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- TheDraw Version 4.01
- Color and Monochrome Screen Image Generator/Editor
- Operation Manual
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- COPYRIGHT (C) 1986-1991 by
- TheSoft Programming Services and Ian E. Davis
- All Rights are Reserved
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- TheSoft Programming Services
- 1929 Whitecliff Court
- Walnut Creek, CA. 94596
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- Written using Turbo Pascal v5.5
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-
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- P R E F A C E
-
-
- This document is 120 pages long.
-
- This document is Copyright (C) 1988-1991 by TheSoft Programming
- Services. All rights reserved.
-
- The software programs TheDraw (TM) and TheDrawR (TM) are
- Copyright (C) 1986-1991 by TheSoft Programming Services. All rights
- are reserved.
-
- TheDraw and TheDrawR are registered trademarks of TheSoft Programming
- Services. Other brand and product names are trademarks or registered
- trademarks of their respective holders.
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- TheDraw v4.01 Preface i
-
-
-
-
- L I C E N S E
-
-
- TheDraw is not a Public Domain program and is not free. TheDraw is
- copyright (C) 1986-1991 by TheSoft Programming Services.
-
- Non-registered users of this program are granted a limited two-week
- license to TheDraw to evaluate the programs suitability for their
- requirements. Any usage of TheDraw beyond evaluation time period
- requires registration of each copy of the program used. Use of non-
- registered copies of TheDraw beyond the original evaluation period is
- prohibited.
-
- TheDraw may NOT be modified in any respect, for any reason, including
- but not limited to, de-compiling, disassembling, or reverse
- engineering of the program. The opening title screen, help screens,
- and all other proprietary program output must never be altered,
- removed, bypassed or modified by any means.
-
- You are free to distribute the PUBLICLY AVAILABLE shareware version of
- TheDraw to others subject to the above restrictions and also the
- following:
-
- A. No fee is charged for its use.
-
- B. No renumeration may be accepted for TheDraw. This does not
- apply to computer access charges the system operators (Sysops)
- of or organizations owning bulletin board systems, online
- services, etc... may charge subscribers.
-
- C. TheDraw must be copied in unaltered form, complete with files
- containing license information, the FULL documentation and
- all accompanying files. The self-extracting archive
- distributed by TheSoft must not be altered in ANY respect.
-
- D. All shareware houses/distribution firms must make explicitly
- clear that the diskette purchase containing any shareware
- program has NOT registered the shareware with TheSoft.
-
- System Operators may make TheDraw available for download only if the
- above conditions are met. The self-extracting archive (TDRAW400.EXE)
- distributed by TheSoft or an equivilant archive may be made available
- only in complete form. Refer to section FILE LISTING to verify
- complete package contents. If the contents appear altered or not
- complete, you may obtain the latest release of TheDraw directly from
- TheSoft by sending a formatted diskette labeled with the word
- "THEDRAW". Please include $5 for handling.
-
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- TheDraw v4.01 License ii
-
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-
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- Commercial distributors of "Public Domain", "Shareware", and/or User
- Supported software may distribute TheDraw subject to the above
- conditions only after obtaining WRITTEN permission from TheSoft
- Programming Services. This condition statement supersedes all
- previous agreements.
-
- Please refer to the section entitled registration/ordering section for
- additional information on registration, corporate site-licensing and
- related topics.
-
- -----
-
- The above license statement does not apply to the REGISTERED version
- of TheDraw. The registered software of TheSoft Programming Services
- is protected under United States Copyright and Trademark Laws. It
- must be treated just like a book with certain exceptions as follows:
-
- A. TheSoft Programming Services authorizes the making of archival
- copies of the registered software for the sole purpose of
- backing-up your software and protecting your investment from
- possible loss.
-
- B. The medium on which the registered software is recorded is
- transferred to the customer, but not the title to the software.
-
- C. The customer may resell or distribute unmodified copies of the
- registered software provided the customer has purchased from
- TheSoft Programming one copy of the registered software for each
- one sold or distributed. The provisions of this software license
- shall also be applicable to third parties receiving copies of the
- registered software from the customer.
-
- D. By saying, "just like a book", TheSoft Programming means that the
- registered software may be used by any number of people and may be
- freely moved from one computer location to another so long as there
- is ABSOLUTELY NO POSSIBILITY of it being used at one location while
- being used at another. Just like a book that cannot be read by two
- different people in two different locations at the same time.
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- TheDraw v4.01 License iii
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- O R D E R I N G I N F O R M A T I O N
-
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- Once a registered user of TheDraw, you are free to utilize the program
- as often as you wish. Other than having a clear conscience, there are
- many advantages to registered. You can opt to receive in the mail a
- registered version of TheDraw with configurable editor commands,
- enhanced editing facilities, context sensitive pop-up help, and macro
- keys. The registered version support utility routines (uncrunch and
- display) offer Bios write capability and snow/hash prevention. You
- are also notified via mail when significant enhancements have been
- made to the program. Once registered, all upgrades are available for
- a $5 upgrade fee plus the original TheDraw diskette (see below).
-
- There are two ways to register. The first is by sending $15 to
- TheSoft Programming Services along with a registration form. You do
- NOT receive the registered version of TheDraw for this registration,
- but are notified of upgrades. For an additional $5 plus $2
- shipping/handling, we send you the latest shareware and registered
- versions of TheDraw on disk along with documentation (on disk) and
- utilities. If you want to receive TheDraw on a 3.5 inch diskette (720k
- format), add an additional $3 for each diskette ordered.
-
- If unsure, you can receive the latest shareware version of TheDraw for
- evaluation by sending a formatted diskette plus $5 for handling.
-
- Please use the following form or print the included file "MAILER" when
- placing an order.
-
- -----
- NON U.S. residents, please send checks drawn on U.S. funds. We will
- accept non U.S. currency, but you must include an additional $5 (US)
- to cover exchange handling. Also add $5 overseas shipping/handling.
-
-
- UPGRADING TO LATEST THEDRAW
- ______________________________________________________________________
-
- Users who have registered (and received a diskette) may upgrade to the
- latest version of TheDraw by sending in their TheDraw ORIGINAL DISK,
- along with $5 (service and handling). Please use the following order
- form when upgrading. If there has been an address change, please
- indicate so on the order form.
-
- The original disk must be returned and contain the registered version
- of TheDraw. The disk will be reformatted and the current Master
- copied onto it. Any disk in poor condition will be replaced by
- TheSoft. If the serial number label is missing or the diskette does
- not contain the registered version of TheDraw, the update will be
- refused and the diskette returned unchanged.
-
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- TheDraw v4.01 Ordering iv
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- Please Remit To: TheSoft Programming Services
- 1929 Whitecliff Court
- Walnut Creek, CA. 94596
-
- Qty. Description Each Total
-
- ____ TheDraw Upgrade to version 4.01 $5.00 ________
- (You must return your original diskette
- containing your copy of the registered
- version of TheDraw)
-
- ____ TheDraw Evaluation Copy $5.00 ________
- (You supply diskette, no registration)
-
- ____ TheDraw Registration $15.00 ________
- (Does not include a new diskette with the
- registered version of TheDraw)
-
- ____ TheDraw Registration with 5.25" diskette $20.00 ________
- (Registration including diskette with the
- latest shareware and registered program
- versions along with manual on diskette)
-
- ____ TheDraw Registration with 3.5" diskette $23.00 ________
- (same as above except on new size media)
- Subtotal ________
-
- (Site License discount - see below) Discount [-________]
-
- (U.S. orders add $2 shipping & handling) Shipping ________
- (Foreign orders add $5 shipping)
-
- (Add $5 for Foreign Currency Exchange) Misc. Charges ________
-
- (CA residents please add 7.25% sales tax) Tax ________
-
- TOTAL $________
-
- Name: ________________________________________________________
-
- Company: ________________________________________________________
-
- Address: ________________________________________________________
-
- ________________________________________________________
-
- ________________________________________________________
-
-
- All checks must be drawn on U.S. Funds in U.S. Dollars. Sorry, no
- C.O.D. orders will be accepted.
-
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- TheDraw v4.01 Ordering v
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- S I T E L I C E N S E
-
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- If you plan on using TheDraw in a corporate, government office, or in
- any business environment whatsoever, registration is mandatory and
- the two week limited license is strictly enforced. For such users,
- quantity discounts are available under a Site License agreement.
-
- One MASTER copy of TheDraw (with documentation) will be provided on
- diskette. The site is responsible for printing the documentation and
- copying the diskettes for distribution. Backups of the MASTER disks
- do not count towards the total copies of the license.
-
- With all site licenses, the site will supply one contact person with
- which all correspondence will be made. If a problem should occur, the
- contact person will call and make arrangements to get a fix for the
- glitch. Updates to TheDraw will be forwarded to the contact person.
- When filling out the order form, use the contact persons name to avoid
- confusion at a later date.
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- Following is the current site license discount rates:
-
- TOTAL COPIES DISCOUNT
- 1 - 4 none
- 5 - 10 5%
- 11 - 20 10%
- 21 - 30 15%
- 31 - 50 20%
- 51 - 100 30%
- 101+ 40%
-
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- NOTE: All prices and discounts are subject to change without notice.
- Also note that discounts are not cumulative and apply to
- separate orders only.
-
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- PURCHASE ORDER TERMS AND REQUIREMENTS
- _____________________________________
-
- Purchase Orders less than $100 must be pre-paid.
-
- Terms are net 30 days.
- Freight is prepaid by TheSoft.
- Lead time: Stock items.
-
- Tax exceptions: Include appropriate documentation. Contact TheSoft
- for voice verification if required.
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- TheDraw v4.01 Site Licensing vi
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- W A R R A N T Y
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- TheDraw is provided AS IS without any warranty, expressed or implied.
- This includes without limitation the fitfulness to a particular
- purpose or application and any warranties of merchantability.
-
- While we tried to be as through as possible while debugging TheDraw,
- TheSoft Programming Services shall not be liable for any damages,
- whether direct, indirect, special, or consequential arising from a
- failure of this program or accompanying files to operate in a manner
- desired by the user. TheSoft Programming Services shall not be liable
- for any damage to data or property which may by caused directly or
- indirectly by use of this program.
-
- In no event will TheSoft Programming Services be liable to you for any
- damages, including any lost profits, lost savings or other incidental
- or consequential damages arising out of your use or inability to use
- the program, or for any claim by any other party.
-
- -----
-
- If you have a problem with TheDraw please feel free to write and
- describe the situation. Registered users, please include the serial
- number found on your diskette.
-
- To those people who have registered (with diskette), the physical
- diskette is warranted against defects in materials and workmanship for
- a period of 60 days from date of shipment by TheSoft. Any returned
- disks found damaged or bad will be replaced at no charge.
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- TheDraw v4.01 Warranty vii
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- T A B L E O F C O N T E N T S
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- Preface ...................................................... i
-
- License
- Single User License ....................................... ii
- Giving out Copies ......................................... ii
- System Operators (Sysops) Info ............................ ii
- Software Distributors - Read this ......................... iii
- Registered Version License Agreement ...................... iii
-
- Ordering Information
- Registration .............................................. iv
- Upgrading to latest TheDraw ............................ iv
- Registration only (no diskette) ........................ iv
- Registration (diskette sent out) ....................... iv
- Getting a Trial Copy ................................... iv
- Getting a 3.5 inch diskette ............................ iv
- Invoice Order Form ........................................ v
- Site Licensing ............................................ vi
- Bulk Order Discounts ................................... vi
- Purchase Order Terms and Requirements ..................... vi
- Tax Exceptions ......................................... vi
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- Warranty ..................................................... vii
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- Introduction ................................................. 1
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- Definitions .................................................. 3
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- System Requirements .......................................... 4
- Multitasking Environments ................................. 4
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- Get Running .................................................. 5
- Floppy Disk Installation .................................. 5
- Hard Disk Installation .................................... 5
- Make it Do Something ...................................... 6
- The Demo Files ............................................ 6
- Moving to TheDraw Version Three and Beyond ................ 7
- File Listing .............................................. 8
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- The Setup Utility ............................................ 9
- Why Setup? ................................................ 9
- Windows and Selecting Options ............................. 10
- Saving and Aborting Changes ............................... 10
- Running Setup ............................................. 10
- Main Menu .............................................. 11
- Editor Configuration ................................ 11
- Changing a key entry ............................. 11
- Allowed Keystrokes ............................... 12
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- TheDraw v4.01 viii
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- The Setup Utility (cont)
- Keyboard Customize .................................. 12
- Screen Mode ......................................... 13
- Colors .............................................. 14
- Files Directory ..................................... 14
- Memory Usage ........................................ 15
- Defaults ............................................ 15
- Quit/Save ........................................... 16
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- Starting TheDraw ............................................. 17
- Command Line Filespecs .................................... 17
- The Status Line ........................................... 17
- HELP! ..................................................... 18
- Cursor Control ............................................ 18
- Mouse Control ............................................. 19
- Command Summary ........................................... 20
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- Pull-Down Menu System ........................................ 21
- The FILES Menu ............................................ 21
- The GLOBAL Menu ........................................... 22
- The OPTIONS Menu .......................................... 23
- Setup Default Options .................................. 24
- The SCREEN Menu ........................................... 27
- The ANIMATION Menu ........................................ 28
- The COLOR Menu ............................................ 30
- The TOGGLES Menu .......................................... 30
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- TheDraw Keyboard Commands .................................... 32
- Alt-A Change Text Color Attributes ....................... 32
- Alt-B Block Action Commands .............................. 33
- Copy a Block ..................................... 34
- Move a Block ..................................... 34
- Fill a Block ..................................... 35
- Block Text Operations ............................ 36
- Delete a Block ................................... 37
- Erase a Block .................................... 37
- Block Replace Operations ......................... 37
- Load a Block (normal mode only) .................. 38
- Save a Block (normal mode only) .................. 38
- Rescan a Block (animation mode only) ............. 38
- Alt-C Clear Current Screen ............................... 38
- Alt-D Set Default Clear Screen Color ..................... 39
- Alt-E Change Page Layer Edit Screen ...................... 39
- Sprite Editing ................................... 39
- Alt-F View Function Key Sets ............................. 41
- Alt-G Global Commands .................................... 41
- Copy Screen ...................................... 42
- Move/Rotate Screen ............................... 42
- Fill Screen ...................................... 42
- Global Text Operations ........................... 43
- Global Replace Operations ........................ 44
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- TheDraw v4.01 ix
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- Alt-H Display Help Information ........................... 44
- Alt-I Insert a Line ...................................... 45
- ALT-J Animation Options .................................. 45
- From Normal Edit Mode ............................ 45
- From Animator Mode ............................... 47
- Include - Specify Animation Include Files ...... 48
- Ansi Music ................................... 49
- User_Seq - Specify User Control Sequences ...... 49
- Limit - Specify Animation Limiting ............. 50
- Marker - Specify Animation Markers ............. 50
- Movement - Toggle Storage of Cursor Movement ... 51
- Normal - Convert to Normal Edit Mode ........... 51
- Rescan - Rescan All Screens for New Sequence ... 52
- Pause - Animation Pausing ...................... 52
- Alt-K Delete a File ...................................... 53
- Alt-L Load Screen from Disk .............................. 53
- Alt-M Select Draw Mode (toggle) .......................... 54
- Alt-N Ruler .............................................. 54
- Alt-O Change Drive/Sub Directory ......................... 55
- Alt-P Paint/Fill Commands ................................ 55
- Alt-Q Redraw Screen (animator mode only) ................. 56
- Alt-R Restore Current Line ............................... 56
- Alt-S Save Screen to Disk ................................ 56
- Alt-T Tab Setup .......................................... 62
- Alt-U Use Color under Cursor ............................. 62
- Alt-V View a Screen (not load) ........................... 62
- Alt-W Edit Character (animator mode only) ................ 63
- Alt-X Exit TheDraw ....................................... 63
- Alt-Y Delete Current Line ................................ 63
- Alt-Z Erase Cursor Character (animator mode only) ........ 64
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- ALT-[LEFT] Delete Current Column ......................... 64
- ALT-[RIGHT] Insert a Column ............................... 64
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- Alt-- Toggle Color Draw Mode ............................. 64
- Alt-= Toggle Macro Learning Mode ......................... 65
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- Alternate Color Change Options (CTRL-UP/DOWN/LEFT/RIGHT) .. 65
- Solid Spaces (SHIFT-SPACE) ................................ 66
- Full Screen Editing (CTRL-PRTSC) .......................... 66
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- The Animation System ......................................... 67
- What is Ansi Animation? ................................... 67
- Animation Basics .......................................... 68
- A Simple Example .......................................... 68
- How to Animate Something .................................. 69
- Tricks of the Trade ....................................... 71
- Limitations ............................................... 73
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- The Presentation Program (THEPP) ............................. 74
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- TheDraw v4.01 x
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- Appendix A: Setting up CONFIG.SYS ........................... 78
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- Appendix B: Programmers Programming Tips .................... 79
- Programming in Assembler .................................. 79
- Programming in Pascal ..................................... 81
- Turbo Pascal v4.0 through v5.5 ......................... 83
- Turbo Pascal Version 6.0 ............................... 85
- Programming in C .......................................... 86
- Using Object Files with C .............................. 88
- Programming in Standard Basic ............................. 90
- Programming in Microsoft QuickBasic v4.0 and v4.5 ......... 91
- Programming in Clipper(tm) ................................ 94
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- Appendix C: Extended/Special Character Set .................. 96
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- Appendix D: Common Questions & Answers ...................... 97
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- Revision History ............................................. 100
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- The Future ................................................... 107
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- Comments ..................................................... 108
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- TheDraw v4.01 xi
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- I N T R O D U C T I O N
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- TheDraw is a powerful screen image generator/editor for color and
- monochrome video users. What does that mean? Literally, TheDraw
- makes designing and figuring out a video screen display childs play.
