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- Dura Screen
- (C)Copyright J. Adkins 1986, 1987.
- P.O. Box 1160
- Rialto, CA 92376
-
- Released to public domain 3/9/87
-
- ******************************************************************************
- This program represents many hours of work. You are encouraged to give away as
- many copies as you want. A donation of any amount will be greatly appreciated.
- Please send donations to the above address.
- ******************************************************************************
-
- INSTRUCTIONS FOR USING DURA SCREEN. (C)Copyright J. Adkins 1986.
-
- DURA SCREEN generates fancy color menus and input screens. The number of colors
- and complexity of the generated screens are almost unlimited. It must be
- mentioned, however, that a large number and variety of colors will cause your
- generated program to be larger. A simple one color program might require 50
- lines. A program that generates a rainbow of colors and dozens of screen
- inputs can go over 500 lines.
-
- Files are written to disk in 8 different formats:
-
- DISK FILE:
- A file is saved that contains all the necessary information to write a
- program. It is suggested that you use this mode to save all your projects.
- Later, it can be retrieved and programs can be generated.
-
- STANDARD SCREENS:
- The generated code is designed to work on most all computer systems that can
- support Turbo Pascal.
-
- IBM SCREENS:
- The generated code will only work on IBM or close compatible screens because
- the output is sent directly to the screen memory. These screens are about 10
- times faster than the standard screens that use the writeln statement. This
- code and the standard screen code can be used in other Turbo Pascal programs.
-
- BASIC SCREENS:
- The generated code is written to a disk file in the BASICA language format.
- Most IBM color compatible systems should be able to execute this code. You
- can also merge it into other BASIC programs.
-
- C LANGUAGE SCREENS:
- Non-Color graphics screens are generated in C. The screen color attributes
- aren't yet supported in this format.
-
- ASSEMBLER SCREENS:
- Like the C Language screens, The screen color attributes aren't yet supported.
- The generated code can be assembled, linked and executed.
-
- PROLOG SCREENS:
- Screen color attributes are supported, however, it is wise to stick with
- fewer colors. Screen input variables of String, Integer and Real are
- supported, but type checking is not done on the input.
-
- DBASE III + SCREENS
- A 'PRG' file will be created. Screen variable type and length checking is
- performed. All screen color attributes are supported.
-
- ANSI COMPATIBLE SCREENS
- These files can be 'typed' directly from dos. In order for them to work
- properly, the following line should be added to your CONFIG.SYS file:
- device = ansi.sys
- The ANSI.SYS driver will use all the color attributes and cursor locating
- commands to display the file. You can really dress up batch files with this
- feature.
-
- ASCII FILE:
- A duplicate of your screen (minus color attribute) is saved to a disk file.
- This file can be 'typed' directly from DOS, or dumped to a printer by using
- a dump utility program. These screens can also be read by Dura Screen with
- the 'A' command. Any language capable of displaying block graphics should be
- able to read and display these screens. They can be used to dress up batch
- files by using the 'TYPE' statement. The following is an example that assumes
- you have created and saved a screen called MENU.DAT. Use the Turbo editor andècreate the following batch file called TEST.BAT.
-
- PROMPT $P $G YOUR COMMAND
- ECHO OFF
- CLS
- TYPE MENU.DAT
-
- This is the start of an elementary DOS Menu system. It only illustrates some
- of the possibilities of Dura Screen.
-
-
- ***********************************************************
- Compiling Dura Screen:
-
- The source code for Dura Screen is NOT in public domain. To acquire a copy,
- send $30 to:
- J. Adkins
- Box 1160
- Rialto, CA 92376
-
- IMPORTANT!!! Use the following sequence of commands to compile Dura Screen.
- First, load Turbo Pascal. Type the following commands (without the comments).
-
- W
- DS <cr>
- OC { As in OSCAR CHARLIE }
- A
- 100 { Number 100 }
- I { As in Ivan }
- 0 { Zero }
- Q { As in Quit }
- C { As in Compile }
-
- The parameters prevent the program from using all the stack space.
-
-
- GENERIC MS-DOS MACHINES
- If your machine isn't fully IBM compatible, you may want to avoid the fast
- screen procedures in ds. Two extra include files are provided for you to use
- if your machine has a different video address than IBM. Change the include
- section of DS.PAS as suggested:
-
- {$I DSMON.INC}
- {$I DSFW.INC}
- {$I DSEXIST.INC}
- {$I DSEXCHG.INC}
- {$I DSDIR.INC}
- {$I DSCOLOR.INC}
- {$I DSEXEC.INC}
- {$I DSBORD.INC}
- {$I DSLOGO.INC} { Replace with LOGO.INC if not true IBM compatible }
- {$I DSVALS.INC}
- {$I DSANSI.INC}
- {$I DSIO.INC}
- {$I DSVIEW.INC} { Replace with VIEW.INC if not true IBM compatible }
-
-
- DURA SCREEN COMMANDS
-
- From the DOS prompt, type DS and press the ENTER key. The screen will go
- blank and you will see a one line menu at the bottom of the screen. It is
- impossible to display all the DURA SCREEN commands on one line. The most often
- used ones are displayed.
