but uses the
- disk for temporary storage instead.
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- KEY MACRO 6-9
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- PAGES AND LAYERS
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- PC-KEY-DRAW version 3 allows you the option to draw
- using up to 64 pages or 64 layers. The two cannot
- be used at the same time. Pages and layers are
- saved on the workspace disk, which can either be a
- RAM disk, hard disk, or floppy. To use all 64
- pages/layers about 1.2 megs of memory is required.
- In addition to use more than about 20 pages/layers
- you must set up a subdirectory for the workspace.
- See your DOS manual for information on creating and
- using subdirectories.
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- Screens: There are four screens available for
- creating drawings. Generally you will use SCreen 1
- or SCreen 2 as the main drawing screen. You must
- be in SCreen 1 to access the pages. The other main
- screen is generally used as a temporary workspace
- or for holding symbols, shapes, patterns that you
- need to access quickly and repeatedly. If you are
- using layers SCreen 2 becomes the visual layer and
- SCreen 1 is the active layer.
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- Screen 3 is called F7 and it shows that last object
- copied, erased, animated, etc. Most of the drawing
- functions can be used in F7, although some may
- behave differently. F7 is an ideal screen to use
- to modify something that was just copied before
- placing it on the drawing. For example to change
- the color of a FONT before placing it on one of the
- main screens. <F8 o>ld, <F8 O>ld sequential, and
- <F8 s>ave work differently in screen F7. Instead
- of manipulating full screens the partial screens
- normally associated with the F7 key are retrieved
- or saved. This makes <F8 O>ld sequential particu-
- larly useful since it lets you browse through the
- partial screens as you normally would with the full
- screens.
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- The final screen is very limited and contains the
- 25th line of the main screens.
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- PAGES & LAYERS 7-1
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- Screens are different from pages in several impor-
- tant ways, but perhaps the most significant is
- where they are stored. Screens are stored within
- the 192K the program uses, while pages, other then
- the current page, are stored on the workspace disk.
- For fast access use a RAM disk for the workspace.
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- Pages can be used when you want to create a picture
- that is larger than can be reasonably accommodated
- on a single screen. This might be a large flow
- chart, mechanical drawing, or just a big painting.
- Basically the pages are arranged on an 8X8 grid
- although they can be used as 64 vertical pages if
- desired. It is possible to scroll by 1/2 page
- either horizontally or vertically. To use pages you
- must be in SCreen 1. Portions of a page can be
- readily transferred between other pages using the
- <F7 c>opy function. Pages must be saved separately
- to disk. While in page mode the cursor line will
- show SC1 PG00 when in SCreen 1 & page 00.
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- To scroll from one page to another use <Ctrl-Home>
- to display current position and then use the arrow
- cursor keys to scroll/pan in the direction of the
- arrow by one half screen. Use <PgUp> or <PgDn> to
- move a full page at a time. <Home> returns you to
- page 00 and <End> takes you to the maximum page
- that has been created. When scrolling the current
- screen is saved to the workspace disk, if anything
- has been added, and the disk is searched for the
- existence of the page you are moving to. If the
- page was previously created it is shown, otherwise
- a blank page is shown. Selecting <Ctrl-Home> twice
- displays page 00 without saving the page you are
- currently on.
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- Ultimately the ability to use multiple screens
- should allow some very detailed printed output on
- laser printers. Consider drawing on just four
- pages then printing them out side by side on a
- laser printer for a 1280X400 dot resolution picture
- from a standard graphics card. This is an area I
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- PAGES & LAYERS 7-2
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- hope to be looking at for the next major update.
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- Layers or overlays are very powerful and useful.
- Think of them as drawing on several layers of clear
- plastic. Only the active layer is effected by the
- various functions. The other layers can be visual
- as desired. To use layers you must be in screen 1
- as it is the active screen. Screen 2 becomes the
- visual screen and holds copies of all layers that
- are visual. To use correctly start with SCreen 2
- being clear. Draw the first portion of the graphic
- on SCreen 1 and then declare a layer with <Ctrl-l>.
- This transfers SCreen 1 to SCreen 2, saves it to
- disk and clears SCreen 1. With SCreen 2 now being
- overlaid with SCreen 1 the drawing will initially
- look the same. Continue drawing and as appropriate
- declare the next layer and so on. There are many
- uses to layers and many ways that they can be used.
- Proper use of layers can greatly speed the creation
- of complex drawings. As with pages, if you want to
- save the various layers you must do so separately.