-
- Its basic premise is this: be easy to use. The most novice computer
- user can make an Ansi text file screen with TheDraw in only minutes.
- From that point on, you can explore and use more of the horsepower
- available in TheDraw.
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- Someone is probably saying "it edits screens... big deal". This type
- of person has never known the agony of creating a good looking menu or
- display for a program (assuming he/she programs), making a fancy batch
- file intro screen, or having to quickly putting together a computer
- presentation for the boss.
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- The biggest problem facing most people is we really do not know what
- will look good until we see it. Manually editing a screen can
- literally take hours. With TheDraw, you can free form until you
- really know what is perfect. With the picture in mind, you can
- quickly develop whatever is necessary or instruct TheDraw to create a
- data file which can be used. Instead of hours, making a screen takes
- minutes.
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- For the curious, TheDraw can transform your masterpiece into data
- files with the following formats:
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- ANSI color text (useful in batch files, BBS's, etc...)
- ASCII text (compatible with word processors and text editors)
- BINARY files (generic, useful in most everything)
- BSAVE (for Basic)
- COM files (actual separate programs executable directly
- by Dos - Great for batch files and presentations)
- ASSEMBLER (for the die-hard coder)
- TURBO PASCAL (directly compilable source code)
- C (format is for Turbo C specifically)
- OBJECT (Intel format compatible, suitable for linking. Four
- varieties available for Large/Small generic data model, Turbo
- Pascal v4.0+, and QuickBasic v4.0+)
- THEDRAW (custom storage format for FAST loading and saving)
-
- TheDraw was long ago originally written as an improvement to a simple
- program named AnsiDraw written by Amrich Enterprises. Both programs
- provided similar operation, with TheDraw giving a much enhanced user
- interface.
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- TheDraw v4.01 Introduction 1
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- TheDraw is now vastly improved over the abilities of AnsiDraw, and
- most other screen editors. It is compatible with systems that have
- 250k of free memory available. Monochrome and Color monitor users are
- supported, and a special keyboard driver allows you to redefine
- keystrokes that do not operate properly or are used by other programs
- (registered version). If you have an EGA or VGA video display,
- TheDraw permits editing 43 or 50 line screens respectfully.
-
- Another feature TheDraw fully supports is ANIMATION. With this
- facility you can develop quick and dirty presentations, or simply make
- a generic screen appear with pizzazz. You can either let TheDraw make
- an animation sequence from a static image, or one can be made from
- scratch; thus letting you fully control the appearance of your work.
- TheDraw gives you a maximum of 16000 separate animation "entries" to
- handle the most complex job. The final result can be saved either as
- an ANSI file (Ansi Animation) or TheDraw format file. See the section
- entitled "The Animation System" for more information.
-
- To get started using TheDraw right away, refer to the section entitled
- "Starting TheDraw". This section describes how to install and run
- TheDraw.
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- Enjoy!
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- TheDraw v4.01 Introduction 2
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- D E F I N I T I O N S
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- Throughout this documentation you may run across the occasional
- enigmatic word that needs explaining. The following are some
- examples you might come across:
-
- enigmatic - mysterious or cryptic
-
- [ENTER] or C/R - This represents the return key on the keyboard.
- If you see this in the text, press the Enter
- key; do not type the actual letters.
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- ESC or [ESC] - Means to press the ESC key on the keyboard.
-
- [letter] - Means to press the actual key marked 'letter'
- on your keyboard. ie: [L] means to press the
- 'L' key.
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- Alt-[letter] - Alt- is always followed by another character.
- Together, this symbol means to first press and
- hold down the ALT key on the keyboard then type
- the letter key following it. ie: Alt-A means
- hold down ALT then press 'A'.
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- Ctrl-[letter] - This is executed the same as the ALT key.
- or ^[letter] Press and hold down the CTRL then hit the
- letter following. ie: CTRL-A and ^A mean the
- same thing - hold CTRL then press 'A'.
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- [LEFT] [RIGHT] - Means to press the corresponding keypad arrow
- [UP] [DOWN] key on your keyboard. Similar to the [letter]
- example shown above. ie: [UP] means to press
- then up arrow key.
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- TheDraw v4.01 Definitions 3
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- S Y S T E M R E Q U I R E M E N T S
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- TheDraw requires an IBM PC/XT/AT or close compatible running MsDos 2.0
- or higher. In addition, a monochrome adapter or color graphics
- display adapter (CGA, EGA, or VGA) plus monitor is needed to run
- properly.
-
- In a minimum configuration, 250 kilobytes of free memory are required.
- The maximum memory usage is 410k of memory (8 page layers, 16000
- animation entries). TheDraw will always attempt to allocate all
- available memory up to the limits specified via the Setup utility.
-
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- MULTITASKING ENVIRONMENTS
- ______________________________________________________________________
-
- TheDraw can be used under multitasking or windowing environments
- provided the full video screen is allocated to it. The program
- directly accesses video memory and the keyboard hardware for some
- functions. TheDraw does not use any high resolution graphics in its
- operation.
-
- TheDraw is known to operate under Double Dos except for minor
- problems. Double Dos disables certain keyboard sequences (notably
- Ctrl-PrtSc). For this situation, people with the registered version
- of TheDraw can use the Setup utility to redefine the function of Ctrl-
- Prtsc to another key.
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- TheDraw operates under Microsoft Windows and Desqview provided memory
- and video requirements (as mentioned above) are taken care of.
-
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- Note: It is easy to cause problems with window environments if the
- user wishes. Working in another window while TheDraw
- attempts to refresh its screen will result in information
- being overwritten. Be warned.
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- TheDraw v4.01 System Requirements 4
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- G E T R U N N I N G
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- Setting up TheDraw to operate on your computer is not a great chore.
- Refer to the section below that applies to you. If you received
- TheDraw on diskette, it is suggested you backup the disk before
- proceeding. It never hurts to play things safe. On diskettes
- obtained from TheSoft a batch file called INSTALL.BAT is included to
- simplify the initial setup (note: INSTALL.BAT is not included with
- the shareware distributed version of TheDraw).
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-
-
- FLOPPY DISK INSTALLATION
- ______________________________________________________________________
-
- If you obtained a diskette from TheSoft, you are almost set to go.
- You will want to copy all the files onto the "work" diskette you will
- be using frequently. To reduce space requirements, the setup utility,
- documentation and demo files are compacted. Use the INSTALL batch
- file to expand these files onto another diskette. ie:
-
- A:INSTALL FLOPPY <enter>
-
- Simply follow the online instructions presented. Once done, proceed
- to the section "The Setup Utility".
-
-
-
- HARD DISK INSTALLATION
- ______________________________________________________________________
-
- Create a sub-directory of your choice to place TheDraw and files in.
- Next, copy all files to the sub-directory. Example commands are:
-
- MKDIR \THEDRAW Create a sub-directory THEDRAW in the root
- directory of your hard drive.
-
- CHDIR \THEDRAW Put Dos into the THEDRAW sub-directory.
-
- COPY A:*.* Copy all files from diskette in drive A to the
- sub-directory.
-
- Details of the above commands will not be covered here. Please refer
- to your Dos manual if you have questions. On the diskette obtained
- from TheSoft, there is a batch file to simplify this process. With
- the diskette in drive A, type:
-
- A:INSTALL HD <enter>
-
- This will do all of the above for you automatically.
-
-
- TheDraw v4.01 Get Running 5
-
-
-
-
- MAKE IT DO SOMETHING!
- ______________________________________________________________________
-
- By this point you may be eager to start playing with TheDraw; by all
- means do so. Use of the Setup utility is not absolutely necessary
- unless TheDraw does not appear to run properly. To run TheDraw simply
- type from the Dos prompt:
-
- THEDRAW [ENTER]
-
- People with the registered version type:
-
- THEDRAWR [ENTER]
-
- After a few seconds, TheDraw will start running and display its title
- screen. Press a key, and TheDraw is ready. Quickly, two commands
- you should be familiar with are:
-
- ALT-S Save Screen to Disk
- ALT-X Exit TheDraw
-
- The former will save your efforts to disk. The latter will allow you
- to exit TheDraw back to Dos. Have fun!
-
-
-
-
-
- THE DEMO FILES
- ______________________________________________________________________
-
- TheDraw comes with two demonstration files to help show some of its
- capabilities; SHUTTLE2.ANS and DEMO.TD. SHUTTLE2.ANS is a simple
- animation example which you can view from dos by entering:
-
- TYPE SHUTTLE2.ANS [Enter]
-
- Note: You must have the ANSI.SYS driver installed in your CONFIG.SYS
- file for this to appear properly. See APPENDIX A for more
- details on the CONFIG.SYS file. If you do not have ANSI.SYS,
- THEPP (provided with registered version of TheDraw) can be used
- alternatively (ie: THEPP SHUTTLE2.ANS [Enter]).
-
-
- The second demo file, DEMO.TD, demonstrates the block and sprite
- editing features of TheDraw. To use it, run TheDraw as described
- above. Next, press ALT-L and type DEMO.TD [ENTER]. Instructions
- will appear on screen showing what to do next.
-
-
-
-
-
- TheDraw v4.01 Get Running 6
-
-
-
-
- MOVING TO THEDRAW VERSION THREE, FOUR AND BEYOND
- ______________________________________________________________________
-
- Users of TheDraw versions 2.0, 2.1, or 2.2 will be able to start using
- version 4.0 right away. The only things the user should be aware of
- are the revised ALT-E command, and the block copy/move "exchange"
- command. To flip page layers, the wanted layer must be specified.
- This differs from the older versions which merely toggle between the
- available pages.
-
- There are many new additions to TheDraw v4.0. Some will be apparent
- (such as ability to edit EGA/VGA 43/50 line screens); some will not.
- The following is a list of new features added:
-
- o EGA and VGA screen support. TheDraw now permits editing 43/50
- line screens.
-
- o Supersized edit buffer, up to 160 characters by 50 lines,
- available regardless of video display mode. Autoscrolling makes
- maneuvering a breeze. User can select any combination of 80/160
- character widths and 25/43/50 lines for the buffer.
-
- o Built in setup screen for adjusting those frequently changed
- default settings.
-
- o Mouse aided line drawing. Pressing and holding the middle mouse
- button (or both buttons for a two-button mouse), will make
- TheDraw generate line/boxes easily.
-
- o Several new animation scanners including: Doors, Diamond,
- Circle, Clock, Checkerboard, and WiggleOut. Plus the ability to
- reverse any given animation scan (ie: instead of left to right,
- the scan goes right to left).
-
- o User defined Ansi control sequences may be entered into an
- animation sequence.
-
- o ANY file format (except TheDraw .TD files) may be added to an
- animation sequence. For non-Ansi/Ascii files, TheDraw will
- prompt to an animation scanner to use.
-
- o Two new varieties of COM files. TheDraw will try crunching a
- COM file. If this does not succeed in reducing the screen
- size, a second COM type specifically for screen-width images
- might be used. The latter produces 80 by 25 screens under 4096
- bytes, reducing wasted disk space due to cluster allocation.
-
- o Backup files can optionally be generated.
-
- o TheDraw optionally can be made to prompt on exit to save
- modified screens.
-
-
- TheDraw v4.01 Get Running 7
-
-
-
-
- o Block or Global Character/Color Replace. Choose a character or
- target color combination, position the cursor upon it, then
- select a replacement. It is that simple.
-
- o Ability to insert/delete COLUMNS using the ALT-left/right arrow
- key combinations.
-
-
- Plus much more!
-
-
- FILE LISTING
- ----------------------------------------------------------------------
- The following briefly lists those files included with the shareware
- version of TheDraw:
-
- READ.ME Contains last-minute notes and corrections, plus
- any special instructions needed.
- MAILER Prints out a registration form on your printer that
- can be folded and mailed directly.
- WHATSNEW.DOC Gives a brief listing of major additions to TheDraw
- in this latest version.
- DEMO.TD Example file. Refer to the section THE DEMO FILES.
- SHUTTLE2.ANS " "
- PRINTDOC.EXE Program to simplify printing of this documentation.
- Type PRINTDOC [Enter] from Dos.
- SETUP.EXE TheDraw Setup utility. Refer to section below.
- THEDRAW.EXE Shareware version of TheDraw.
- THEDRAW.DOC This documentation file.
- UNCRUNCH.ASM These files contain implementations of the uncrunch
- UNCRUNCH.PAS algorithm needed to display screen images crunched
- UNCRUNCH.H by TheDraw.
- UNCRUN_N.OBJ Near code model implementation for linking purposes.
- UNCRUN_F.OBJ Far code model implementation for linking purposes.
- QB4UTIL.BI QuickBasic v4.x display routine declarations.
- QB4UTIL.LIB QuickBasic v4.x display routines in library form.
- MAKEQLB.BAT Produces .QLB and .LIB files for QuickBasic. See
- "Programmers Programming Tips" for more information.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Get Running 8
-
-
-
-
- T H E S E T U P U T I L I T Y
-
- This section describes how to customize TheDraw and install your
- customizations in the THEDRAW.EXE or THEDRAWR.EXE (registered version)
- files.
-
-
- WHY SETUP?
- ______________________________________________________________________
-
- Setup is the TheDraw installation program; used to customize the
- TheDraw program (EXE) file. With this utility you can specify screen
- modes, change edit colors and various other defaults. Setup allows
- you to change the TheDraw environment in which you operate. It also
- directly modifies various values within your copy of THEDRAW.EXE or
- THEDRAWR.EXE.
-
- Via Setup you can do the following:
-
- o Setup the default video display mode
-
- o Change screen colors
-
- o Resize TheDraw's usage of available memory
-
- o Change save screen default parameters.
-
- o Specify initial default filespec wildcards.
-
-
- In the registered version of TheDraw, the Setup utility can also:
-
- o Customize or "remap" the editor command keys and mouse buttons.
-
- o Setup a path to the directory where help files are stored.
-
-
- TheDraw comes ready to run; there is no mandatory installation. After
- setting up as specified in GET RUNNING, you can use TheDraw.
-
- However, you will need to run Setup if you want to do any of the
- following:
-
- o Change TheDraw default colors.
-
- o Force a display mode or "snow" checking
-
- o Customize the editor commands to preferred sequences.
-
- o Adjust memory usage to better suit your needs.
-
-
-
- TheDraw v4.01 The Setup Utility 9
-
-
-
-
- WINDOWS AND SELECTING OPTIONS
- ______________________________________________________________________
-
- The setup utility operates in a windowing user environment. You
- select commands by either pressing the highlighted capital letter of a
- given option, or using the Up and Down arrow keys to move to your
- selection and then pressing [ENTER].
-
- For instance, from the main Setup installation menu you can select
- Editor configuration (R), Keyboard customize, Screen mode, Colors,
- Help and overlay file path (R), Memory usage, Defaults, or Quit/Save.
-
- (R) Available while editing the registered version only.
-
-
- SAVING AND ABORTING CHANGES
- ______________________________________________________________________
-
- In general, pressing [ENTER] will save any changes. Pressing [ESC]
- (as many times as needed) will abort a function and return you from a
- submenu to the main installation menu. Where this convention is not
- followed, instructions are displayed on screen for you.
-
-
- RUNNING SETUP
- ______________________________________________________________________
-
- To get started, type SETUP [ENTER] at the DOS prompt. Once the
- utility runs, you will be prompted for the filename to modify. This
- allows you to have several different customized copies of TheDraw on
- your system. These various copies of THEDRAW.EXE can each have
- different executable program names. This allows you to customize for
- various editor command-keys, menu colors, etc... if you are so
- inclined. The registered program version is called THEDRAWR.EXE.
-
- After selecting a file to edit, SETUP determines what version of
- TheDraw is being updated (shareware or registered). It then proceeds
- to the main menu.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 The Setup Utility 10
-
-
-
-
- RUNNING SETUP: MAIN MENU
- ______________________________________________________________________
-
- The main menu presents several options. Each item on the menu is
- described below:
-
-
- EDITOR CONFIGURATION
-
- The editor in TheDraw provides many features, including cursor
- control, color changing, various text operations, etc... These
- editing commands are assigned to certain keys, as described in this
- documentation. This option allows you to change the default
- assignments for each function.
-
- When you select Editor Configuration from SETUP's main menu, the
- editor installation screen appears. Three columns of information
- will be immediately notable:
-
- o The first (left-most) column describes each configurable
- function available in the editor.
-
- o The second column lists Primary keystrokes. These keys are
- the defaults by which TheDraw normally operates.
-
- o The third column lists Secondary keystrokes. These are
- optional alternates keystrokes you may press to invoke a
- given editor action. These keystrokes always take precedence
- over the primary keystrokes described above.
-
- Along the bottom of the screen is a list of the keys used to select
- and modify entries.
-
- Key Action
- _______________________________________________________________
-
- Up and Down Selects the editor command you wish to change.
- arrow keys
-
- PgUp/PgDn Scrolls up/down one full screen page.
-
- [ENTER] Enters the secondary keystroke modify mode.
-
- R Restore all editor commands to the original
- default values.
-
- [ESC] Returns to the main SETUP options menu.
- _______________________________________________________________
-
-
-
-
-
- TheDraw v4.01 The Setup Utility 11
-
-
-
-
- After pressing [ENTER] to modify a command, the current secondary
- definition disappears. You can then type in your new definition.
- Anything may be used for redefining a key except Numbers (0-9),
- Letters (A-Z,a-z), Enter, Esc, and Backspace. A maximum of four
- keystrokes for any given editor command is allowed; however,
- certain key combinations are equal to two keystrokes. These
- include ALT-(key), cursor movement keys (up, PgDn, Home, etc...)