-
- CURSOR CONTROL: The arrow keys move the cursor up/down/right/left. Get the feel
- of the cursor movement by experimenting with the arrow keys.
- The keypad must be locked in the cursor control mode.
-
-
- A Import ASCII: Files that were created by other programs can be
- read by Dura Screen. If you want to start with a clear screen,
- you should use the 'E' command before importing the file.
-
- G The GET command: press G on the keyboard (upper or lower case)
- and a display of all the ASCII characters will be displayed on
- the screen. Pick the number corresponding to the ASCII char-
- acter you want to use in your sketch on the screen. Just as an
- exercise, type in 176 and press the ENTER key. Move the cursor
- with the arrow keys and see what happens. You will see a fancy
- pattern move in the direction of the arrow key. DURA SCREEN
- is actually drawing while using this pattern (176).
-
- ENTER Pressing Enter resets the cursor mode so you can move around
- the screen without disrupting anything you have created. Moveè the cursor near the top of the screen and to the left to
- 10, 5. (The positions are displayed at the top left of the
- screen).
-
- B Draws a box. Press the B key. Look at the bottom of the screen.
- You will see a choice: Single or Double line box. Press D on
- the keyboard. Look at the bottom of the screen again. Move the
- cursor to the opposite diagonal corner of where you want your
- box to end, then press the X key. A box will appear.
-
- C Color change. Press the C key on the keyboard. Press the T key.
- To select the Text color. At the bottom of the screen, you
- you will see 15 color choices. key in the number ( 1 thru 30)
- corresponding to the color of your choice. Now move the cursor
- up to the left top inside our box and to draw another box by
- pressing the B key. Colors above 16 are blinking colors. DURA
- SCREEN will use them, but they aren't displayed in the color
- selection. Press the G key again and select pattern 196. Now
- move the cursor with the arrow keys and see what happens.
-
- D Erase a portion of the screen. Move the cursor to the
- opposite diagonal corner to erase and press the 'X' key.
-
- E Erase the entire screen and start over.
-
- T Key in text. Move the cursor near the center of the screen.
- Press T on the keyboard. Type in some text (a few words). and
- press the ENTER key. Now you can begin to visualize using
- DURA SCREEN to design a fancy color menu program procedure or
- subroutine.
-
- I Input variable. Do you like those fancy programs that have
- nice input screens? You know, the ones that jump to different
- screen positions for your input? Press I on the keyboard.
- Look at the bottom of the screen. Press S (for string).
- Dura Screen will ask for a string length. This makes it
- possible to do strict length checking in your programs.
- Move the cursor to another place on the screen. Press I again.
- press S again.
- Integer and real variables are also provided for. Strict type
- checking will be done in your generated program to prevent the
- operator from keying in the wrong value (string for integer,
- etc) or crashing the program.
-
- S Save program to disk. Press S on the keyboard. Press D (for
- disk file). This way, you can use the code later if you
- decide to modify it. Key in the filename (no extension).
- A good name would be TEST. Key in TEST and press ENTER.
- Press S again (now we want to write a program). Key in the
- filename (no extension). Press P for PASCAL program, B for a
- BASIC program, E for an ANSI, L for PROLOG, etc.
-
- It is strongly suggested that you use 'F' to save ALL of
- your work. This is the only file format that can be re-used
- for everything.
-
- Your file can also be saved in ASCII format. These files can
- be 'typed' directly from DOS, used in BATCH files, or read by
- any program capable of displaying block graphics. It must beè remembered, however, that only the <D> type of file can be
- re-used by Dura Screen, because they contain all the infor-
- mation needed to write a program.
-
- The files saved with the 'E' (ANSI) format can be 'typed' from
- DOS, and will display all the color attributes, etc. For these
- files to be successfully displayed, you must have the follow-
- ing line in your CONFIG.SYS file:
- DEVICE=ANSI.SYS
- If the CONFIG.SYS FILE doesn't exist, you must create one.
- Here is a suggested method:
- COPY CON CONFIG.SYS <PRESS ENTER>
- DEVICE=ANSI.SYS <PRESS ENTER>
- <PRESS F6, ENTER>
- Also, 'ANSI.SYS' must be in the root directory. ANSI.SYS is a
- device driver that enhances the display and keyboard capa-
- bility of your PC.
-
-
- L Load program file. Press L on the keyboard. Key in the filename
- that you previously saved with the S command. The program file
- you previously saved will now appear on the screen. If no
- extension is given, then '.DSD' is assumed. If an '.ANS'
- extension is typed, then an ANSI compatible file will be
- expected. For loading ASCII files, use the 'A' command.
