home *** CD-ROM | disk | FTP | other *** search
- ANIMAT.EXE (VERSION 1.0) Copyright (c) 1993 ??????????????
- -------------------------------------------------------------------------
- First Published in PC Magazine June 15,1993 (Utilities)
- -------------------------------------------------------------------------
-
- ANIMAT.EXE:
- ICON ANIMATOR is a Windows 3.1 utility that gives you the
- ability to bring an icon to life when you minimize a running application,
- by displaying a timed sequence of icon frames in place of the usual static
- icon. Up to 16 animation sequences can be used at once, each associated
- with a different application. The frame rate (the amount of time between
- frames) for each sequence is user-selectable, and different animated icons
- can run at different speeds.
-
- Not only do icons add fun to your Windows environment, they also
- make minimized programs easier to recognize. With programs like IconDraw,
- Borland's Resource Workshop, Norton's icon editor, or with our own IKE
- utility (PC Magazine, March 26, 1991), you can customize your icons, but
- we decided to go a step further. Until now, icons have remained static
- and inert. Wouldn't it be nice to see the pencil scribble back and forth
- when you minimize NOTEPAD?
-
- To recompile the program after making changes of your own, you'll
- need either the Borland C++ 3.1 compiler or the Microsoft C 6.0 compiler
- and the Windows SDK.
-
- Before you can put ICON ANIMATOR to work, of course, you must create
- the individual images (the frames) that will comprise the animation
- sequence. For this you'll need a separate icon editor. In addition to
- the editors mentioned at the outset, any number of public domain icon
- editors are available for downloading from various bulletin boards.
-
- In selecting a suitable icon editor, look for two things: the
- ability to draw an icon transparently, that is, without a background
- of its own; and the ability to save the drawn image under a filename,
- move the entire image a few pixels and save it under a new filename,
- move it and save it again, and so on. This will eliminate the need to
- redraw the entire icon for each frame of the animation sequence.
-
- For example for a bouncing ball sequence, you might begin your
- frame sequence by creating an image with the ball at the top of the
- editing area. Save this first frame as BALL1.ICO. The next frame,
- to be saved as BALL2.ICO, will use the same image, but this time it
- will be drawn two pixels lower, and so on, until the ball reaches the
- bottom of the editing area. (Typically, the editing area is 32 by 32
- pixels overall.) If the ball is only to bounce up and down, you can
- then re-use your previously drawn icons in reverse order to show the
- ball traveling back up to the top of the frame.
-
- Including a numeral as part of each .ICO filename will help you
- keep their order straight when you are ready to put them into an
- animation sequence (an .ANM script file) for ICON ANIMATOR to run.
- To get you started, I've included the .ICO and .ANM files for the
- bouncing ball as part of the ZIPped archive you can download from
- PC MagNet.
-
- USING ICON ANIMATOR
-
- After downloading ANIMATOR.EXE, copy it to the drive and directory
- from which you want to access it under Windows. There are several ways
- to run the program. As with most Windows applications, you can run it
- using the File Run menu selections. If you don't want ICON ANIMATOR
- to start up automatically, you can put it in any group you wish. Since
- you'll probably want some of your regular programs to use animated icons
- automatically, however, you'll normally install ANIMATOR in your Startup
- Group.
-
- To do this, simply highlight the Startup Group in Program Manager,
- select the File New menu command, choose Program Item, and click OK.
- Fill in an icon title (in this case, Animator would be the obvious
- choice) in the Description edit box, and enter the complete path and
- executable filename on the Command Line. As your working directory,
- specify the directory in which you keep ANIMATOR's frame (.ICO) and
- script (.ANM) files. Finally, you'll want to check the Run Minimized
- box so that ANIMATOR won't come up atop your Program Manager each time
- you start Windows.
-
- Once you have installed the utility and produced a series of images
- with your icon editor, you're ready to use ANIMATOR to create a script
- (.ANM) file. When you run ANIMATOR and choose File New, an <Untitled>
- window will appear. Select Animate and choose Append Icon To End Of
- List. ICON ANIMATOR will now display a File Selection dialog box that
- contains your working directory. Double-click on the .ICO file that
- contains the image that you want to place first in your animation
- sequence (BALL1.ICO, for example). ICON ANIMATOR will display this
- file--complete with image and full pathname--in the window in which your
- script file is being created.