- When layers are activated the prompt line will show
- SC1L0* when in SCreen 1 and layer 0. The * indi-
- cates that not only are layers active, but that the
- visual layer is currently being shown along with
- the active layer. If the prompt line reads SC1L3
- it means that you are in SCreen 1, Layer 3 and only
- the active layer is being shown.
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- A simpler way of using the layer feature is to load
- a pattern screen into SCreen 2. For example a
- screen containing perspective lines might be put in
- SCreen 2 as the visual layer. Switch to SCreen 1
- and activate layer with an <l>, causing the per-
- spective screen to be shown. Create your drawing
- using the perspective screen for guidance.
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- PAGES & LAYERS 7-3
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- Another use for layers is to load a complex object
- as the visual layer and use the active layer to
- trace the visual layer and save it in a vector for-
- mat.
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- Saving Pages/Layers: As noted the layers and pages
- must be saved separately from within the program.
- An alternate method of saving layers/pages can be
- accomplished from DOS. After completing the vari-
- ous pages exit the program to DOS. If the work-
- space drive is the same as the drive you save draw-
- ings on then use the following command in DOS after
- switching to the workspace drive:
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- REN PAGE.* FILE.*
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- where FILE is the name that you want the file to
- have. To recall the file at a later data you must
- first rename it as follows:
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- REN FILE.* PAGE.*
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- Run the program and select <Ctrl-Home> twice to
- restore the first page.
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- If you use a RAM disk for a workspace then a
- slightly different procedure is needed to save the
- drawings from DOS. Instead of RENaming the files
- COPY them to the desired disk (X:) as follows:
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- COPY PAGE.* X:FILE.*
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- And to retrieve the files use:
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- COPY X:FILE.* PAGE.*
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- Enter the program and retrieve the files using
- <Ctrl-Home> twice.
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- Compressed Saves: A modification of the above tech-
- nique can be used to not only save the pages or
- layers, but to compress them and combine them into
- a single file. Several programs are available such
- as ARC and LUE/LUU that can compress and library
- files. The graphics screens can be significantly
- compressed and by combining them into one file they
- can more easily be kept track of. Which library
- program you use is up to you, but a faster one has
- some advantage over an more efficient one. By
- writing the appropriate macro-batch file combina-
- tion the entire operation can be operated to the
- point where the user has little knowledge of what
- actually takes place.
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- ! REMEMBER!
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- <F8 s>ave will save only the screen you are in and
- not the pages and layers. Refer to the previous
- discussion for information on how to save pages and
- layers.
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- PAGES & LAYERS 7-5
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- LIBRARIES
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- PC-KEY-DRAW provides 6 methods of saving libraries
- of commonly used pictures, screens, fonts, vectors,
- macros, and patterns. Line drawings can be saved
- as vectors for later recall at any angle and scale
- using F6. Portions of the screen can be saved as
- bitmapped images under F7. Fonts can be created
- and then saved using F7 as can patterns. Entire
- screens are saved with F8, while key macros can be
- created for a wide variety of uses. PC-KEY-DRAW
- can also save files as a BASICA subroutine.
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- Vector Saves are ideal for creating objects that
- need to be retrieved at different angles and sizes.
- Possible uses include electrical schematics, flow
- charts, architectural symbols and more. Each ele-
- ment is saved with its own name providing easy
- recall of the elements by name. Artists could use
- this to create special brush patterns/shapes to
- paint with. VCT is the default extension. Cur-
- rently the only objects that can be saved as vec-
- tors are those created entirely from lines, dots,
- parallel lines, or spoke lines. On ending the line
- drawing with <F6 E>nd the vector can be named and
- saved to disk for later use. A vector file con-
- tains the x and y coordinates of the object along
- with color and width information. Previously
- created vector files can be loaded with <F6 o>ld.
- The scale factor is matched to that of the drawing
- unless forced to something else. The rotation
- angle can also be set.
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- Picture Saves are used for complex objects. They
- are ideal for animation and a whole lot more. One
- use is to create small patterns to use as brushes
- for painting with, but a more common use is to save
- parts of the screen for use in other drawings. <F7
- C>opy & save is used to copy an area from the
- screen and save it to disk. PICtures are ideal for
- animation. PIC is the default extension. A FIG
- extension can be specified which results in the
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- file being saved as a series of ASCII numbers. The
- files can be retrieved with <F7 o>ld or <F7 O>ld &
- place. <F7 o>ld brings the file in to animate,
- while <F7 O> places it directly on the screen. To
- view all of the PIC files on the drawing disk, move
- to the F7 Screen, select <F8 O>ld, and the files
- will be brought in one at a time and displayed in
- the upper left corner of the screen.