-
- V View commands. Press V on the keyboard. A list of commands will
- appear on the screen. Press any key to return to your sketch.
-
- / CUT & PASTE: Imagine you would like to move a block of the
- screen to a new location. This command allows you move a
- section from the screen to another location on the screen.
- This command should be used with caution. It should be
- used before any of the 'I' ( Input Variable ) commands.
-
- > EXECUTE DOS: This command allows you to execute most of the
- DOS commands, or run another program from Dura Screen. To
- Re-Enter Dura Screen from the DOS prompt, type EXIT and press
- ENTER.
-
- Q Quit. Press Q on the keyboard. Press Y.
-
- RUNNING YOUR PROGRAM UNDER BASIC: Insert a diskette that has a copy of BASIC
- into drive B:
- (GWBASIC, BASICA, BASIC, ETC. We will assume it's called BASIC).
- Type B:BASIC and press ENTER.
- Remove the BASIC diskette. Place your DURA SCREEN diskette in drive B:
- Type RUN"B:TEST" and press enter. (This is assuming you called your generated
- BASIC program "TEST").
- Type SYSTEM to exit BASIC.
-
- RUNNING YOUR PROGRAM UNDER TURBO PASCAL: Insert Turbo Pascal diskette in drive
- A: insert DURA SCREEN diskette in drive B:
- Type A: press ENTER.
- Type TURBO press ENTER.
- Press Y
- Press L
- Press B
- Press ENTER.
- Press W
- type TEST (assuming that's what you called your Pascal program).
- Press ENTER.
- Press R to run the program.
-
- USING CAPTURE.COM: From the DOS prompt, type CAPTURE and press ENTER.
- Now, run any program that has a nice menu you would like to capture. When
- the screen appears that you would like to work with, press <SHIFT><PRTSC>,
- the same as if you were going to dump the screen to printer. A file will
- be created 'DS.ASC' that you can work with in DURA SCREEN with the 'A'
- (Import ASCII) command. This allows you to use nice block graphic screens
- from other programs in DURA SCREEN.
- è
- NOTES:
-
- DURA SCREEN uses block graphics only. It could run on systems that don't
- have a graphics card installed. At least it could be easily modified
- to run on a particular system. It mainly uses 2 arrays. One array is for
- the screen x,y coordinates, the other is for the color attribute. It
- doesn't depend on video ram addresses or execute any machine dependent
- procedures. It will, however, write IBM specific programs {at your option)
- for maximum speed.
- The source code is provided with DURA SCREEN so you can modify it to suit your
- own needs. The modified program may NOT be resold for profit,
-
- With a little practice, DURA SCREEN can be utilized to create some SPECTACULAR
- color screens with formatted input. These programs can be merged into your
- own programs.
-
- MERGING YOUR CODE INTO OTHER PROGRAMS:
-
- Let's say you have just written a terrific program. However, you haven't yet
- taken the time to polish things up a bit. You run DURA SCREEN and create a
- fancy menu. Now, how do we get it into your program?
-
- TURBO PASCAL: (This assumes you know how to use Turbo Pascal).
- Load your program into the Turbo Editor. Move the cursor to the
- exact position you would like to place the fancy menu. Use the
- Load block from disk command. EXAMPLE:
- Hold down the CTRL key and press the K key.
- Press the R key.
- Answer the prompt (Read block from file:) Type TEST.PAS
- (or whatever you called the fancy menu).
- The TEST.PAS menu code will appear in your program.
- You will have to modify the TEST.PAS code a bit.
- Change Program Test;
- to: Procedure Test;
- Change End.
- to End;
-
- BASIC: From the DOS system, type BASIC and press ENTER.
- Insert the diskette that holds the fancy menu TEST.BAS ...
- into drive B:
- Type LOAD"B:TEST" and press ENTER.
- Now we must determine the line number range to make sure
- TEST.BAS will insert itself in the correct place in your
- basic program. Let's assume you want your new menu TEST.BAS
- to start at line number 500.
- Type RENUM 500 and press ENTER.
- Now we must re-save the TEST.BAS in ASCII format.
- Type SAVE"B:TEST",A
- The A is very important here. It tells BASIC to save the codeè in ASCII format so it can be merged with other programs.
-
- Insert the diskette that holds your BASIC program that you
- want to merge the generated DURA SCREEN code into.
- type LOAD"B:FILENAME" (substitute FILENAME with your BASIC
- program name. Press ENTER.
- insert the diskette that holds your new TEST.BAS program
- that you just renumbered and resaved.
- Type MERGE"B:TEST" and press ENTER.
- Of course, all this will be easier if you put a copy of BASIC
- on your drive B: diskette to start with. It will prevent all
- the diskette swapping.
-
- Now you can run or resave your program with the new fancy
- menu created by Dura Screen. It should run without any changes.