- and any keystroke involving a function key (F1, CTRL-F4, etc...).
-
- Upon pressing ESC, if anything has been changed you are prompted to
- save the changes. Next, if there are any duplicate keystrokes
- SETUP will point out the first occurrence so you can clear up the
- problem (marked with an asterisk).
-
-
- KEYBOARD CUSTOMIZE
-
- The true IBM-PC and certain clones have a Bios omission preventing
- the Ctrl-Up, Ctrl-Down, Alt-Left, and Alt-Right key combinations
- from working properly. TheDraw gets around this by using a custom
- keyboard driver. The factory defaults from TheSoft will work for a
- good majority of all computers. However, if you have difficulties
- try this configuration.
-
- SETUP examines the keyboard hardware to see what happens when any
- of the above are pressed. Upon selecting this option, the screen
- clears and prompts if you wish to continue. Next you are asked to
- press Ctrl-Up, Ctrl-Down, Alt-Left, Alt-Right in that order. SETUP
- will display scan codes returned by your keyboard for those keys.
-
- Next you can experiment to see that everything is indeed working
- properly. Press Ctrl-Up/Down, Alt-Left/Right until satisfied you
- programmed the correct keys. When ready press [ENTER] to return to
- the main menu.
-
- Note:
- A very few computers react badly to this driver. If your
- computer does not operate as expected when you run TheDraw, run
- the setup utility from Dos as follows:
-
- SETUP * [Enter]
-
- Setup will display the current setting of the driver. Respond
- Yes or No if the setting is correct. If after deactivating the
- driver your computer still locks, please contact TheSoft.
-
-
-
-
-
-
-
-
- TheDraw v4.01 The Setup Utility 12
-
-
-
-
- SCREEN MODE
-
- Normally, THEDRAW will automatically determine the correct video
- mode of your computer. You should only need to change the Screen
- mode option if:
-
- o you think TheDraw is incorrectly detecting your hardware.
-
- o you have a Color Graphics Adapter (CGA) that does not produce
- the "snow" or hashing effect.
-
- o You have an EGA or VGA video card and wish to always start in
- 43/50 line edit mode.
-
- o your computer has a composite video screen, appearing like a
- CGA but with only one color. In this case, you want the
- Black and White screen option.
-
- Upon pressing S to select this option, a pop-up menu will appear
- with the available options. These are fairly apparent:
-
-
- DEFAULT
-
- TheDraw will operate in the mode active when first run.
-
-
- BLACK AND WHITE
-
- TheDraw will use composite black and white mode (80 column),
- regardless of the active mode when first run. The original
- video mode will be selected when you exit TheDraw.
-
-
- COLOR
-
- TheDraw will use color mode (80 column), regardless of what mode
- active when first run. The original video mode will be selected
- when you exit TheDraw.
-
-
- EGA/VGA
-
- TheDraw will use color mode (80 column) and 43/50 lines,
- regardless of what mode was active initially. Initial video
- mode is restored upon exit from TheDraw.
-
-
-
-
-
-
-
- TheDraw v4.01 The Setup Utility 13
-
-
-
-
- MONOCHROME
-
- TheDraw uses monochrome video mode, and switches back to the
- previous mode upon exiting.
-
- After selecting one of the first three options above (Default, B&W,
- or Color), SETUP checks the screen for snow. If you see snow or
- hashing, respond Yes to the prompt that appears.
-
-
-
- COLOR CONFIGURATION
-
- TheDraw holds three complete sets of configurable colors. Which
- color set is used depends on the initial screen mode specified
- above. The sets are for Color, Black and White, and Monochrome
- screen users. A pop-up window prompts for which set to edit.
-
- After selecting a color set, another pop-up prompts for the item
- type to configure. Options are the Edit Screen, Main Help Display,
- Directory (Load/View) Screen, Pop-up help, and Pull-Down menu
- display.
-
- Next, a menu of configurable items under that type appears.
- Selecting one displays a view port and list of available colors.
- The view port shows an example of the screen item you chose. It
- also reflects any changes in colors as you scroll through the color
- palette.
-
- Use the arrows keys to select a color to your liking from the
- palette. Watch the view port to see how the item looks in that
- color. Press [ENTER] or [ESC] to save your choice.
-
- Now repeat this procedure for every screen color item you want to
- customize. When done, press [ESC] until you return to the main
- SETUP menu.
-
-
-
- FILES DIRECTORY
-
- The Files Directory is used by TheDraw to find its files. The
- shareware version looks for the pick list file (THEDRAW.PCK) there.
- The registered version of TheDraw looks for its help and macro key
- files there in addition.
-
- The current setting is displayed for you. To change it, simply
- type in the new directory. Enter a period (.) by itself to use the
- current directory of Dos when TheDraw is loaded. Press [ENTER]
- without entry to leave unchanged.
-
-
-
- TheDraw v4.01 The Setup Utility 14
-
-
-
-
- MEMORY USAGE
-
- TheDraw always tries to allocate all available memory up to limits
- specified by this SETUP option. When fully configured, TheDraw can
- use as much as 410k of memory. Memory is allocated first for
- screen page layers and then for the animation system.
-
- If you have limited memory, there might not be enough space for 8
- page layers and 16000 animation entries (maximum usage). There may
- however be enough space for 4 page layers and 5000 animation
- entries, or just one layer, or anything in between.
-
- This is when you may wish to override the automatic memory
- allocation. To make TheDraw operate as in earlier versions, you
- would want just 2 page layers and 5000 entries. Feel free to
- experiment. Keep in mind that TheDraw will scale down all settings
- when loaded if there is insufficient memory.
-
- Upon selecting this option the current settings are displayed for
- you. The amount of memory occupied by screen page layers and the
- animation system is also indicated. If you wish to change them
- answer Yes to the prompt. You can then enter new values for both.
-
-
-
- DEFAULTS
-
- TheDraw has certain default values used throughout the program.
- Some of these are:
-
- o Initial edit colors
- o Default file extensions
- o Default file save parameters
- o Sticky directory wildcards
- o Initial work file directory
- etc...
-
- Selecting Defaults from the main setup menu displays a screen with
- several fields. Use the up and down arrow keys to select the field
- you wish to change. PgUp/PgDn switches between the three screens
- of options. To change a value follow the on screen directions.
- Pressing "R" at any time restores all "factory" defaults. Press
- [ESC] when satisfied with your changes.
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 The Setup Utility 15
-
-
-
- QUIT/SAVE
-
- Once all changes are completed, select Quit/save at the main SETUP
- menu. The message:
-
- Save Changes? (Y/N)
-
- appears along the bottom line of the screen. Reply Yes, and all
- the changes you have made will be saved into TheDraw. Reply No,
- and all your changes are ignored. After either reply, you return
- to the operating system (Dos).
-
- If you ever decide to reset TheDraw completely to factory defaults,
- simply copy the EXE program file from your original disk (you did
- make one right?) onto your work disk. If you just want the editor
- commands restored, select the R command under Editor Configuration.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 The Setup Utility 16
-
-
-
-
- S T A R T I N G T H E D R A W
-
-
- COMMAND LINE FILESPECS
- ______________________________________________________________________
-
- For convenience, TheDraw allows you to specify a filespec from Dos
- when first running the program. ie:
-
- THEDRAW DEMO.TD
-
- Only one file may be specified this way. All files are loaded onto
- page layer one (except for THEDRAW format files which may contain
- multiple layers).
-
-
-
- THE STATUS LINE
- ______________________________________________________________________
-
- The status line of TheDraw shows various information about the state
- of the program. Each structure in the status line is described below:
-
- (xx,xx) Displays the current cursor position.
-
- Color Indicates the current drawing color. This color is
- used for any new characters placed onto the screen.
-
- Text, The word displayed indicates if TheDraw is in normal
- Attr, or text, color draw mode, or line draw mode. In color
- Draw draw mode, moving the cursor changes characters to
- the current colors. In Draw mode, moving the
- cursor with the arrow keys draws a line in the moved
- direction.
-
- Ins Appears when TheDraw is in Insert keystroke mode.
- When on, typing a character shifts everything to the
- right to make room for the new character.
-
- Page:x or Indicates the current screen page edit layer. In
- Anim:x animation mode (see The Animation System for more
- details), the word Anim appears. In addition, this
- structure indicates when TheDraw is in sprite edit
- mode (see ALT-E). In sprite mode, the structure
- appears in capital letters. ie: PAGE or ANIM.
-
- Set:xx Number of the current function key set. This set
- appears immediately after this indicator.
-
-
- Note: The symbol "x" or "xx" indicates a number of some value.
-
-
- TheDraw v4.01 Starting TheDraw 17
-
-
-
-
- HELP!!!
- ______________________________________________________________________
-
- The shareware version of TheDraw contains three outline help screens
- available from command mode (no sub-functions being used) by pressing
- ALT-H. These outline screens display brief notes about all operations
- available in the program.
-
- The registered version of TheDraw supports context sensitive help. In
- other words, pressing ALT-H anywhere in the program will bring up
- specific information on that area of TheDraw. This can be very useful
- during the learning stage or for rarely used functions.
-
-
-
- CURSOR CONTROL
- ______________________________________________________________________
-
- The cursor may be moved by using the following keys:
-
- Key Action
- _____________________________________________________
-
- Up Arrow Up one line
- Down Arrow Down one line
- Left Arrow Left one position
- Right Arrow Right one position
- Home First column of current line
- End Last column of current line
- PgUp First line in current column
- PgDn Last line in current column
- Ctrl-Home First Character of current line
- Ctrl-End Last Character of current line (plus 1)
- Ctrl-PgUp Upper-left position of screen
- Ctrl-PgDn Lower-right position of screen
- Tab Next set Tab position (see Alt-T)
- Shift-Tab Previous set Tab position (see Alt-T)
- Enter First column of following line
- _____________________________________________________
-
-
- Naturally, if you attempt to move past the screen border no action
- will be taken. If no tab position follows the current location,
- pressing [TAB] will return you to column one of the current line.
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Starting TheDraw 18
-
-
-
-
- MOUSE CONTROL
- ______________________________________________________________________
-
- TheDraw fully supports the use of a Microsoft Mouse or compatible
- device. Pull down menus and other facilities are available (see
- section PULL DOWN MENU SYSTEM). You may use either a two or three
- button mouse with TheDraw.
-
- The mouse operates differently depending on where you are in TheDraw.
- At command mode (no sub-functions in use) the mouse functions are:
-
- MOVEMENT: Moves cursor.
- LEFT BUTTON: Marks a block.
- MIDDLE BUTTON: Toggles line drawing mode
- RIGHT BUTTON: Activates pull down menu system.
-
-
- In any sub-function:
-
- MOVEMENT: Moves cursor/block/screen/etc... If movement
- is allowed, you can use the mouse.
- LEFT BUTTON: Equivalent to pressing [ENTER].
- MIDDLE BUTTON: Unused.
- RIGHT BUTTON: Displays a small window with all current menu
- options.
-
-
- Someone comfortable with a mouse will find TheDraw easy to get used
- to. The mouse is usable everywhere in the program. If no particular
- mouse indicator appears, the RIGHT mouse button will generally pop up
- a window with available options. Simply click the RIGHT button on
- the wanted option to select it.
-
- Users without a mouse will find TheDraw operates normally without
- change.
-
- Note: A Microsoft compatible mouse driver (MSMOUSE.SYS or similar
- program) must be installed into your CONFIG.SYS file before
- TheDraw will recognize the device. See APPENDIX A for
- information on configuring Config.Sys. Once the driver is
- installed, TheDraw auto-detects the presence of the mouse.
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Starting TheDraw 19
-
-
-
-
- COMMAND SUMMARY
- ______________________________________________________________________
-
- TheDraw provides the following 37 command functions, available through
- ALT-Letter or CTRL-Letter key sequences plus a pull-down menu system.
-
-
- Alt-A Change Text Color Attributes
- Alt-B Block Action Commands
- Alt-C Clear Current Screen
- Alt-D Set Default Clear Screen Color
- Alt-E Select Screen Page Layers
- Alt-F View Function Key Sets
- Alt-G Global Commands
- Alt-H Display Help Information
- Alt-I Insert a Line
- Alt-J Animation Options
- Alt-K Delete a File
- Alt-L Load Screen from Disk
- Alt-M Select Draw Mode (toggle)
- Alt-N Ruler
- Alt-O Change Drive/Sub Directory
- Alt-P Paint/Fill Commands
- Alt-Q Redraw Screen (animator)
- Alt-R Restore Current Line
- Alt-S Save Screen to Disk
- Alt-T Tab Setup
- Alt-U Use Colors under Cursor
- Alt-V View a Screen (not load)
- Alt-W Edit Character (animator)
- Alt-X Exit TheDraw
- Alt-Y Delete Current Line
- Alt-Z Erase Cursor Character (animator)
- Alt-- Select Color Draw Mode (toggle)
- Alt-= Toggle Macro Learning Mode (reg. version)
- Ctrl-PrtSc Toggle Full Screen Editing mode
- Alt-Left Arrow Delete column
- Alt-Right Arrow Insert column
-
- Ctrl-Up Arrow Increment Foreground Color
- Ctrl-Down Arrow Decrement Foreground Color
- Ctrl-Left Arrow Increment Background Color
- Ctrl-Right Arrow Decrement Background Color
-
- Shift-Space Put a "Solid" space on the Screen.
-
- ESC Activate pull-down menu system from keyboard.
-
- The section THEDRAW KEYBOARD COMMANDS on the following pages contains
- explanations for each of the above.
-
-
-
- TheDraw v4.01 Starting TheDraw 20
-
-
-
-
- P U L L D O W N M E N U S Y S T E M
- -----------------------------------------
-
- TheDraw can be fully controlled via pull down menus. The menus
- greatly simplify learning TheDraw by conveniently showing all related
- commands.
-
- The pull down menus are activated from command mode using one of two
- ways. Pressing either the [ESC] key on the keyboard or if using a
- mouse the RIGHT-most button. The following options bar will appear
- across the top of the screen:
-
- ┌─────────────────────────────────────────────────────────────────┐
- │ Files Global Options Screen Animation Color Toggles Help │
- └─────────────────────────────────────────────────────────────────┘
-
- Each heading is described briefly below. For full functional
- descriptions, please refer to the appropriate section under THEDRAW
- KEYBOARD COMMANDS.
-
-
- The FILES Menu
- ----------------------------------------------------------------------
- The Files pull-down menu offers assorted options for loading or
- viewing existing files, deleting old files, and saving the screen
- image currently being edited. When you load a file, it is read into
- the screen edit area. When done with a file, you can save it to any
- directory or file name. In addition, from this pull-down you can
- change to another directory, temporarily go to a Dos Shell, or exit
- TheDraw completely.
- ┌────────────┐
- │ Load │
- │ View │
- │ Delete │
- │ Change Dir │
- │ Save │
- │ Quit │
- └────────────┘
-
- LOAD - Load a File (ALT-L)
-
- Displays a list of files under the current directory. You can use
- DOS-style wildcard masks for a listing of specific wanted files.
- Simply type in the name of the file to load or use the arrow keys
- to move the selector bar and press [ENTER]. Activate the pick list
- by pressing the TAB key or the RIGHT-most mouse button.
-
-
-
-
-
-
-
- TheDraw v4.01 Pull Down Menu System 21
-
-
-
- VIEW - View a File (ALT-V)
-
- Similar to LOAD, except the image is loaded only temporarily.
- Pressing [ENTER] returns to command mode.
-
-
- DELETE - Delete a File (ALT-K)
-
- Allows files to be deleted from within TheDraw. The screen
- operates identically to the LOAD option above. The difference
- being TheDraw will attempt to delete any file you select.
-
-
- CHANGE DIR - Change Working Directory (ALT-O)
-
- Displays all subdirectories in the current directory. Select the
- wanted directory by typing it in or using the arrow keys and
- pressing [ENTER]. To change to another drive, simply type the
- wanted drive followed by a colon. ie: "C:"
-
-
- SAVE - Save Current Screen to a File (ALT-S)
-
- Saves current screen image to one of a variety of file formats.
-
-
- QUIT - Quit/Shell from TheDraw (ALT-X)
-
- Allows you to either exit TheDraw completely or leave the program
- just temporarily. In both cases, you end up at the Dos prompt.
-
- To return to TheDraw from a Dos Shell, type EXIT. This is useful
- when you want to run a DOS command without quitting TheDraw.
-
-
-
- The GLOBAL Menu
- ----------------------------------------------------------------------
- The global menu offers options that affect the entire edit screen.
- These options include moving and copying the screen, plus global
- screen fills and text operations.
-
- ┌──────┐
- │ Copy │
- │ Move │
- │ Fill │
- │ Text │
- └──────┘
-
- Each function is described on the following page.
-
-
-
-
- TheDraw v4.01 Pull Down Menu System 22
-
-
-
- COPY - Global Screen Copy (ALT-G,Copy)
-
- Copies the current screen page to another page. You are prompted
- for which destination page you want.
-
-
- MOVE - Global Screen Movement (ALT-G,Move)
-
- Allows the rotating of the screen around its borders. Use the
- arrow keys or the mouse. Press [ENTER] or the LEFT mouse button to
- save at the new location.
-
-
- FILL - Global Fill Screen (ALT-G,Fill)
-
- Fills the entire screen based on a specified sub-command. The
- available options allow just the color attributes, just the
- characters, or both to be changed at once.
-
-
- TEXT - Global Text Operations (ALT-G,Text)
-
- Performs various screen text operations. Available sub-options
- are: Draw Box, Outline contents of screen, Center Justify screen
- contents, Left Justify, and Right Justify.