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- Font Saves provide a method of saving small com-
- monly used portions of a screen, such as text, but
- not limited to text. The portions of the screen
- are created individually and saved under a common
- file. They are retrieved with <F6 Alt-t> based on
- the letter assigned to each picture when saved. FNT
- is the default extension. To save a character use
- <F7 C>opy and name the file with an FNT extension.
- You will be prompted for the character that corre-
- sponds to the one just copied. To ensure that the
- characters line up properly be sure to be consis-
- tent with the location of the top of the character.
- To modify the default letter and word spacing
- select <Space Bar> when prompted for the character
- and enter the desired size in pixels. TYPEMAKE.MCR
- (on Library Disk #3) creates an unusual looking
- text font from the primary text fonts. The created
- font is readily available as KD-FONT3.FNT, but it
- is interesting to watch as it is created. Direc-
- tions for TYPEMAKE.MCR are contained in the file.
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- Screen Saves can be used as a library by saving
- multiple pictures on one screen and then recalled
- using template of F8. This lets you group commonly
- used pictures under one name and uses them as
- desired. Generally saving complete screens will be
- the most commonly used storage method. SCN is the
- default extension. SCN files can be view sequen-
- tially for either screen 1 or screen 2 by selecting
- <F8 O>ld.
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- LIBRARIES 8-2
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- Pattern Saves are in the same basic format as Pic-
- ture Saves, only arranged as 40 X 23 blocks for
- retrieval using the pattern fill function of F5.
- Actually any PIC file can be used as a pattern
- file. Pattern files can be used for simple painting
- or definitive patterns used for architecture or
- cartography can be created. 64 different patterns
- can be saved in one file. The <F1 Ctrl-z> screen
- size is identical to the pattern size. PIC is the
- default extension. PATMAKE.MCR (on Library Disk
- #2) will create a blank pattern screen with a grid
- of 64 blocks that can be replaced with the patterns
- you are creating.
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- Macro Saves have many, many uses. See section on
- KEY MACRO for details as to macro use. MCR is the
- default extension.
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- BASICA Saves are accomplished in much the same way
- as Picture or pattern saves using <F7 C>, except
- that when a BAS extension is added to the file name
- the file is saved as a subroutine that can be
- merged into a BASICA program that you are writing.
- The file will always start a line number 20000 so
- you will have to RENUMber before merging several
- together. The subroutine created can be called and
- will load an array with the data so that the array
- can be put on the screen using the PUT command of
- basic. This is ideal for writing games or for
- writing programs with graphical interfaces. PUT is
- an ideal way to get simple animation in a BASICA
- program. Any of the files on the library disks can
- be turned into BASIC subroutines. See your BASICA
- manual for detail information on merging BASICA
- files, and using graphic commands, like PUT and
- GET.
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- Creating Libraries: While PC-KEY-DRAW is ideal for
- creating libraries, it currently comes with a lim-
- ited supply of libraries. I have created many
- libraries for my own use, but they include things
- that would be of little use to anyone else. Most of
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- the libraries I have created relate to motion com-
- pensated cranes and there just isn't much call for
- such symbols. At the time of this writing PC-KEY-
- DRAW includes four font libraries, seven pattern
- libraries, and a number of macro libraries. I do
- not have the time or the talent to create general
- purpose libraries, but some of you might. Please
- send any libraries that you create to me for evalu-
- ation. Unregistered users can receive credit
- towards registering, while registered users can
- receive credit towards updates or CA$H back. Yep,
- I am willing to pay for good libraries in any of
- PC-KEY-DRAW's formats, including printer configura-
- tion. The actual price will depend on the type,
- quality, and general use of the library. Please
- indicate what you think the library is worth.
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- I reserve the right to withdraw this offer at any
- time. Please send original libraries only and not
- copies of other program libraries.
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- Library Disks: Several library disks are supplied
- with PC-KEY-DRAW. The library disks contain numer-
- ous files saved with many of the possible save
- techniques offered by PC-KEY-DRAW. See Appendix H
- for listing of the library disks currently avail-
- able.
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- LIBRARIES 8-4
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