-
- If you should decide to add a second image to your animation
- sequence (BALL2.ICO, for instance), simply repeat the process:
- Choose Animate, then select Append Icon To End Of List, double-click
- on the correct .ICO file, and ANIMATOR will display it in the <Untitled>
- window as the second item.
-
- Either during or after creation of an .ANM script, you may find
- it necessary to make editing changes. If you need to edit a script you
- have already created, simply select File Open. ICON ANIMATOR will
- present a list of all the .ANM files in your working directory.
- Double-click on the script you want to edit and ANIMATOR will display
- it in the window. Obviously, if you're in the process of creating a
- script, it will be displayed already.
-
- Suppose, for example, that after correctly making BALL1.ICO the
- first frame in your sequence, you accidentally skip BALL2.ICO and make
- BALL3.ICO the second frame in the sequence. If you double-click on
- BALL3.ICO to highlight it, and you then select Insert Icon into List
- from the Animate menu choices, you'll be able to repair your omission.
- To remove an icon frame file from the list, simply highlight it and
- select Delete Icon from List from the Animate menu.
-
- ICON ANIMATOR also supports the File Manager's drag-and-drop
- protocol as an alternate way to insert or append icons. To insert an
- icon or a list of icons into a specific position, select the file(s)
- from File Manager (either with the mouse or by choosing File Select
- Files), and drag the file atop the desired position in the icon script
- list. Dragging past the end of the list and releasing the left mouse
- button appends the file to the end of the list.
-
- After your list of frame filenames is complete, you have but two
- remaining tasks. First, you must specify the frame rate; that is, the
- time interval to be inserted between frames. Second, you must associate
- the animation sequence with an application. You execute both these
- configuration options by selecting Settings from the Animate menu.
- The default time interval between frames is 100 milliseconds, but you
- can choose any value between 20 and 20,000 ms.
-
- There are two ways to associate or link an animation sequence to
- an application. If the application is already running, press the Link
- to Running Task button; otherwise, press Link to an Executable File.
- Your choice will be displayed to the right of the words Linked to File.
- To avoid losing the linkage when ANIMATOR is closed, you should also
- check the Automatically Animate check box.
-
- After you have linked an animation sequence to an application, you
- can see it work by selecting Go! from the Animate menu and then minimizing
- the application. At this point, however, your script has not yet been
- saved, so don't choose File Close. Rather, select the File Save (or
- File Save As if you want a new filename for your script) to record what
- you have done.
-
- The Stop and Go! choices on the Animate menu form a toggle whose
- status is reflected by the status bar at the bottom of the main ANIMATOR
- window. ICON ANIMATOR also has a Window drop-down menu that contains
- the standard Cascade, Tile, Arrange Icons, and Close All selections.
- It also shows the command line for all open ANIMATOR windows. Selecting
- a script window title in the menu activates that specific script.
-
- Once you have prepared the animation scripts, add the ones you
- want to use regularly to the ANIMATOR Command Line as parameters. To do
- this, simply highlight ANIMATOR in your Startup Group, select File
- Properties from the Program Manager menu, and add the animation script
- filenames to the Command Line. For example, if you keep ICON ANIMATOR
- and its related files in the PCMUTILS subdirectory of your Windows
- directory on drive C:, enter
-
- C:\WINDOWS\PCMUTILS\ANIMATOR.EXE BALL.ANM
-
- on the Command Line. To load more than one script, just enter it thus:
-
- C:\WINDOWS\PCMUTILS\ANIMATOR.EXE BALL.ANM BELL.ANM
-
-
- Note: In order for any program you run to have its icon replaced
- with its animating icon automatically, you must put the script file on
- the command line as a parameter.
- -------------------------------------------------------------------------
- PHILIP B. ESKELIN, JR., IS A SOFTWARE ENGINEER AT TURNING POINT SOFTWARE.
- -------------------------------------------------------------------------
-