-
-
-
- The OPTIONS Menu
- ----------------------------------------------------------------------
- The Options menu contains facilities to aid you in the layout of a
- screen design. Commands affect things like the current character set,
- the Tab line setup, and the on-screen ruler. A screen painting
- function is available also.
-
- ┌───────────────┐
- │ Character Set │
- │ Tab Setup │
- │ Ruler │
- │ Paint/Fill │
- │ Setup Options │
- └───────────────┘
-
- CHARACTER SET - Display and Select Character Set (ALT-F)
-
- Shows a screen containing all special IBM extended character
- symbols. From this you can select which character set you would
- like to work with. Use the arrow keys or the mouse. Press [ENTER]
- to save your choice.
-
-
-
-
-
- TheDraw v4.01 Pull Down Menu System 23
-
-
-
- TAB SETUP - Adjust TheDraw Tab Stops (ALT-T)
-
- This command permits the setting of tabs in the editor (positions
- where the [TAB] key stops). Initially the positions are at every
- tenth column. Sub-commands are available for setting, clearing,
- and resetting tabs.
-
-
- RULER - On-Screen Ruler (ALT-N)
-
- Places a pair of lines on the screen which intersect at the cursor
- position. Move the ruler using arrows or the mouse. [ENTER] or
- LEFT mouse button saves the new cursor position. This command is
- useful for aligning items of the screen. The ruler can be held on
- the screen by selecting the [S]ticky option.
-
-
- PAINT/FILL - Enclosed Area Painter (ALT-P)
-
- Lets you fill an enclosed area easily with characters and/or color
- attributes. An area is defined as any shape formed using line
- characters (from function key sets 1-4). To use this command,
- position the cursor inside the target area before activating the
- pull down menus.
-
-
- SETUP OPTIONS - Default Setup Configuration (no separate key sequence)
-
- Provides access to many of the configurable defaults while using
- TheDraw. The following options may be changed:
-
- WORKSHEET WIDTH
- Choose how wide the edit buffer should be. Either 80 or 160
- characters.
-
- WORKSHEET DEPTH
- Choose how deep the edit buffer should be. Can be 25, 43, or 50
- lines. Note the worksheet depth cannot be less than the video
- mode in use. For example, if using 43 line EGA editing, the
- worksheet depth cannot be less than 43 lines.
-
- VIDEO SCREEN MODE
- Choose one of the following video edit modes: Standard 80
- character by 25 lines (80x25), 80x43 (if using EGA card) or
- 80x50 (if using VGA card).
-
- MAINTAIN FILE DESCRIPTOR LISTING WILDCARD
- Tells TheDraw to maintain wildcards specified in the directory
- listing available during loading (or deleting). For example
- entering "*.BIN" to see all binary files would normally be
- forgotten, unless this option was turned on.
-
-
-
- TheDraw v4.01 Pull Down Menu System 24
-
-
-
- DEFAULT SAVE SCREEN FORMAT
- Default file format TheDraw should select when saving a file.
- Upon hitting ALT-S, you are present with many choices. Pressing
- [ENTER] selects the default save screen format. If you find
- yourself using a specific format often, changing the default
- might prove a convenience.
-
- DEFAULT LOAD SCREEN FORMAT
- Similar to the above, but used during loading. If you are
- working with a given file type regularly, changing the default
- load format will save you from typing the file extension. For
- example if set to Binary, "DEMO" becomes "DEMO.BIN" instead of
- "DEMO.ANS".
-
- CREATE BACKUP FILES
- Instructs TheDraw to generate backup files when saving. If a
- file already exists, TheDraw will change the existing file's
- extension to .BAK, then continue the save.
-
- SAVING FILENAME PICK LIST ON EXIT TO DOS
- Controls the saving of the filename pick list to disk on exit.
- When off, any accumulated filenames will be lost upon exit.
-
- ASK TO SAVE CHANGES BEFORE EXITING
- TheDraw can be made to prompt before allowing exit to Dos, if
- changes were made to the current page or any page.
-
- USE ALT-KEY HELP WINDOW
- Holding down the ALT key for about three seconds displays a
- brief pop-up of available commands. The feature may be disabled
- by toggling this option.
-
- BLANK SCREEN AFTER HOW MANY MINUTES
- TheDraw will blank the screen by writing blanks if no action is
- taken for a specified time. The time delay can be set from 1 to
- 255 minutes, or turned off completely.
-
- DISK SWAP FILE PATHNAME
- Used when doing a Dos Shell (see ALT-X,S). TheDraw attempts to
- write all its data to expanded memory or a disk swap file to
- provide more room during the shell. If insufficient expanded
- memory (EMM or EMS) is available, the disk swap file is used at
- the specified path. Leaving this option blank will prevent
- TheDraw from using a swap file.
-
- DEFAULT FILENAME EXTENSIONS
- The default filename extensions TheDraw uses when saving a file.
- Change to your preference. For instance, if saving an Ansi
- file, TheDraw will change "DEMO" into "DEMO.ANS".
-
-
-
-
-
- TheDraw v4.01 Pull Down Menu System 25
-
-
-
- DEFAULT ASM,PASCAL,C SAVE FORMAT
- Controls if TheDraw defaults to Normal, Ascii, or Crunching of
- screen data. See ALT-S for more information.
-
- FILTER OUT SOLID SPACES ON ANSI/ASCII/ASM/PASCAL/C FILES
- Occasionally solid spaces (entered with Shift-Space key
- combination) cause prompts with other programs. This filter
- will convert all solid spaces to normal spaces in the data
- written to disk (for Ansi, Ascii, Asm, Pascal, and C formats).
-
- FORCE CR/LF ON END OF LINES OF ASCII THAT ARE SCREEN WIDTH
- TheDraw is faced with a dilemma when saving Ascii files. The
- Dos TYPE command automatically wraps the cursor down a line when
- screen width text (80 characters) is printed. TheDraw normally
- handles this by not writing a carriage return sequence (CR/LF)
- for those lines, as it is not needed. However, reading such an
- Ascii file into other programs can cause problems. Therefore
- this option forces TheDraw to always write the CR/LF regardless
- of anything. A simple, yet effective, solution.
-
- RESET COLORS TO WHITE ON END OF ANSI FILES
- Controls if TheDraw resets the Ansi colors to white after all is
- said and done. Generally of use in animation files, where the
- last character printed is flashing magenta on a green background
- (or some even worse color combination).
-
- DEFAULT ANSI VIDEO PREPARATION
- Choose if by default TheDraw does nothing, homes the cursor to
- the upper left screen corder, or clears the screen before
- displaying an Ansi file.
-
- DEFAULT ANSI SLOW DOWN FACTOR
- Choose how many delay elements TheDraw inserts by default into
- an Ansi file. Normally used on faster machines to make
- animation more appealing (ie: visible).
-
- MAXIMUM ANSI LINE LENGTH
- Controls the maximum line length TheDraw will permit a line of
- Ansi to become. Some programs have line length limitations
- (such as bulletin board systems). Since TheDraw can conceivable
- generate lines thousands of characters long, this option allows
- you to compensate. The setting can be between 32 and 255
- characters, or set to Unlimited if no conflicts exist.
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Pull Down Menu System 26
-
-
-
- The SCREEN Menu
- ----------------------------------------------------------------------
- Use items in the Screen menu to erase a page layer or select some
- other page. Other options allow you to insert, delete, or restore the
- contents of individual lines.
-
- ┌──────────────┐
- │ Clear Page │
- │ Select Page │
- │ Insert Line │
- │ Delete Line │
- │ Restore Line │
- └──────────────┘
-
- CLEAR PAGE - Clear the Current or All Page Layers (ALT-C)
-
- Erases the image in the current page. You may also opt to erase
- all page layers in one fell swoop for a completely clean slate.
- You will be prompted to save the current screen if changes have
- been made.
-
-
- SELECT PAGE - Choose a New Page to Work On (ALT-E)
-
- TheDraw prompts for the page layer you wish to edit. Enter a
- number between one (1) and the number of available pages. The
- mouse can be used for selection by pressing the RIGHT button.
-
-
- INSERT LINE (ALT-I)
-
- Inserts a blank horizontal screen line at the position of the edit
- cursor. This command is not reversible so use it carefully.
-
-
- DELETE LINE (ALT-Y)
-
- Similar to Insert, but deletes the line rather than inserts one.
-
-
- RESTORE LINE - Recover from Unwanted Changes on the Screen (ALT-R)
-
- Brings back the previous copy of the horizontal line currently
- being worked on. Please note that once you leave a line, all
- changes are permanent.
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Pull Down Menu System 27
-
-
-
- The ANIMATION Menu
- ----------------------------------------------------------------------
- Provides various facilities for working with the TheDraw animation
- system. Options allow the display and editing of the animation
- sequence. The registered version of TheDraw adds Limiting and
- animation markers (as shown below).
-
- ┌──────────────────┐
- │ Screen Redraw │
- │ Change Character │
- │ Erase Character │
- │ │
- │ Include Files │
- │ Limiting │
- │ marKer │
- │ Movement Storage │
- │ Rescan Animation │
- │ Pause Animation │
- └──────────────────┘
-
- SCREEN REDRAW - Display the Entire Animation Sequence (ALT-Q)
-
- Display the animation sequence as entered. The command is useful
- for seeing how your work is progressing. The speed of the redraw
- may be controlled by specifying a number between 0 (fastest) and
- 255 (slowest).
-
-
- CHANGE CHARACTER - Edit a Character in Animation Sequence (ALT-W)
-
- Allows the editing of a mistyped animation entry. Animation mode
- differs from the normal edit mode in that simply overtyping a
- character does not replace it. In animation mode, both entries are
- remembered - the incorrect character, plus the wanted one. This
- command permits you to edit something without adding unwanted
- entries.
-
-
- ERASE CHARACTER - Delete a Character from Animation Sequence (ALT-Z)
-
- Deletes characters from the animation sequence. As stated above in
- the CHANGE CHARACTER option, a character is not replaced or deleted
- in animation mode by overtyping. To erase something this command
- must be used. Only the top-most character (the one currently
- visible) is removed; anything under it is left intact.
-
-
- INCLUDE FILES - Ansi/Ascii Include Files (ALT-J,Include)
-
- Allows text files created by programs other than TheDraw to be
- inserted into Animation sequences. Particularly useful for Ansi
- Music, BBS control codes, and often used sequences.
-
-
- TheDraw v4.01 Pull Down Menu System 28
-
-
-
- LIMITING - Animation Sequence Editing (ALT-J,Limit) - Registered
-
- Limiting gives total control over the animation sequence, making
- changes anywhere trivial. Normally all changes and additions are
- done on the end of the animation sequence. By using limiting, you
- can move the edit point to anywhere within the sequence.
-
- Once the limit point has been set, TheDraw operates only up to that
- point. All deletions, additions and correcting are done where the
- limit is specified. Everything in the sequence above the limit is
- protected, temporarily out of the way.
-
-
- MARKER - Animation Markers (ALT-J,marKer) - Registered
-
- Markers are used to "mark" or "tag" different places in the
- animation sequence for later reference. Once set, markers can be
- used for quickly changing the animation limit position (see above)
- and viewing specific portions of the animation sequence.
-
-
- MOVEMENT STORAGE - Cursor Movement Storage (ALT-J,Movement)
-
- Controls whether or not cursor movement is stored in the animation
- sequence. Normally only characters specifically typed are
- recorded. With this option turned on however, movements of the
- cursor are also saved (for example, using the mouse or arrow keys).
-
-
- RESCAN ANIMATION - Animation Screen Rescanning (ALT-J,Rescan)
-
- Creates a new animation sequence using the current screen image.
- Any previous animation is lost (unless in animation limiting mode).
-
-
- PAUSE ANIMATION - Animation Pausing (ALT-J,Pause)
-
- Inserts either a keyboard or timed pause into the animation
- sequence. Gives the opportunity to sit and reflect upon a certain
- presentation. Note these pauses are truly functional only within
- TheDraw or THEPP (The Presentation Program). In Ansi files, timed
- pauses cannot be accurately saved. Keyboard pauses are flatly not
- possible with standard Ansi.
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Pull Down Menu System 29
-
-
-
- The COLOR Menu
- ----------------------------------------------------------------------
- Use this menu to select edit colors. Options are available for
- setting normal edit foreground and background color, the default
- background color used for erasing areas, and "picking up" colors
- currently used underneath the cursor.
-
- ┌──────────────┐
- │ Fore/Back │
- │ Default │
- │ Under Cursor │
- └──────────────┘
-
- FORE/BACK - Change New Character Fore/Background Color (ALT-A)
-
- Displays a screen showing available colors. Simply select wanted
- color using mouse, arrow keys, or directly typing the number. See
- also CTRL-UP/DOWN.
-
-
- DEFAULT - Change Default Erase Background Color (ALT-D)
-
- Similar to above, except changes default color. This is used
- whenever TheDraw must erase an area, or otherwise deal with a
- "void" created by some operation.
-
-
- UNDER CURSOR - Use Colors Currently Under Cursor (ALT-U)
-
- Changes new character fore/background color attributes to those
- under the edit cursor. Very useful for making quick updates and
- fixes.
-
-
-
- The TOGGLES Menu
- ----------------------------------------------------------------------
- The Toggles menu contains settings for controlling how TheDraw
- operates. The settings affect things like line draw or sprite mode,
- animation mode toggling, character insert mode, and full screen
- editing.
-
- ┌────────────────┐
- │ Draw Mode │
- │ Color Draw │
- │ Sprite Mode │
- │ Animation Mode │
- │ Insert Mode │
- │ Full Screen │
- └────────────────┘
-
- The options are discussed on the following pages.
-
-
- TheDraw v4.01 Pull Down Menu System 30
-
-
-
- DRAW MODE - Line Draw Mode Toggle (ALT-M)
-
- Turns on/off line drawing mode. Line drawing is accomplished using
- characters from function key sets 1 to 4. In this mode, moving the
- cursor draws a line. Useful for creating abstract shapes quickly
- and easily.
-
-
- COLOR DRAW - Color Draw Mode Toggle (ALT--)
-
- Turns on/off color attribute drawing mode. Color drawing involves
- simply changing characters to the current colors. A manual way of
- easily painting an area a given color.
-
-
- SPRITE MODE - Sprite Editing Toggle (ALT-E,Toggle)
-
- Turns on/off TheDraw Sprite Editing Mode. Please refer to ALT-E
- for discussion about this mode.
-
- ANIMATION MODE - Animation Mode Toggle (ALT-J)
-
- Changes TheDraw from Normal to Animation mode and visa versa. When
- going from Normal to Animation mode, a list of available screen
- scanners are presented. Refer to ALT-J for more details.
-
-
- INSERT MODE - Character Insert Mode Toggle (INSERT)
-
- Turns on/off character insert mode. In insert mode, typing
- something bumps everything to the right to make room for the new
- character.
-
-
- FULL SCREEN - Full Screen Editing Toggle (CTRL-PRTSC)
-
- Toggles using the entire screen for editing. In full screen edit
- mode, the status line along with all indicators disappear. This
- makes the full 80 by 25 screen available for editing.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Pull Down Menu System 31
-
-
-
-
- T H E D R A W K E Y B O A R D C O M M A N D S
- _________________________________________________
-
-
- ALT-A: CHANGE TEXT COLOR ATTRIBUTES
-
- This function allows you to change the current color attributes used
- by TheDraw. These attributes "color" any new characters placed on the
- screen. When you press ALT-A, the screen will change to a display of
- the available and currently selected colors.
-
- The lower portion of the screen contains two prompts:
-
- Please Select Foreground Color (0-31):
- Please Select Background Color (0-7):
-
- The cursor will be flashing immediately after the first prompt. You
- can now change the current foreground color via the Up/Down arrow keys
- or by directly typing the number associated with a foreground color
- (see table below). Mouse users can position the mouse on the wanted
- color then press a button.
-
- 0 Black 8 Dark Gray
- 1 Blue 9 Light Blue
- 2 Green 10 Light Green
- 3 Cyan 11 Light Cyan
- 4 Red 12 Light Red
- 5 Magenta 13 Light Magenta
- 6 Brown 14 Yellow
- 7 Light Gray 15 White
-
- Characters can be made to blink by selecting colors from the range 16
- through 31. These match the above exactly, except they blink.
-
- After changing the foreground color (or leaving it alone) you can
- either proceed to the background colors by pressing [ENTER] or press
- [ESC] to return to the edit screen. The background color is selected
- in a fashion similar to the above. Allowed values are the first eight
- (0 through 7) colors. There are no background colors available that
- allow background blinking.
-
- Pressing either [ENTER] or [ESC] at this point will return to the edit
- screen.
-
- Notes: It is possible to change the colors without using ALT-A.
- Please see the Ctrl-Arrow Key commands for more details.
-
- Monochrome screen users will find background colors generally
- useless except when set to light gray (7) while using a black
- foreground color of 0 or 16 (blinking black).
-
-
-
- TheDraw v4.01 TheDraw Command Functions 32
-
-
-
-
- ALT-B: BLOCK ACTION COMMANDS
-
- The Block Action Commands provide many facilities for editing the
- current screen and making extensive changes. The following options
- are available:
-
- o Move or Copy blocks of text.
- o Fill in areas with characters, colors or both.
- o Perform left, right or center text justification.
- o Draw boxes or outline text with lines quickly and easily.
- o Delete or simply Erase blocks of text.
- o Load a block of screen area from a file on disk.
- o Save just a piece of the current screen to disk.
- o Rescan an area into animation sequence (animation mode only).
-
- The Block Action Commands in TheDraw are one of the more useful tools
- available. After pressing ALT-B, you will see the following prompt:
-
- Use [L]ast block or move to Upper-Left corner and press [SPACE].
