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- NatFrame Window Designer v1.0b
- ------------------------------
- (the docs for the last version of the designer incorrectly stated it was
- v1.0, it should have been 0.9b)
-
-
- Contents
- --------
- 1. Introduction
- 2. Getting started (how to create a theme from scratch)
- 3. Detailed description
- 3.1. Basic principles
- 3.2. Menues
- 3.3. Editor window
- 4. Known bugs
- 5. New things since last version
- 6. Copyright and disclaimer
- 7. Contact information
-
-
- 1. Introduction
- ---------------
-
- This program helps creating theme-information files for the NatFrame
- window replacement for MagiC 6.x, since the DAT files NatFrame uses are
- quite extensive.
-
- 2. Getting started (how to create a theme from scratch)
- -------------------------------------------------------
- First of all, if there is something in this short description you don't
- understand, read the part "Detailed description".
-
- 1. Make sure you have all the textures you are going to use, gathered in
- the same directory. They may be of the format unpacked 24-bit Targa (.TGA)
- or Rainbow's own raw format (.F16).
-
- 2. If the textures are in Targa format, select "Convert textures..." in
- the File menu. A file selector will appear, and you should select the
- directory where your textures are. This will convert all your Targa files
- in that directory into F16 files, which are the only ones that NatFrame
- can use. It's important that the Targa files are unpacked 24-bit,
- otherwise the designer won't do anything with them.
-
- 3. Select "Load textures..." from the File menu. A file selector will
- appear, and you should select the directory where your textures are. This
- will load all your textures into memory (only F16 format is supported).
-
- 4. Now you're ready to start assigning textures to each window element.
- Try experimenting yourself, or read section 3.3 "Editor window" if
- something is not clear.
-
-
- 3. Detailed description
- -----------------------
-
- 3.1 Basic principles
- ---------------------
- NatFrame uses textures, images, instead of the old grey colours. But in
- doing so, an information file is needed which tells NatFrame which
- textures to put on which elements in the window. This file is a ".DAT"
- file, and is too complex to edit by hand, so I made this designer. Or
- maybe "assigner" is a more precise name, since you don't create the
- textures with it, you just assign them to the window elements.
-
- All the textures used in one theme must be in the same directory. This is
- because the DAT file used by NatFrame doesn't contain the complete path
- to each texture, only the filename itself. I decided to do so since it
- both makes the DAT files a lot smaller, and it is a lot easier to move a
- whole theme or give it away to a friend, if the textures are all in one
- place.
-
- Besides choice of textures each window element can also have different
- ways of copying the textures onto the screen. For example there is one
- mode which tiles the texture both horizontally and vertically, whereas
- another only gives you horizontal repetition.
-
- 3.2 Menues
- -----------
- The "NatFrame" menu title is not important so only the "File" menu is
- described here.
-
- 3.2.1 "New DAT"
-
- This frees any textures in memory and cleares the DAT file buffer.
-
- 3.2.2 "Open DAT..."
-
- Lets you open a DAT file, and will also load all textures used by
- it. If not all or no textures could be found in the same directory
- as the DAT file, you are given the choice to either select a
- different directory where all the textures should be, or load no
- textures at all. The later will ruin the texture assignments but
- will keep all other settings that can be applied to a window
- element.
-
- 3.2.3 "Save DAT"
-
- This will save an already named DAT file, without presenting a file
- selector. If this menu item is chosen when the current DAT file in
- memory has been created but not yet saved using "Save DAT as...", a
- file selector will appear anyway. This menu item is disabled if a
- texture directory has not yet been selected.
-
- 3.2.4 "Save DAT as..."
-
- This will present a file selector and let you save your DAT file
- under a new name. This menu item is disabled if a texture directory
- has not yet been selected.
-
- 3.2.5 "Load textures..."
-
- This lets you select and load textures from a directory. It is not
- possible to load textures from different directories. All earlier
- loaded textures will be destroyed if you chose OK in the file
- selector.
-
- 3.2.6 "Load additional textures"
-
- If you have opened an old DAT file and its textures, but want to
- add new ones, it is not possible to use "Load textures..." since it
- will destroy the textures that are already in memory. Instead you
- should use "Load additional textures". It will go through the
- selected directory and load all found textures that are not already
- in memory.
-
- 3.2.7 "Convert textures..."
-
- This lets you select a directory in which you want to convert all
- found unpacked 24-bit Targa images into the raw 16-bit format
- (.F16) used by NatFrame.
-
- 3.2.8 "Quit"
-
- The same as usual.
-
-
- 3.3 Editor window
- -----------------
- The editor window buttons are split into global and element specific
- buttons. The global ones are at the top, outside the box with the title
- "Current object". From there you can set things that are not individual
- for each window element, like text colour. The element specific buttons
- will change what they show depending on which element is selected in the
- two windows below. The red outline shows which window element is selected.
- Here follows a walkthrough of all the gadgets in the editor window.
-
- 3.3.1 Global settings
-
- 3.3.1.1 "Element size"
-
- This button lets you set the width and height of the window
- elements. What it looks like can be seen in the two WYSIWYG windows
- at the bottom of the editor window.