-
- Press [L] to use the last block specified. Otherwise define a new
- block by indicating the upper-left and lower-right corners. Use the
- arrow keys, PgUp, PgDn, Home or End keys on the keyboard to move the
- cursor to the wanted locations, then press [SPACE] after you reach
- each point.
-
- The current block is highlighted (colors inverted) to make it obvious.
- Once you define the upper-left corner of the block, moving above or to
- the left of it will not invert any text. TheDraw will stop the block
- marking if you press [SPACE] under this situation.
-
- Upon pressing [SPACE] the second time (with an inverted block) you
- will see the available block option commands. The items on the menu,
- and their significance are described on the following pages.
-
- -----
-
- Mouse users may mark a block by pressing and holding the LEFT mouse
- button, moving the mouse to wanted block size, and releasing the
- button. Block option commands as described below will then appear.
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 33
-
-
-
-
- COPY - Copy a Block
-
- Copies the marked block. Use mouse or normal cursor movement keys,
- such as the arrow keys, Tab, PgUp, PgDn, Home or End to move the
- block copy around. Available sub-commands are:
-
- pagE - Change to a different page layer screen. With this
- option you can choose to stamp (see below) copies of
- the block on other layers. A small window appears
- with a prompt for the new page layer. Enter a
- number or press [ESC] to abort.
-
- Toggle - Toggles between single layer and sprite editing
- modes (see ALT-E for discussion on sprite editing).
- In sprite mode, any text on a higher numbered page
- layer will appear "under" text on the current page.
-
- Stamp - Makes a copy of the current block at the current
- position. Additional copies can be made as many
- times as wished.
-
- Under - Toggles between moving the block "above" or "under"
- the current page layer. The block copy starts in
- above mode. In above mode the entire block is
- visible, no matter where it is moved. In under
- mode, the block appears UNDER any other text on the
- current page layer. It will only show through the
- black spaces on the current layer.
-
- Note: Under mode also allows an interesting
- effect. If you are sprite editing (see
- ALT-E command) the block will appear to
- move -between- the current layer and those
- below it.
-
- [ENTER] Saves all changes made to all layers.
-
- [ESC] Aborts and removes all changes made to all layers.
-
-
-
- MOVE - Move a Block
-
- Moving a block operates identically to copying a block (see above).
- The only difference is the block is "cut" out from the current
- screen, leaving a hole behind. This hole is filled with spaces and
- the current default background color (see ALT-D regarding the
- default background color). All sub-commands are identical to the
- block copy described above.
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 34
-
-
-
-
- FILL - Fill a Block
-
- Fills the marked block based on a specified sub-command. The
- available options are listed below:
-
- Attribute - Changes both foreground and background color
- attributes to current values shown in status
- line.
-
- Fore - Changes just the foreground color attributes to
- current values shown in status line.
-
- bacK - Changes just the background color attributes to
- current values shown in status line.
-
- Use - Changes both foreground and background color
- attributes to those under the CURSOR when you
- first pressed ALT-B. This is not the upper-left
- block corner, but the position on the screen the
- cursor was sitting when block commands were
- first selected.
-
- Character - Prompts for a keyboard character or special
- function set symbol (see ALT-F command). Solid
- spaces can be used by pressing Shift-Space. The
- block is then overwritten using whatever was
- selected. The color attributes at a given spot
- are not changed, just the character there.
-
- Both - Combines both the Attribute and Character fill
- operations described above. A character is
- prompted for, then everything in the block is
- overwritten using that character with the current
- color attributes from the status line.
-
-
- These commands offer much flexibility; however, nothing will
- satisfy everyone. For this reason, the "last block" option was
- added. To perform multiple fill operations on a given block is now
- done quickly and easily.
-
- ----
-
- Note: In animation mode, the Attribute, Fore, bacK, and Use options
- actually change characters in the animation sequence (no new
- characters are added). Use of the Character or Both option
- in Animator mode however WILL add additional characters to
- the animation sequence.
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 35
-
-
-
-
- TEXT - Block Text Operations
-
- Performs various text operations on the specified block. Available
- sub-commands are:
-
- Box - Draws a box using the current function set. The
- box border is defined by the edges of the block
- area. The contents of the box are left unchanged,
- however anything where the box lines are actually
- drawn will be overwritten.
-
- Outline - Operates similar to the Box command, except the
- contents of the block are examined first. The box
- border will be adjusted to just accommodate all
- words either fully or partially contained by the
- block area.
-
- For instance, assume you just had one character in
- the center of the edit screen. You then mark the
- entire screen as a block, and select text outline.
- The result would only be a small box around the
- character. Going the other way, if you block
- marked just the center letter of a long word (with
- no spaces) the block edges would expand to
- accommodate the entire word. Note: the expansion
- is only done for words INITIALLY part of the block.
- Any words the block expansion happens to go over
- are ignored, and are not considered by Text
- Outline.
-
- Center - Text contained or partially contained by the block
- is centered. The way this is done is similar to
- the text Outline described above. Each line of
- characters considered is expanded to just enclose
- all words. The string of words is then centered on
- the position of the block.
-
- Left - Text contained or partially contained is moved to
- the left edge of the block. Block expansion is
- used so words are not split apart.
-
- Right - Identical to Left except contained or partially
- contained text is moved to the right edge of the
- block.
-
-
- These commands are useful making menu displays, short memos,
- letters, etc...
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 36
-
-
-
-
- DELETE - Delete a Block
-
- This command is fairly intuitive. The block is completely removed.
- Anything on the edit screen to the right of the block is shift over
- to fill in the space. The area previously occupied by the shifted
- text is erased using spaces and the default background color (see
- the ALT-D).
-
-
- ERASE - Erase a Block
-
- Erases the block, without changing anything other portion of the
- edit screen. The block is erased using spaces and the default
- background color (see ALT-D).
-
-
- REPLACE - Block Character/Color Replace
-
- Performs character and/or color attribute replacement on block
- based on specified sub-command. The pattern is whatever was under
- the cursor when ALT-G was selected. The available options are
- shown below (these are similar to the Fill options):
-
- Attribute - Searches both foreground and background color
- attributes, then replaces all matches with
- current values shown on status line.
-
- Fore - Searches and replaces just the foreground color
- attributes with current value.
-
- bacK - Searches and replaces just the background color
- attributes with current value.
-
- Character - Prompts for a keyboard character or special
- function set symbol (see ALT-F command). Solid
- spaces can be used by pressing Shift-Space.
- The block is then searched and all characters
- matching the pattern are replaced with the new
- selection. Color attributes at any position
- are not changed, just character values.
-
- Both - Combines both the Attribute and Character
- operations described above. A replacement
- character is prompted for, then everything on
- the screen matching the pattern (both character
- and fore/back attributes) is replaced with the
- character and current colors.
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 37
-
-
-
- The following commands are available only in normal (non-animation)
- screen edit mode:
-
- LOAD - Load a Block
-
- Imports a block of data from another screen saved on disk. You are
- first prompted for the import filespec (see ALT-L for details on
- loading files).
-
- The import image is then loaded onto the screen, and an inverted
- area of the defined block size appears. Move this inverted area
- using arrow keys, PgUp, PgDn, Home or End to the wanted portion.
- Press [ENTER] to save a copy of the inverted area in the original
- edit screen. The rest of the import image is discarded.
-
-
- SAVE - Save a Block
-
- Operates almost identically to the normal save screen command (see
- ALT-S for information on saving edit screens). The difference
- being the save is restricted to the defined block.
-
-
- The following command is available only in animation edit mode:
-
- RESCAN - Rescan a Block
-
- Operates just like the ALT-J animator rescan option, except only
- the marked block is rescanned. The marked block area is first
- erased from the animation sequence, then the block is rescanned and
- added onto the end of sequence.
-
-
-
-
- ALT-C: CLEAR CURRENT SCREEN
-
- The operation of this command should be apparent. Once selected, the
- following prompt appears:
-
- Do you want to CLEAR this Page or All Page Layers? (Yes/No/All)
-
- Selecting [Y]es or pressing [ENTER] will clear the current page layer
- and nothing else. Selecting [N]o or pressing [ESC] will abort the
- command.
-
- Selecting [A]ll will clear ALL page layers. You are prompted to
- verify this request before continuing. Useful if you want a
- completely clean slate.
-
- The clearing of a given page layer is done by using spaces and the
- default background color (see ALT-D below).
-
-
- TheDraw v4.01 TheDraw Command Functions 38
-
-
-
-
- ALT-D: SET DEFAULT BACKGROUND COLOR
-
- The default background color is used whenever TheDraw must erase a
- portion of the screen. Examples of commands where this is used are:
-
- o Clear Current Screen.
- o Block Delete, Erase, and Move.
- o Text Operations which move words.
- o Use of the Backspace or Delete keys to remove characters.
- o Inserting or Deleting of Lines.
-
- All these commands "clear" an area of the screen in one way or
- another. TheDraw does this using spaces and the default background
- color specified.
-
- When you select ALT-D, the screen changes to a display of available
- colors and the current default background color. In the lower portion
- of the screen is the prompt:
-
- Please Select Background Color (0-7):
-
- The cursor will be flashing after this prompt. Select the wanted
- default background color via the Up/Down arrow keys or by directly
- entering the number associated with a color (see ALT-A for available
- colors). Mouse users simply position the mouse on the wanted color
- and press a button.
-
- Press [ENTER] or [ESC] to return to the edit screen.
-
-
-
-
- ALT-E: EXCHANGE EDIT SCREENS
-
- The exchange edit screen command allows you to select a different page
- layer for editing. Up to eight simultaneous layers can be used at
- once, in either normal or animation modes. With this facility, you
- can load several images, copy/exchange parts and do much more.
-
- After pressing ALT-E, the following prompt appears:
-
- Display Page Layer (1-8), Toggle Single/Layers, or [ESC]?
-
- The number of available layers (8 here) will vary depending on how
- TheDraw has been configured. To select a different page layer, simply
- press the number. The second option, [T]oggle Single/Layers, is to
- toggle the sprite editing facility of TheDraw. Sprite mode is
- indicated by the word "Page" or "Anim" appearing in capital letters
- on the status line (ie: PAGE).
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 39
-
-
-
-
- Sprite editing allows you to see everything "underneath" the current
- page layer. Imagine several sheets of glass, stacked on top of one
- another. If you look down from the top-most sheet, you can see
- anything placed on a piece of glass lower down.
-
- The sprite editing mode of TheDraw is akin to the layers of glass
- described above. In this case, layer one is the top-most sheet of
- glass. Page layer eight (8) is the bottom-most sheet of glass. ie:
-
- ┌────────┐
- .│ . │
- . │ . │ Bottom-Most Layer
- ┌────────┐ 8│
- ┌─┴──────┐ │─────┘
- ┌─┴──────┐ │ │ .
- │ │ │3│ .
- Top-Most Layer │ │2├─┘
- │ 1├─┘
- └────────┘
-
- Naturally, an object or character closer to the top will cover
- anything under it. In TheDraw, anything other than a non-solid black
- space will conceal the contents of a lower layer (see SHIFT-SPACE for
- information on solid spaces).
-
- Another useful feature about sprite editing is only the current page
- layer may be changed. Nothing you do will alter a layer below (short
- of clearing all layers), even though you can see its contents. The
- current layer can be globally moved, have lines inserted or deleted,
- etc... Anything lower down is protected unless you specifically
- change to that page layer for editing.
-
- The question than now comes to mind is: What can be done with it?
- Imagine you have a screen made of several distinct parts, say a
- backdrop with figures on it. Now a figure must be moved to make room
- for something else. Unless "block" shaped, the block move command
- (ALT-B) is tedious to use. For something tree shaped, an easier way
- is desired.
-
- Using sprite editing each figure could have its own layer, with the
- backdrop placed on the bottom-most page. To move a figure, you
- merely switch to its layer and use the global screen move command
- (ALT-G,M). Nothing could be simpler. To see the result of your
- change, switch back to the top-most layer.
-
- Menu making is made easier with sprites also. Put together the basic
- outline (lines, boxes, etc...) on one page layer, then switch to one
- higher up for the text. If you do not like the initial text, erasing
- it will not harm the outline. There are endless more possibilities
- waiting to be discovered.
-
-
-
- TheDraw v4.01 TheDraw Command Functions 40
-
-
-
-
- ALT-F: VIEW FUNCTION KEY SETS
-
- This command simply shows a display of the 150 special characters
- supported by TheDraw. These characters are stored in fifteen separate
- "function key sets". The current set is displayed on the TheDraw
- status line.
-
- Selecting function key sets is divided between two commands. To use
- function key sets 1 to 10, press ALT followed by a function key 1 to
- 10. To use function key sets 11 to 15, press CTRL followed by a
- function key 1 to 5. ie:
-
- ALT-F7 will select function key set 7
- CTRL-F4 will select function key set 14
-
- The actual characters are accessed using the function keys by
- themselves. If function key set 7 was selected, pressing [F2] would
- display the second character in that set (a smiley face).
-
- Note: Appendix C contains a list of all special characters
- supported by the IBM-PC extended character set in numeric
- order. To access these characters -without- using the
- function key sets, press and hold down the ALT key. Now
- using the numeric keypad on the side of the keyboard, type in
- the number associated with the wanted character. Once done,
- release the ALT key. The character will then appear. ie:
- press and hold ALT. Now type 65 on the numeric keypad, and
- release ALT. The letter "A" will appear.
-
-
-
-
- ALT-G: GLOBAL COMMANDS
-
- The global commands offer many facilities for doing "global" changes
- to the entire screen. All of these commands could be duplicated with
- block operations; they exist for convenience. The following
- selections are available:
-
- o Copy the current screen to another page layer.
- o Move/Rotate the current screen around its borders.
- o Globally fill the screen with colors and/or characters.
- o Perform text operations globally on the screen.
- o Globally replace a character or color with something else.
-
- After pressing ALT-G the available commands are listed. The menu
- items are described on the following pages.
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 41
-
-
-
-
- COPY - Copy Screen
-
- The command first prompts for the destination page. The current
- screen is then copied to the specified page layer.
-
- In animation mode, this deletes everything on the destination
- layer. The current screen is then copied item by item to it.
-
-
- MOVE - Move/Rotate Screen
-
- Moves the entire screen around its borders. Use the arrows keys to
- rotate the screen. Press [ENTER] when satisfied or [ESC] to leave
- the screen as it was. ie: moving the screen upwards will "rotate"
- the line at the top of the screen down to the bottom of the screen.
-
-
- FILL - Fill Screen
-
- Fills the entire screen based on a specified sub-command. The
- available options are listed below (these are identical to the
- block fill commands):
-
- Attribute - Changes both foreground and background color
- attributes to current values shown in status
- line.
-
- Fore - Changes just the foreground color attributes to
- current values shown in status line.
-
- bacK - Changes just the background color attributes to
- current values shown in status line.
-
- Use - Changes both foreground and background color
- attributes to those under the CURSOR when you
- first pressed ALT-G. This is the position on the
- screen the cursor was sitting when global
- commands were selected.
-
- Character - Prompts for a keyboard character or special
- function set symbol (see ALT-F command). Solid
- spaces can be used by pressing Shift-Space. The
- screen is then overwritten using whatever was
- selected. The color attributes at any given
- position are not changed, just the character at
- that position.
-
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 42
-
-
-
-
- Both - Combines both the Attribute and Character fill
- operations described above. A character is
- prompted for, then everything on the screen is
- overwritten using that character with the current
- color attributes from the status line.
-
-
- In animation mode, the Attribute, Fore, bacK, and Use options only
- alter characters already in the animation sequence (no additional
- characters are added). The Character or Both options however WILL
- add additional characters to the animation sequence.
-
-
- TEXT - Global Text Operations
-
- Performs various text operations on the screen. Available sub-
- commands are:
-
- Box - Draws a box using the current function set. The
- box border will be the defined by the edges of the
- screen. The inside of the box is left unchanged,
- however anything where the box lines are actually
- drawn will be overwritten.
-
- Outline - Operates similar to the Box command, however the
- contents of the block are examined first. The box
- border will be adjusted to just accommodate all
- words contained by the screen.
-
- For instance, assume you just had one character in
- the center of the edit screen. The result of using
- global text outline would only be a small box
- around the character.
-
- Center - Text in the screen is centered. The way this is
- done is similar to the text Outline described
- above. Each line of characters considered is
- reduced to just enclose all words. The string of
- words is then centered in the screen.
-
- Left - Text is moved to the left edge of the screen.
-
- Right - Identical to Left except text is moved to the right
- edge of the screen.
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 43
-
-
-
-
- REPLACE - Global Character/Color Replace
-
- Performs character and/or color attribute replacement on entire
- screen based on specified sub-command. The pattern is whatever was
- under the cursor when ALT-G was selected. The available options
- are shown below (these are similar to the Fill options):
-
- Attribute - Searches both foreground and background color
- attributes, then replaces all matches with
- current values shown on status line.
-
- Fore - Searches and replaces just the foreground color
- attributes with current value.
-
- bacK - Searches and replaces just the background color
- attributes with current value.
-
- Character - Prompts for a keyboard character or special
- function set symbol (see ALT-F command). Solid
- spaces can be used by pressing Shift-Space.
- The screen is then searched and all characters
- matching the pattern are replaced with the new
- selection. Color attributes at any position
- are not changed, just character values.
-
- Both - Combines both the Attribute and Character
- operations described above. A replacement
- character is prompted for, then everything on
- the screen matching the pattern (both character
- and fore/back attributes) is replaced with the
- character and current colors.
-
- These commands operate similar to the block action text commands.
-
-
-
-
- ALT-H: DISPLAY HELP INFORMATION
-
- The help screens provide a quick reminder for the various commands
- supported by TheDraw. The three screens briefly describe most
- available functions.
-
- The registered version of TheDraw supports context sensitive pop-up
- help for the ENTIRE program. Typing ALT-H at any position will
- display specific help on what you are doing. Try it, you'll like it!
-
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 44
-
-
-
-
- ALT-I: INSERT A LINE
-
- Inserts a line at the current position. The current line and all
- those below it are shifted down. The bottom line is lost. This
- command is not reversible, so use with care.
-
-
-
-
- ALT-J: ANIMATOR OPTIONS
-
- The Animator Options command operates differently depending on which
- mode you are currently in (normal or animator).
-
-
- ALT-J FROM NORMAL MODE
- ______________________________________________________________________
-
- When in normal mode, selecting ALT-J will put TheDraw into animation
- mode. To convert the existing normal screen images (static images) to
- animation entries, a "scan method" must be specified. The particular
- scan method used tells TheDraw how to read your static images for
- display. Ten different scan methods are available:
-
- TOP - Scan Top to Bottom
-
- The static page layers are scanned from their upper-left to lower-
- right corners. The scan goes across the screen (left to right).
- The next line down is then scanned, and so on.
-
-
- LEFT - Scan Left to Right
-
- Similar to TOP, except the scan goes down the screen (top to
- bottom). The next column over is then scanned, and so on.
-
-
- CLOCK - Clock Arm Scan
-
- Scans in clockwise direction from center of screen to border edge
- around screen. Appears somewhat like a growing pie-slice.
-
-
- CIRCLES - Circular Ring Scan
-
- Scans image in ever growing circles from center of screen outwards.
- ie: small circle, then slightly larger encompassing circle, then
- slightly larger again, etc...
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 45
-
-
-
-
- CHECKERBOARD - Checkerboard Effect Scan
-
- Scans alternating squares on first pass creating a checkerboard
- appearance, then fills in all the gaps on the second pass.
-
-
- ANGLE - Angle Scan
-
- Scans each static page layer from upper-left to lower-right
- corners, using a backward angle approach. ie: scan character then
- move down to next line and backup one position.
-
- AAAAAAAAAA
- BBBBBBBBB
- CCCCCCCC
- DDDDDDD
- etc...
-
- GATE - Gated Scan
-
- Alternating lines scan from opposite sides of the screen forwards
- and backwards going across. The first line will scan left to
- right going across the screen. The second line scans right to left
- across the screen. The third line scans as the first, etc... All
- lines are processed at once, so the screen appears "gated".
-
-
- PYRAMID - Pyramid Scan
-
- Scans in a "pyramid" shape, starting from bottom center of screen.
- .
- .D.
- cDCD.
- tDCBCD.
- eDCBABCD.
-
-
- SQUARES - Squares or Spiral Scan
-
- Scans static screen images using squares. The border of the screen
- is first scanned (progressing clockwise). The next smaller square
- is then scanned, and so. Produces a spiral effect.
-
-
- SCRAMBLE - Random Scramble Scan
-
- Each static page layer is scanned in a completely random order.
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 46
-
-
-
-
- DOOR - Closing Door Scan
-
- Screen is scanned from top to bottom, on both sides of screen at
- once. Gives the impression of doors closing on the user.
-
-
- DIAMOND - Growing Diamond Scan
-
- Scans image using ever growing diamond shapes from center of screen
- outwards. Mildly similar to the circle scan in operation.
-
-
- WIGGLE - Wiggle Scan
-
- Similar to GATE, except only one line is processed at a time.
- Produces a snaking line appearance starting from the top of the
- screen. Scan first goes across screen, then returns on next. The
- cycle is then repeated.
-
-
- WIGGLEOUT - Wiggle Out Scan
-
- Starts in center of screen with wiggle operation going both up and
- down at once.
-
-
- Once the animation scan is completed, the screen is cleared and
- redrawn. At this point TheDraw will operate normally, except all
- entries are sequenced by the animation system. Please refer to the
- section "The Animation System" for more details on its use.
-
- If you have ideas for more animation scanners, please send them!
-
-
-
-
- ALT-J FROM ANIMATOR MODE
- ______________________________________________________________________
-
- Once in animator mode, selecting ALT-J presents several facilities for
- managing the animation system. The following commands are available:
-
- o Specify Animation Include Files
- o Specify User Control Sequences
- o Toggle storing of cursor movements
- o Convert animation screens to normal mode static screen images
- o Rescan current animation screen
- o Enter a pause into the animation sequence
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 47
-
-
-
-
- The registered version of TheDraw also supports:
-
- o Animation Position Editing (Sequence Limiting)
- o Specify Animation Markers
-
- Each item on the menu is described below:
-
-
- INCLUDE - Specify Animation Include File
-
- When creating an ANSI file, TheDraw allows you to "include" text
- from other files in the new one being created. Ten different files
- can be included at various points in the sequence.
-
- When TheDraw includes another file, its contents are copied into
- the new output file TheDraw is making. Once the output Ansi file
- is created, the include file is not needed again. The include file
- need only be present when TheDraw is actually copying text from it.
-
- Include files are only accessed when TheDraw is saving a file.
- They are ignored by ALT-Q. If you wish to see what everything
- looks like before saving, use the View option described below.
-
- Upon choosing the INCLUDE option, a window will appear on the
- screen. All currently defined include files will be listed, along
- with their positions in the animation sequence. The following sub-
- commands are available:
-
- SET - Sets an include file at the current animation position.
- In the shareware version of TheDraw, this will always be
- the end of the current animation sequence.
-
- In the registered version, this is the current animation
- limit position. This allows include files to be easily
- specified "after the fact", anywhere in the animation
- sequence (see Limit below).
-
- CLEAR - Erases the include file entry you specify. No verify is
- done before the entry is deleted, so be warned.
-
- VIEW - Displays the entire animation sequence, with all
- specified include files. Very useful for testing the
- appearance of things.
-
-
- Press [ESC] once when done editing the include files. All changes
- are saved.
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 48
-
-
-
- ANSI MUSIC
-
- Animation include files are especially useful for including so
- called "Ansi Music" sequences into a TheDraw image. Ansi Music
- is not part of the standard Ansi driver. It is an extension
- found in certain modem communication programs (such as Qmodem).
- Please note that TheDraw cannot generate Ansi Music source
- sequences. The code format of Ansi Music is as follows:
-
- <esc>[MF<music control codes><ctrl-N>
- │ │
- ascii 27 ascii 14
-
- The <music control codes> is a string of music descriptors
- identical to those used in the Basic PLAY command. Refer to a
- Basic language reference manual for further information.
-
- Other uses are often used images or complex BBS control code
- sequences (for systems such as WildCat). The following option
- is more suitable for the latter however.
-
-
- USER_SEQ - Specify Animation User Control Sequence
-
- Allows you to insert your own short control code sequences directly
- into the Ansi file output TheDraw generates. Extremely useful for
- BBS control codes (ie: for user names and such), or inserting
- special extra Ansi codes into the animation (ie: clearing the
- display midstream, or causing an image to scroll). User Sequences
- are only referred to when TheDraw saves a file, and are not used
- when redrawing (see ALT-Q).
-
- Upon choosing the USER_SEQ option, a window will appear on the
- screen. All currently defined user control sequences will be
- listed, along with their positions in the animation sequence. The
- following sub-commands are available:
-
- SET - Sets a user sequence at the current animation position.
- In the shareware version of TheDraw, this will always be
- the end of the current animation sequence.
-
- In the registered version, this is the current animation
- limit position. This allows control codes to be easily
- specified after a screen has been made, anywhere during
- the display of the animation sequence (see Limit below).
-
- CLEAR - Removes the user sequence entry you specify. No verify
- is done before the entry is deleted, so be warned.
-
- VIEW - Displays the animation sequence, up to the position
- where the specified user sequence is to be output.
- Useful for jogging your memory.
-
-
- TheDraw v4.01 TheDraw Command Functions 49
-
-
-
-
- LIMIT - Specify Animation Limit (registered version only)
-
- The animation limit facility of TheDraw provides for a powerful
- animation editing system. You can easily correct mistakes, insert,
- delete or do anything else in the MIDDLE of any animation sequence.
-
- To use limiting, you tell TheDraw where to stop displaying the
- animation sequence. For example, assume you had a sequence with
- 5000 entries. You could limit it to 2000, correct a spelling
- mistake, then quickly reset the limit back to 5000. With limiting
- turned on TheDraw operates as always, except everything above the
- animation limit is temporarily held out of the way.
-
- Upon choosing the LIMIT option, you can specify the animation limit
- position by means of the following keys:
-
- Up/Down Arrows Advance/Backup limit by one position.
- PgUp/PgDn Advance/Backup limit by 100 positions.
- Home Go to start of sequence (position = 0).
- End Go to end of sequence (all entries).
-
- marKer Move to the position of an animation marker.
- Selecting this command displays a window of all
- currently set animation markers. After
- choosing a marker, the animation limit moves to
- the position of the marker. Assuming you have
- set markers in strategic places, this allows
- you to quickly bounce around an animation
- sequence looking for a particular spot.
-
- Press [ENTER] to save the new animation limit. Pressing [ESC]
- leaves the original animation limit position unchanged.
-
-
- MARKER - Specify Animation Markers (registered version only)
-
- Markers are used to "mark" different places in the animation
- sequence for later reference. Once set, markers can be used for
- changing the animation limit position (see above) and viewing just
- portions of the animation sequence. They can be useful in
- locating things forgotten or set aside until later, editing images
- a page at a time, etc...
-
- Upon choosing the MARKER option, a window will appear on the
- screen. All currently defined markers are listed, along with their
- position in the animation sequence.
-
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 50
-
-
-
-
- The following sub-commands are available:
-
- SET - Sets a marker at the current animation limit position.
- This allows markers to be easily specified anywhere in
- the animation sequence. You are first be prompted for
- which marker to change. If the marker is already set,
- it will be erased before continuing. After you specify
- a marker, you can then enter a comment (32 characters).
-
- CLEAR - Erases the marker you specify. No verify is done before
- the entry is deleted, so be warned.
-
- VIEW - Displays the animation sequence, up to a specified
- marker. Useful for reminding yourself of what happens
- early in a 16000 entry animation sequence.
-
- Press [ESC] once done editing markers. All changes are saved.
-
-
-
- MOVEMENT - Toggle Storage of Cursor Movements
-
- Toggles whether or not TheDraw stores actual movements of the
- cursor. Normally only typed characters are recorded; however, if
- the cursor movement toggle is on all movements of the cursor are
- also stored. Cursor movements are being stored whenever the ANIM
- symbol in the status line is flashing. If you are still in doubt,
- watch the animation entry count. It will increase every time you
- move the cursor.
-
-
- NORMAL - Convert to Normal Edit Mode.
-
- Converts what appears on the screen to normal mode images. All
- animation is erased after executing this command. You are first
- prompted to verify this before continuing.
-
- In the registered version, anything not displayed because of
- animation limiting is lost. Only what appears exactly on the
- screen when you select this command is converted to normal mode
- images.
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 51
-
-
-
-
- RESCAN - Rescan the Screens
-
- Selecting this command prompts for an animation scan method as
- described above in the ALT-J FROM NORMAL MODE section. Everything
- in the animation sequence is first erased, then the images on the
- screens are rescanned.
-
- In the registered version, any animation sequence not displayed
- because of animation limiting is NOT lost. It will still be
- available after this operation is done. This differs from the
- above sub-option and permits rebuilding something which did not cut
- it the first time.
-
-
- PAUSE - Animation Pausing
-
- Allows for the putting of pauses into the animation sequence.
- TheDraw can wait for either a key press or a specified number of
- seconds. There is no limit on pauses and they may occur anywhere
- in the animation sequence. This can be very useful in
- presentations.
-
- After selecting PAUSE, the following sub-commands are available:
-
- TIME_PAUSE Creates a pause for a specified number of
- seconds (the pause can be aborted by pressing
- any key when actually displayed). You are
- prompted for the number of seconds to delay.
-
- KEY_ONLY_PAUSE Creates a pause for a key to be pressed.
-
- CLEAR Erases pauses from the animation sequence.
- TheDraw searches backwards from the current
- animation position for a Pause. If one is
- found, you can DELETE, VIEW up to this pause,
- or scan for the NEXT pause before this one.
- Press [ESC] to abort clearing a pause.
-
- Pauses are observed whenever you redraw the animation sequence with
- ALT-Q. When you save an ANSI file, it is not possible to produce
- the exact pause equivalent (pauses for a key are impossible). For
- this reason, a small separate presentation program (THEPP) is
- included with registered copies of TheDraw. This program
- duplicates the operation of the ALT-Q command, and uses THEDRAW
- format data files. See section entitled "The Presentation Program"
- for information on using THEPP.
-
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 52
-
-
-
-
- ALT-K: DELETE A FILE
-
- Deletes a specified file from disk. Use this option to free up disk
- space when the need arises. The directory file selector (see ALT-L
- below) displays everything in the current directory. Use the arrow
- keys to select a file to delete, or simply type in the filename at the
- bottom of the screen. Press [ENTER] to select the file.
-
- TheDraw will then check for the file. If it exists, you are prompted
- to verify before continuing. This is your last chance before you
- delete something you might regret later.
-
-
-
- ALT-L: LOAD SCREEN FROM DISK
-
- This command allows you to load any ANSI text, ANSI Animation, ASCII
- text, BINARY dump, Basic BSAVE, TheDraw Object, TheDraw COM, or
- TheDraw (.TD) format file.
-
- You are prompted to continue if the current screen image has not been
- saved. The directory file selector next displays all files in the
- current directory for convenience. The selector cursor may be used to
- choose a file, or a filename can be typed in directly. Move the
- selector cursor via the arrow and PgUp/PgDn keys. To see the pick
- list of last 10 files accessed, press the TAB key. Press [ENTER] to
- load the file.
-
- If there are many files in the directory, a wildcard filename can be
- used to display a partial listing of those available. Wildcards
- operate as found in Dos. Please refer to your Dos manual for
- additional information. Wildcards are normally temporary, and are not
- maintained between directory invocations. They can be made "sticky"
- however by use of the Setup utility.
-
- If you type in the filename, a file extension is assumed unless
- otherwise specified. The assumed value is ".ANS" unless changed in
- the setup options. The following file types require the specified
- extensions for TheDraw to be able to load them:
-
- Binary Dump .BIN
- Basic BSAVE .BSV
- TheDraw COM File .COM
- TheDraw OBJ File .OBJ
- TheDraw Format .TD
-
- (Note: The above filename extensions can be changed in Setup Options
- menu with TheDraw, or via the Setup Utility Defaults option).
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 53
-
-
-
- A file without one of the above is assumed to be an ANSI file.
- Assembler, Pascal, and C format files cannot be reloaded, except as
- Ascii text. You must keep another copy of those screens safely
- somewhere in one of the above loadable formats.
-
- Binary, BSave, COM, Object (OBJ), and TheDraw format files are all
- reloadable and may contain either a full screen or small block image.
- Where a block is displayed depends upon the file format. Binary and
- Object formats load in the upper-left corner. Formatting information
- is not stored with binary blocks however, so TheDraw will prompt for
- block width before loading.
-
- BSave and COM formats load in the same locations they were originally
- saved from. The TheDraw format is more flexible however, placing you
- automatically into block copy/move mode to position the block.
-
- When loading Ansi or Ascii, only the first screen full is stored. Any
- extra lines below the first screen are discarded. Do not be alarmed
- by Ansi files which might be hundreds (or thousands) of lines long.
- So long as the cursor never goes below the bottom of the screen,
- everything will load properly.
-
- Ansi animation is automatically detected by TheDraw using the
- following advanced system: If the cursor suddenly moves to a place it
- normally could never go, the file must be animated.
-
-
-
-
- ALT-M: SELECT DRAW MODE
-
- TheDraw supports the "drawing" of lines. This is easily done using
- the arrow keys while in Draw mode. The characters used in the lines
- are those available via the function keys from the current function
- key set. Only the first four sets of characters contain lines. If a
- function key set without lines is selected, the first set (single
- lines) is used. Draw mode is indicated by the word "Draw" at the
- bottom of the screen.
-
- In draw mode, everything operates without change. Typed characters
- still appear. The only change is that using the arrow keys makes a
- line appear in the direction moved.
-
-
-
-
- ALT-N: RULER
-
- The Ruler command places a pair of intersecting lines on the screen.
- The point of intersection represents the position of the cursor. It
- is useful for lining up rows or columns of text or figures.
-
-
-
- TheDraw v4.01 TheDraw Command Functions 54
-
-
-
-
- The ruler can be moved using all normal cursor keys (ie: the arrow
- keys, Tab, PgUp, PgDn, Home, End, etc...). Press [ENTER] to save the
- new cursor location, or press [ESC] to return to the initial cursor
- position.
-
- The ruler can held on the screen during normal editing by selecting
- [S]ticky mode. The ruler will appear under the current layer. To
- turn off the sticky ruler, simply select ALT-N again then press [ESC].
-
-
-
- ALT-O: CHANGE DRIVE/SUB DIRECTORY
-
- This command allows you to change the Dos default directory or path
- (displayed when loading or viewing a file). All sub-directories of
- the current path are displayed for you. A new directory can be
- selected by using the arrows keys or typing in the pathname. Press
- [ENTER] to change to it. Note that the details of sub-directories are
- not covered here. Please refer to your dos manual for that.
-
- For example, if you were on drive C in a sub-directory named GAMES,
- you could switch to the subdirectory UTILITY of drive D by entering
- "D:\UTILITY". You could then get back to the directory GAMES by
- simply entering "C:" (no backslash).
-
-
-
- Alt-P: PAINT/FILL COMMANDS
-
- This command allows enclosed areas to be easily filled with characters
- and/or attributes. An enclosed area is made by using lines (from
- function key sets 1-4) or using the Draw command (see ALT-M). To use
- this command, position the cursor inside the area then press ALT-P.