-
- 3.3.1.2 "Element text"
-
- This toggles the display of text on the window buttons on and
- off. It will not do anything to the title and info bar texts.
- This is useful if you have textures for each of the small buttons
- which already contain some sort of symbol.
-
- 3.3.1.3 "Text color"
-
- In this box you can choose which colours will be used for element
- text on topped and untopped windows respectively. The result can
- be seen in the two WYSIWYG windows below.
-
- 3.3.2 Object specific settings
-
- 3.3.2.1 Texture selection and offset settings
-
- For each of the four modes a window element can be in (selected/
- unselected combined with topped/untopped window) there is a
- texture selection box and an "offset" box to the right of it. The
- texture selection box simply lets you select which texture should
- be used by the selected window element in the specific mode. The
- offset box lets you set start and end offsets for the selected
- texture when using certain draw type modes (see "Draw type
- selection" below). Note that the offset is set for the texture
- itself, not for the selected window element, so this setting is
- "global" for each texture.
-
- 3.3.2.2 Draw type selection
-
- There is a number of different ways the textures can be copied
- onto the screen. Some of them are disabled since I haven't
- implemented them yet (or never will, because I haven't needed
- them). Here follows a description:
-
- 3.3.2.2.1 Horizontally and vertically repeating
-
- This mode will repeat the texture in both directions if the
- texture is smaller than the window element that is to be drawn.
-
- 3.3.2.2.2 Horizontally and vertically repeating with complete 3D border
-
- This mode looks the same as the above, except a 3D border will
- be drawn around (inside, not outside) the window element. You
- can easily draw your own 3D border on textures which will only
- be used on window elements which will never change its size,
- like the "closer" button for example. But for window elements
- that may change in size, like the title bar, its necessary to
- use this feature to get a 3D border that follows the element
- dynamically, just like we're used to. This is accomplished by
- having a lightened and a darkened copy of each texture, to draw
- the light and dark 3D edges. You don't have to create these
- copies, but NatFrame and the designer will do it for you.
-
- 3.3.2.2.3 Horizontally and vertically repeating with 3D border
-
- This is the same as the above, but the 3D border changes to fit
- the window elements next to the one to be drawn. Try loading
- some onecoloured textures and switching between this mode and
- the one just above, to get the idea.
-
- 3.3.2.2.4 Horizontally repeating with end offsets
-
- This mode only repeats the texture horizontally, and there is
- no 3D border. The difference lies in the end offsets, which let
- you have a section in the left and right of the texture which
- always are to be drawn to the left and right in the window
- element. The rest of the texture in between is repeated as
- necessary. The size of these end offsets can be set for each
- texture using the "offset" buttons (see 3.3.2.1 "Texture
- selection and offset settings").
-
- 3.3.2.2.5 Vertically repeating with end offsets
-
- The same as above, but the texture is repeated vertically and
- the offsets are from the top and bottom of the texture.
-
- 3.3.2.2.6 Rescaled to fit
-
- This mode scales the texture so that it covers the window
- element exactly once. This mode might be slower than the others
- due to the calculations that have to be done to scale the
- texture, but there is one thing you can do to make it faster;
- if you for example want to use this mode on the title bar of
- the window, make sure that the texture has the same height as
- the title bar. This will be faster because NVDI won't have to
- scale the texture vertically as well as horizontally, since the
- texture already has the same height as the object it is used
- on.
-
- 3.3.2.3 The WYSIWYG windows
-
- These two windows show you what your windows will look like. You
- can select which window element to edit by left-clicking on it
- with the mouse. If you right-click on a window element, a list of
- all loaded textures will pop up, so another one can be chosen
- quickly. The "selected elements" boxes in the middle of each
- window will select/unselect all elements in each window. This way
- you can see what the elements will look like when they are
- selected too. The small text in the left window shows which
- window element is currently being edited.
-
-
- 4. Known bugs
- -------------
- If you change the draw type for a window element to "horizontally
- repeating with end offsets" and either of the end offsets for the texture
- in use is greater or equal to the width of the texture, the computer will
- freeze. I've tried to fix this bug by checking this before changing draw
- types, but it doesn't quite work, even if the problem doesn't show every
- time. So be careful...
-
-
- 5. New things since last version
- --------------------------------
- Since version 0.9b, I have added support for the rescaled texture draw
- type, plus some other smaller things like a small text line in the editor
- window which shows which object is currently being edited.
-
-
- 6. Copyright and disclaimer
- ---------------------------
- NatFrame and this designer program is copyright 2000-2001 Torbjörn Gildå.
- Both may be spread freely as long as no profit is made from it, though
- they may be included on coverdisks together with magazines.
-
- I, Torbjörn Gildå, can not be held responsible for any damages that may
- occur when using NatFrame or the designer, though they are tested and
- should work fine.
-
-
- 7. Contact information
- ----------------------
- email: d98gilda@dtek.chalmers.se (Torbjörn Gildå)
- di98gihe@chl.chalmers.se (Henrik Gildå)
- homepage: nature.atari.org
-
- Please contact me if you have created a nice theme and want to share it,
- or you have any questions.
-
-
-
- /Torbjörn Gildå 4 Jan 2001
-