-
- The following sub-commands are available:
-
- ATTRIBUTE Changes all foreground and background color attributes
- within the enclosed area to those values shown in the
- status line.
-
- FORE Changes only the foreground color attributes within the
- enclosed area to the current foreground value.
-
- BACK Changes only the background color attributes within the
- enclosed area to the current background value.
-
- CHARACTER Prompts for a keyboard character or special function set
- symbol (see ALT-F command). Solid spaces can be used by
- pressing Shift-Space. All enclosed characters are then
- overwritten using whatever was specified. No color
- attributes are changed, just actual character symbols.
-
-
- TheDraw v4.01 TheDraw Command Functions 55
-
-
-
-
- BOTH Combines both the Attribute and Character paint
- operations above. A character is prompted for, then
- everything in the area is overwritten using that
- character with the current color attributes from the
- status line.
-
- In animation mode, the Character and Both options add new entries to
- the animation sequence; nothing is deleted. The Attribute command
- however only changes the color attributes of characters already in the
- animation sequence. No new entries are added.
-
-
-
- ALT-Q: REDRAW SCREEN
- (available in animation mode only)
-
- This command redraws the animation sequence on the screen. With this
- you can see how your work is developing. You are prompted for the
- display speed to redraw at. Available speeds are from 0 (fastest) to
- 255 (crawl). A value of about 40 is generally a good speed to view
- at. Be warned that 255 literally is a crawl speed, displaying between
- two and four characters per second (standard PC/XT). A slow redraw
- can be broken out of by pressing any key.
-
-
-
- ALT-R: RESTORE CURRENT LINE
-
- Restores current line to original contents. Useful if you make a
- mistake while entering text. Removes all changes to the line made by
- the user. Once you move off to a new line however, any changes are
- permanent.
-
-
-
- ALT-S: SAVE SCREEN TO DISK
-
- The Save Screen command offers many formats for saving the entire
- current screen. The available formats are: Ansi, Ascii, Asm,
- Binary, BSave, Com, C, Pascal, Object, and TheDraw. Please note that
- all color attributes are lost in an Ascii file. All other formats
- store the complete screen with color information (unless specified
- otherwise).
-
- The entire screen is saved when using this command. If you do not
- require the full video, use a block save (see ALT-B). These can be
- more effective at times.
-
- You are first prompted for which storage format to use. In animation
- mode, only ANSI and THEDRAW formats are available. The items on the
- menu are discussed below.
-
-
- TheDraw v4.01 TheDraw Command Functions 56
-
-
-
-
- ANSI - Ansi text file
-
- You are first asked what initial screen preparation you want before
- the image is displayed. Options are:
-
- CLEAR - Clears the screen
- HOME - Move cursor to upper-left corner of screen
- NONE - Leave screen and cursor position as is.
-
- The next prompt is for the maximum length of each line in the saved
- file. TheDraw is capable of producing over 1300 characters per
- screen line (if every character had a differing color combination).
- Some applications and programs (ie: other text editors) cannot
- handle so many characters per line. This option limits the output
- line length sacrificing time to display the image. If length is no
- problem, specify [N]one for the most efficient file.
-
- Lastly, you are prompted for the Ansi display speed (a number from
- 0 to 50). The operation is similar to the ALT-Q animator redraw
- screen function. Things are slowed down by adding redundant codes
- after displayed characters. A value of 50 is approximately equal
- to an ALT-Q speed of 255 (extremely slow). Experimentation will
- find the most appropriate speed for your needs.
-
-
- ASCII - Ascii Text (no colors)
-
- If you select ASCII, you are prompted if you really want a non-
- color image made before continuing. The Ascii file produced is
- similar to any file produced by a normal text editor (ie: Turbo
- Pascal or Sidekick editor).
-
- There is one difference in the approach used by TheDraw however.
- Lines of Ascii that are the full 80 character screen width, are
- normally NOT terminated with a carriage return sequence (CR/LF).
- Such Ascii files viewed via the Dos TYPE command display properly
- but do not load correctly into most other software. Therefore, an
- option to force CR/LF was added to the Setup Options menu within
- TheDraw, and the Setup Utility Defaults area. Set this toggle if
- you are having difficulties.
-
-
- ASM - Assembly Language
-
- ASM produces a list of DB data statements for use by assembly
- language programmers. Additional sub-options are available to
- specify the assembler data format. You can specify to Crunch,
- output only Ascii characters, or generate a normal file. Crunching
- uses a custom technique for compressing color changes and strings
- of identical characters to make the smallest possible file. To
- display a crunched file you must use the uncruncher routine
-
-
- TheDraw v4.01 TheDraw Command Functions 57
-
-
-
- included separately with TheDraw (UNCRUNCH.ASM). This file has
- comments explaining its use. It is compatible with Microsoft
- (MASM) and Borland (TASM) assemblers. Simple formatting changes
- may be required for other vendors assemblers.
-
- The Ascii format saves all characters on the screen. No color
- attribute information is stored however. The Normal format is a
- pure binary dump of the screen, converted to an assembler
- compatible format.
-
- You are also prompted for a reference identifier to use. This will
- be the name used to access the data within a program. TheDraw
- takes this and generates statements to simplify programming. For
- instance, assume a standard full screen with the default IMAGEDATA:
-
- IMAGEDATA_WIDTH EQU 80
- IMAGEDATA_DEPTH EQU 25
- IMAGEDATA_LENGTH EQU 4000
- IMAGEDATA LABEL BYTE
- ... data for screen image follows here ...
-
- The width and depth statements reflect the character dimension of
- the image saved. Saving a block changes them appropriately. This
- facilitates easier program development. Instead of directly coding
- block sizes refer to the above identifiers. Thus eliminating the
- need to remember arbitrary block sizes.
-
-
- BINARY - Binary Screen Dump
-
- Produces a straight data byte dump of the video screen. This data
- format is generic. It is useful for many things, such as loading
- screen images directly to video ram, etc... This will be 4000
- bytes for a standard 80x25 screen, larger for EGA/VGA displays.
-
-
- BSAVE - Basic BSave Screen Dump
-
- This file is identical to a binary screen dump, except loading
- codes for Basic are placed at the front. These files can be loaded
- from basic with:
-
- DEF SEG = &HB800 : BLOAD"filespec.BSV",0
-
- If you have a monochrome monitor, replace the B800 with B000 in the
- above line.
-
-
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 58
-
-
-
-
- COM - Dos Executable COM Files.
-
- Produces a truly separate program executable from Dos by typing the
- program name. COM files are useful in batch files and the like
- for -fast- displaying. COM file screen blocks (via ALT-B) display
- only the block without changing anything else. You could
- conceivably generate a "layering" windows effect if you so
- desired. TheDraw has three different styles of COM file, and will
- transparently select the most appropriate to minimize file size.
-
-
- PASCAL - Turbo Pascal Compatible Screen Dump
-
- This operates the same as the ASM option described above, except
- the output is in a Turbo Pascal compatible CONST structure. See
- Appendix B for the section entitled "Programmers Programming Tips".
- To use the Crunched file format, use the file UNCRUNCH.PAS.
-
-
- C - Modern C Formatted Compatible Screen Dump (Turbo C)
-
- Again, this operates the same as the ASM option. The format is for
- the new "modern C" string continuation structure. The data may be
- uncrunched using routines in the two files UNCRUN_N.OBJ and
- UNCRUN_F.OBJ (for near and far code models respectfully). The
- header file UNCRUNCH.H contains instructions on their proper usage.
-
- We are aware only of TurboC able to handle this structure. People
- using other compilers should use the Object file format below.
-
-
- OBJECT - Intel Compatible Object Code File
-
- This is a format compatible with many high level language
- compilers. Object files can be produced with screen information
- crunched, ascii only, or binary normal (as in ASM format). Four
- code/data models are supported:
-
- Turbo Pascal v4.0 (and above)
- Small Data
- Large Data
- QuickBasic v4.0 (and above)
-
- The TP40 format is compatible with Turbo Pascal v4.0 through v6.0.
- Data saved to these files is referenced by external procedure
- calls and pointers. Refer to the topics "TURBO PASCAL v4.0
- through v5.5" and "TURBO PASCAL VERSION 6.0" in the Programmers
- Programming Tips section for examples.
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 59
-
-
-
-
- The QB40 format is for use with QuickBasic v4.0 and higher. The
- image data saved to these files are referenced by provided display
- routines. The object files are linkable (if you use the BC
- compiler), or can be incorporated into a Quick Library for use
- within the QuickBasic environment. When linking separately, you
- must include the file QBUTIL.LIB in addition to any TheDraw object
- files. To simplify matters, you can merge the QBUTIL.LIB and
- object files into one library.
-
- A batch file MAKEQLB.BAT is provided to simplify the process of
- creating Quick Library and the separate library files. To use, the
- first parameter should be the name of the quick library to create.
- The following parameters are TheDraw object files plus other object
- (.OBJ) and library (.LIB) files you want included. ie:
-
- MAKEQLB testlib IMAGE1.OBJ IMAGE2.OBJ USERCODE.LIB
-
- This creates the files named TESTLIB.LIB and TESTLIB.QLB. Note no
- file extension was specified on the "testlib" parameter above,
- since the batch file adds ".LIB" and ".QLB" automatically. The
- Quick Library contains the display routines (from QBUTIL.LIB, which
- is always added by the batch file), plus the screen images in
- IMAGE1.OBJ and IMAGE2.OBJ. Also included is a library of user code
- you might optionally want in this quick library. See the topic
- "MICROSOFT QUICKBASIC v4.0 AND v4.5" in the Programmers
- Programming Tips section.
-
-
- OBJECT FILE DATA FORMATS
- ------------------------
-
- The data formats use the following identifiers:
-
- Small Data Large Data
- ---------- ---------------
- Segment: _DATA filename_DATA
- Group: DGROUP filename_DATA
-
- Where "filename" is the actual filename given the object file.
-
- The last prompt under object files is for the data reference
- identifier. This is the name you will use in your program to
- access the object data. It defaults to IMAGEDATA (for TP40 and
- QuickBasic) or _IMAGEDATA (Small or Large Data). The underscore is
- usually required for small or large data formats, but is
- application and compiler dependent.
-
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 60
-
-
-
-
- The above identifier is used to directly reference the image data
- stored. In addition, TheDraw generates three additional
- identifiers similar to the ASM case:
-
- identifier_WIDTH
- identifier_DEPTH
- identifier_LENGTH
-
- For QuickBasic users the following identifiers are used, called as
- subroutine functions to obtain the wanted value:
-
- identifierWIDTH
- identifierDEPTH
- identifierLENGTH
-
- In all cases, these contain the dimensions of the block specified
- (width and depth). The last identifier specifies how long the data
- block is. The width/depth values are useful for drawing windows
- and other related functions. The length parameter is useful for
- displaying crunched images.
-
-
- THEDRAW - TheDraw Setup Save
-
- This format saves everything about the current configuration of
- TheDraw. In normal edit mode, all occupied page layers are saved.
- In animation mode, the complete animation sequence is stored. All
- other parameters are saved also (ie: current colors, tab line,
- cursor position, current page layer, etc...).
-
- The TheDraw format file also has the benefit of being the fastest
- way to load and retrieve screen images; eight page layers or 16000
- animation entries take only seconds to load.
-
-
- Following the above prompts, TheDraw prompts for a filename. If the
- file already exists, you are prompted to verify the save. If you do
- not specify a filename extension, TheDraw assumes the following:
-
- .ANS ANSI compatible files
- .ASC ASCII text files
- .ASM Assembler files
- .BIN Binary dumps
- .BSV Bsave files
- .COM COM files
- .PAS Pascal files
- .H C files
- .OBJ Object files
- .TD TheDraw format files.
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 61
-
-
-
-
- A file without an extension can be specified by placing a period as
- the last character of the filename (ie: TESTFILE. ). After entry of a
- valid filename, the screen is saved to disk.
-
- For information and suggestions on using the screen files created by
- TheDraw see Appendix B (Programmers Programming Tips).
-
-
-
- ALT-T: TAB SETUP
-
- This command allows you to set tabs in the editor (positions where the
- [TAB] key stops). Initially the positions are at every tenth column.
- Available sub-commands are:
-
- SET - Set a new tab position. Move the cursor to the wanted
- position then press 'S'.
- CLEAR - Clears tab at current cursor position
- RESET - Resets tab line to initial settings (every ten spaces).
- ERASE - Delete all current tab setting for a clean slate.
- INCREMENT - Prompts for a step size. From the current cursor
- position, every nth location is then set. This allows
- you to quickly specify, say every fourth position if
- your need requires it.
-
- Press [ESC] to leave the tab set command.
-
-
-
- ALT-U: USE COLORS UNDER CURSOR
-
- Changes current edit colors (seen on status line) to those currently
- under the cursor. This provides a fast method to change to colors
- already displayed on the screen.
-
-
-
- ALT-V: VIEW A SCREEN
-
- This command allows you to look at an image saved on disk. Nothing is
- altered by this command. This might be used in conjunction with the
- block load/import function (see ALT-B).
-
- Viewing a screen is similar to loading (see ALT-L) except the loaded
- image is not remembered. Once the image is fully displayed, a window
- appears with instructions. Press [ENTER] to exit view mode.
- Pressing any other key will make the window disappear to facilitate
- viewing. After about 30 seconds the window reappears to remind you
- about view mode (in case you leave the computer unattended).
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 62
-
-
-
-
- ALT-W: EDIT CHARACTER
- (available in animation mode only)
-
- Allows the editing of a mistyped animation entry. This command exists
- because simply overwriting an incorrect character does not delete it.
- In animation mode, both entries are remembered - the incorrect
- character, plus the wanted one. Upon redisplaying the animation
- sequence (see ALT-Q), both characters would be seen (the former for
- only a millisecond perhaps, but it would appear).
-
- Another way is using ALT-Z to delete the incorrect entry. The wanted
- character could then be typed in. This works perfectly well, and some
- people may prefer it; however, to quickly change an entry ALT-W is
- more convenient.
-
- After pressing Alt-W you are prompted to type the new character. The
- current position will flicker. All color changing commands are
- available (ALT-A and the Ctrl-Arrow keys) while editing.
-
-
-
-
- ALT-X: EXIT THEDRAW
-
- Prompts if you wish to exit TheDraw or execute a shell to DOS.
- Responding Yes exits the program. No cancels the command.
-
- Shell also exits to Dos, however TheDraw remains in memory. All
- screen page layers and animation entries are retained. To free up
- memory for the Dos Shell, TheDraw will try temporarily saving its data
- to expanded memory/EMS or a disk swap file (if insufficient EMS
- exists). Typing the command "EXIT" at the Dos prompt will return
- control to TheDraw.
-
-
-
- ALT-Y: DELETE CURRENT LINE
-
- Deletes the current line on the screen. All lines below are shifted
- up one line position. The bottom line is cleared using spaces and the
- default background color. This command is not reversible, so use it
- carefully.
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 63
-
-
-
-
- ALT-Z: ERASE CURSOR CHARACTER
- (available in animation mode only)
-
- Erases the top-most character from the animation sequence at the
- current cursor position. Only the last character typed at the cursor
- position is deleted, everything typed before is unchanged.
-
- This differs from the Backspace key which deletes everything at a
- cursor position.
-
-
-
- ALT-[left]: DELETE CURRENT COLUMN
-
- Deletes the current column on the screen. Everything to the right of
- the current column is shift over one position. The right-most column
- is cleared using spaces and the default background color. This
- command is equivalent to using Block Delete (ALT-B,D) on the current
- column. In any case, the action is not reversible so use carefully.
-
-
-
-
- ALT-[right]: INSERT A COLUMN
-
- Inserts a column at the current position. The current column and all
- those to its right are shifted over. The right-most column is lost.
- This command is not reversible, so use with care.
-
-
-
-
- ALT-- TOGGLE COLOR DRAW MODE
-
- Toggles color attribute drawing. In this mode, moving the cursor
- updates the new character position to the current edit colors. This
- permits easy manual color painting of a given area. In animation
- mode, only those locations with characters in the animation sequence
- will be altered. Unused locations will not be affected.
-
- Operation of TheDraw is not changed by this mode. Moving the cursor
- will simply change colors.
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 64
-
-
-
-
- ALT-= TOGGLE MACRO LEARN MODE
- (registered version only)
-
- Activates the macro learning mode of TheDrawR. You are prompted for
- which macro key to program (0-9). After specifying the macro, TheDraw
- remembers everything you type. This is somewhat akin to animation
- mode; however, macro learn mode literally remembers everything. All
- editing commands performed, any characters typed, etc... Up to 512
- characters will be recorded.
-
- Once satisfied with the macro, type ALT-= again to save it. To use
- the macro, press ALT followed by the proper number key 0 through 9
- (do not use the numbers on the keypad).
-
- While programming a macro, selecting another macro chains the two
- together. Chaining a macro in this fashion permits you to create
- longer macros than available otherwise. When you specify the second
- macro, the one being programmed is saved and learn mode is turned off.
-
- To program the second macro (and continue the sequence), select Alt-=
- from command mode again.
-
- You can create an "endless" macro quite easily. Simply have a macro
- call itself. For instance, if programming macro 0, type ALT-0. ie:
-
- ALT-= 0 [Enter] Start programming macro 0.
- <macro contents>Alt-0
-
- TheDraw would repeat the macro contents until ESC was pressed.
-
-
-
-
- ALTERNATE COLOR CHANGE OPTIONS
-
- For the experienced user, TheDraw provides a more convenient way of
- adjusting the current status line colors.
-
- Pressing Ctrl-Up increments the current foreground color number (found
- in ALT-A) and Ctrl-Down decrements it. These two key combinations do
- not always work reliably on all computers (a Bios flaw exists). To
- get around this, TheDraw incorporates a special keyboard driver to
- handle these two keys. If they do not work on your machine run the
- SETUP utility and use "Keyboard Customize" to configure TheDraw to
- your keyboard.
-
- Pressing Ctrl-Right increments the current background color number;
- Ctrl-Left decrements it.
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 65
-
-
-
-
- SHIFT-SPACE: SOLID SPACE CHARACTER
-
- As stated elsewhere in this documentation (see ALT-E), the sprite mode
- of TheDraw makes lower page layers appear through "black spaces" on
- the current page layer. This can sometimes be convenient and
- sometimes not. There are instances when you want to have a non-
- transparent black space on the screen.
-
- The Solid Space performs this function (non-transparent black space).
- Moving the cursor onto a solid space will cause the background color
- to flicker as an indicator. A Solid space is nothing more than a
- character #255 (which is a blank IBM extended character).
-
-
-
-
- CTRL-PRTSC: FULL SCREEN MODE TOGGLE
-
- This command toggles screen usage in TheDraw between 23 lines
- (regular) and 25 lines (full-screen). In full-Screen mode the status
- line disappears so you can fully use the screen. TheDraw also makes
- heavy use of pop up windows for prompts and messages in this mode.
- While useful, it can be awkward since YOU must remember where you are
- at all times. For instance, block marking and etc... It is easy to
- become confused unless you are careful. If all else fails, hit ESC a
- few times to abort the current command. Some people may prefer this
- mode which is fine. Nothing forces you to use either screen size for
- anything.
-
- Ctrl-PrtSc only operates from command mode. It is not available under
- any sub commands (such as Block, Global, etc...). There are no
- restrictions on full screen use in animation modes.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 TheDraw Command Functions 66
-
-
-
-
- THE ANIMATION SYSTEM
- ____________________
-
-
- WHAT IS ANSI ANIMATION?
- ______________________________________________________________________
-
- The animation system of TheDraw allows the user to create screens with
- movement, adding excitement to your presentations. In animation mode,
- TheDraw basically remembers the exact order in which you enter
- something. This involves what you type, and more significantly, where
- you typed it. For comparison, TheDraw normally saves a static image
- from the Top to Bottom of the screen -- just like any typical text
- file would be displayed.
-
- Animation or sequencing allows a screen to be displayed bottom to
- top, totally against the natural order of things (so far as Dos is
- concerned anyway). With the animation sequence you put characters in
- exact locations in any order you want. Those keystrokes are repeated
- in the same order when played back. For example typing the numbers 0
- through 9 backwards along the screen. ie:
-
- ┌───────────────────────────────┐
- │ │
- │ │
- │ 9 8 7 6 5 4 3 2 1 0 │
- │ │
- │ ( <--- typed this direction ) │
- └───────────────────────────────┘
-
- Upon replay, the "0" would appear first, followed by the "1", "2",
- etc... Exactly as was typed. Note in this example movement of the
- cursor was not stored, although it could be. Storing cursor movements
- will be discussed later.
-
- Animation sequences can be saved in two different formats: ANSI (.ANS)
- and THEDRAW (.TD). A sequence saved in Ansi can be displayed using
- the Dos TYPE command on any computer with the ANSI.SYS driver
- installed (see Appendix A on how to install it). Ansi files are also
- used widely on bulletin board systems. TheDraw is not needed to
- display Ansi files once created.
-
- The THEDRAW format is used for quickly saving and loading animation
- sequences to disk. The Presentation Program (THEPP) can be used to
- display an animation sequence saved in TheDraw format.
-
- For an example of Ansi Animation, enter "TYPE SHUTTLE2.ANS" from the
- Dos prompt (once the ANSI.SYS driver is installed).
-
-
-
-
-
- TheDraw v4.01 The Animation System 67
-
-
-
-
- ANIMATION BASICS
- ______________________________________________________________________
-
- TheDraw never physically "moves" anything when animating something.
- This is an illusion created by careful placement of characters (which
- as you remember can be placed anywhere we want). The "animation" of a
- display is done manually; moving objects step by step.
-
- The illusion of movement is simple to describe: Draw an object.
- Erase it, then redraw it moved over slightly. Repeat the above. If
- done properly, the object will appear to move. Nothing is really
- "moving" per say, we are just simulating it.
-
- For an example, imagine an asterisk in the center of the screen. We
- wish to have this asterisk move to the right. To do this, first we
- put a space over the existing asterisk (thus erasing it), then display
- a new asterisk over to the right (redrawing it). Repeating this will
- "animate" the asterisk, since it appears to move. ie:
-
- ┌─┬─┬─┬─┬─┬─┬─┐
- │ │ │ │*│ │ │ │ Asterisk as it initially was drawn.
- └─┴─┴─┴─┴─┴─┴─┘
- ┌─┬─┬─┬─┬─┬─┬─┐
- │ │ │ │_│ │ │ │ Asterisk has been erased
- └─┴─┴─┴─┴─┴─┴─┘
- ┌─┬─┬─┬─┬─┬─┬─┐
- │ │ │ │_│*│ │ │ A new asterisk has been drawn shifted over.
- └─┴─┴─┴─┴─┴─┴─┘
- ┌─┬─┬─┬─┬─┬─┬─┐
- │ │ │ │_│_│*│ │ Above two steps repeated.
- └─┴─┴─┴─┴─┴─┴─┘
-
- Do the above process quickly, and the user effectively sees movement
- because the eye smoothly connects the old asterisk position with the
- new one for us.
-
-
- A SIMPLE EXAMPLE
- ______________________________________________________________________
-
- The easiest animation example under TheDraw to play with is a snake.
- Our snake, we'll call him Slither from now on, will be a simple life
- form, growing each time he is moved. In effect, Slither's tail is
- never shifted since he grows so rapidly. To create this peculiar life
- form, enter animation mode (ALT-J,T). Next, turn on line drawing mode
- (ALT-M; "Draw" appears on status line).
-
- To give arise to Slither, move the cursor using the arrow keys. Keep
- moving in the same direction and low and behold there he is. Change
- direction, and move for a while. Make Slither do as many twists and
- turns as you like, since he really enjoys a good run (or crawl?)
-
-
- TheDraw v4.01 The Animation System 68
-
-
-
-
- (example run of Slither)
- ┌───────────────────────────────────────┐
- │ │
- │ ┌─┐ ┌───┐ │ │
- │ ┌───────────┘ │ │ │ │ │
- │ │ │ │ │ │ │
- │ │ ┌────────┐ ┌┘ │ └┐ │ │
- │ │ │ ┌─┐ │ │ │ └─┐ │ │
- │ └─┘ │ │ │ └─────┘ │ │ │
- │ │ │ │ ┌─────┘ │ │
- │ *────┘ └─┘ │ │ │
- │ (start) └────────┘ │
- └───────────────────────────────────────┘
-
- Now for the moment of truth. Make Slither repeat what he just did by
- using animation redraw (ALT-Q). Enter a delay of about 100, then sit
- back and watch Slither perform for you exactly as he did before.
-
- Hopefully this example shows just how little effort it takes to
- produce simple animation. Even this uncomplicated approach will add
- the extra pizzazz a presentation needs. Possibilities include drawing
- charts, graphs, outline figures, backdrops, etc... Your imagination
- is the only limiting factor.
-
- The next section describes how to move objects (such as the asterisk
- example shown previously).
-
-
-
- HOW TO ANIMATE SOMETHING
- ______________________________________________________________________
-
- The asterisk example showed the classic method for moving small
- objects. ie: draw, erase, draw, repeat... However, the Ansi driver
- under which our animation special effects operate is quite limited.
- The illusion of movement is lost with large objects because too much
- time is spent erasing and redrawing them. A better way is needed.
-
- For larger objects, we can use the block copy facility. Draw the
- object, and decide what direction things will move. Now, mark a
- block over the object -plus- an extra blank line on the side opposite
- to the direction of movement. ie:
-
- block outline --> ┌───────┐
- │ OBJECT│--> movement will be this way
- └───────┘
- ^
- └──── extra blank line
-
-
-
-
-
- TheDraw v4.01 The Animation System 69
-
-
-
-
- The complicated bit follows: Choose block copy. Move the block once
- in the direction of movement and Stamp it. Move it again, and Stamp.
- Repeat as much as desired. On the last shift, press [ENTER] instead
- of stamp. That's it! Now try redrawing with ALT-Q. You have created
- a moving object.
-
- This new approach is similar to the asterisk example, but notice we do
- not explicitly erase the object before shifting and redrawing. A good
- improvement making each shift almost twice as fast!
-
- Objects are generally larger than the distance moved between shifts,
- and afterwards occupy most of the same space as before. Thus, why you
- may ask, bother erasing an area if it will immediately be overwritten
- again? We can avoid wasting time and things will go faster.
-
- ┌─┌─┌─┌──────────────────┐
- │░│░│░│██████████████████│
- │░│░│░│██████████████████│
- │░│░│░│█████ Object █████│
- │░│░│░│██████████████████│
- │░│░│░│██████████████████│
- └─└─└─└──────────────────┘
- ^ ^ ^
- └─┴─┴── old portion of object,
- "erased" by blank line
-
- The extra blank line erases what needs erasing, and the redrawn
- object simply overwrites the rest. By using more than one blank line
- (and stepping more than one line between stamps), the movement appears
- to go faster still.
-
- Notice that block copy was used, not block move. In animation mode,
- the block move relocates animation entries in the block. Copying
- leaves the original in place, and -overwrites- it with the moved copy.
- Just like the asterisk example, we didn't move it, we overwrote it.
- See example shown above.
-
- Block move physically moves the object to the first stamp location.
- If you redraw the animation sequence, you would find no "movement".
- The object is drawn only once, where it was moved over to (at least on
- the first stamp). Additional stamps would behave as expected, only
- the first stamp would not be right.
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 The Animation System 70
-
-
-
-
- TRICKS OF THE TRADE
- ______________________________________________________________________
-
- Once the above mentioned animation skills are down, certain easy
- special effects will help liven up a display. Care given to color
- selection, shading, and use of shadowing to furnish a three
- dimensional feel can perform wonders. Animation is also improved on
- occasion by pausing the display slightly.
-
-
- USE OF COLORS
-
- Good color selection is as important as the display content being
- viewed. Colors should be high contrast, but not so as to distract
- the viewer. For example, Yellow on Cyan go well together, however
- Magenta on Green do not. Extensive theory exists to predict which
- color to use with what, but for our purposes some experimenting
- will suffice. Simply look for combinations which are easy to read
- and do not strain the eyes. Observing other peoples work is a good
- teacher as well.
-
- Background colors should be used to your advantage. For example,
- look closely at the TheDraw title screen and note how the layering
- was achieved. Half block characters (such as "▄" and "▀") are used
- extensively with the solid portion one color and the blank region
- another.
-
- Lastly, flashing colors in combination with good background
- selection is an excellent visual device. For example, select
- flashing red (color 20) on a gray background (color 7). Put a
- block character ("█"). Now select flashing gray (color 23) on a
- red background (color 4). Put another block character next to the
- first. What you see is the block colors alternating between red
- and gray, each block opposite of one another. Repeating this
- pattern produces a moving effect.
-
-
- SHADING
-
- Shading and shadowing discussed below are both used for adding
- texture and three dimensional quality to a display. Shading is the
- process of gradually changing visual intensity. This can be done
- using bright colors then more subdued colors, or using different
- characters with different density such as "░▒▓█".
-
- For successful shading, one must be aware of how things truly
- appear in nature. Examine a pen sitting on a table carefully. The
- color is not uniform, but rather is bright in the middle then
- apparently gets darker towards the edges. The same holds true for
- any curvature.
-
-
-
- TheDraw v4.01 The Animation System 71
-
-
-
- Example of how color changes on a curved object:
-
-
- brightest here
-
- darker ▄▄▀▀▀▀▀▀▀▀▄▄ darker
- ▄▀ ▀▄
- █ █
- darkest here █ █ darkest here
- ▐▌ ▐▌
-
-
-
- ░░░░░░░░░░
- ░░▒▒▓▓▓▓▓▓▒▒░░
- ░▒▒▓▓▓████▓▓▓▒▒░
- ░▒▒▓▓▓██████▓▓▓▒▒░
- ░▒▒▓▓▓██████▓▓▓▒▒░
- ░▒▒▓▓▓████▓▓▓▒▒░
- ░░▒▒▓▓▓▓▓▓▒▒░░
- ░░░░░░░░░░
-
-
- The above character shading example shows one attempt at matching
- the curvature example. You can obtain more gradations by using
- high intensity and low intensity color in combination. For
- instance, coloring the following blocks as indicated yields
- eight shades of blue:
-
- light
- blue
- │
- light ─┬─┐┌┴┐┌┬─ blue
- cyan █▓▒▓▒░▒░
-
-
- SHADOWING
-
- This effect gives the appearance of an object throwing a "shadow"
- onto something. Many popular programs use shadowing to highlight
- menu or other box structures. Shadows are made by duplicating an
- object shifted down and over slightly, in a darkened color. ie:
-
- ████████████████████
- ████████████████████░
- ████████████████████░
- ████████████████████░
- ████████████████████░
- ░░░░░░░░░░░░░░░░░░░░
-
- The most effective shadow colors are the light and dark grays.
-
-
-
- TheDraw v4.01 The Animation System 72
-
-
-
-
- PAUSING
-
- TheDraw directly supports two types of animation pause: timed and
- keyboard. Unfortunately, there is no way to implement a keyed
- response in an Ansi file. The keyboard option is operable only if
- TheDraw or THEPP (see following section in documentation) is used
- for displaying the animation. Timed pauses can be approximated
- however, by inserting redundant codes into the Ansi file.
-
- One application might be slowing down steps of an animated object.
- The object is shifted once, then a short pause occurs before the
- object is shifted again. The relative speed difference (ie: object
- redrawn faster than shifting occurs) could help smooth the
- animation in some situations.
-
- Another application of course, is placing a delay after a message
- appears. Whisking something away too quickly might frustrate some
- users. The SHUTTLE2.ANS example has a couple of delays used. Can
- you find them?
-
-
- Ideally from the above you'll notice the "tricks" are not really
- tricks at all, but rather easy skills to master. A little practice
- will put you firmly on the right track.
-
-
-
- LIMITATIONS
- ______________________________________________________________________
-
- You will discover a few limitations of Ansi animation as you progress.
- Large objects tend to "ripple" as they move. ie:
-
- ┌─────────────────────┐
- │ │ <-- ripple effect
- │ │
- │ │
- │ │
- └─────────────────────┘
-
- Large object also use a significant portion of the available animation
- space. You will be amazed how quickly even 16000 entries disappear.
- Objects up to 30 character by 10 lines (30x10) in size generally work
- with minimal difficulty. Faster computers can get away with slightly
- larger blocks.
-
- Since only one character point can change at any given time, having
- multiple objects move simultaneously will slow performance.
-
- As with everything, experience will tell you what is best for a given
- situation. Good luck, and enjoy being a qualified TheDraw hacker!
-
-
- TheDraw v4.01 The Animation System 73
-
-
-
-
- THE PRESENTATION PROGRAM
- ________________________
-
- The Presentation Program (THEPP) included with the registered version
- of TheDraw is a command line driven utility intended to simplify
- displays and demonstrations. It is flexible and easy to use. THEPP
- can display any file loadable by TheDraw (Ansi, Ascii, Binary, BSave,
- Object and TheDraw formats). As with TheDraw, the filename extensions
- tell THEPP what format a given file is saved in. The following
- extensions are used (but changeable via the SETUP utility):
-
- Binary Dump .BIN
- Basic BSAVE .BSV
- TheDraw COM Files .COM
- TheDraw OBJ Files .OBJ
- TheDraw Format .TD
-
- Any other file is assumed to be either Ansi or Ascii. TheDraw format
- files store which page layer was being edited. THEPP displays only
- this page layer. If sprite mode was turned on, any page layers below
- the current one will appear also ("under" the current layer).
-
- THEPP takes as its parameters a list of filenames to display on the
- screen. This it will do as fast and efficiently as possible unless
- otherwise stated (on other words, you will probably want to slow
- things down a bit).
-
- The following options may be interspersed anywhere in the command
- line, before between or after, any filenames. Options are specified
- by using a slash followed by one of these characters:
-
- Character Action
-
- p Stops THEPP the display of pause messages on the
- screen. Note the pauses are still performed.
-
- k Pause for a key to be pressed by user. This is
- useful for placing between files, so you can stop
- to appreciate what is shown. See also /i command.
-
- t<num> Pauses for <num> number of seconds. Valid numbers
- for <num> are 1 to 255 seconds. ie:
-
- /t10 (pause for ten seconds)
-
- s<num> Animation display speed. This is a slowdown factor
- identical to the value you enter when using ALT-Q.
- It is used whenever THEPP displays a Ansi, Ascii,
- or TheDraw format file. ie: s10 slows down the
- file display equivalent to an ALT-Q value of 10.
-
-
-
- TheDraw v4.01 The Presentation Program 74
-
-
-
-
- Character Action (continued)
-
- b Produces a beep on the computer speaker.
-
- c Clears the screen. THEPP by default does nothing
- before displaying a file. If you wish to clear the
- screen beforehand use this option.
-
- m<x>,<y> Moves the cursor to horizontal position <x> and
- vertical position <y>. Useful if you want to
- control where an Ansi or Ascii file will start to
- appear on the screen, or wish to display a message
- using the command below. ie:
-
- /m40,12 (move cursor to center of screen)
-
- a<f>,<b> Changes text output color to the specified
- foreground and background colors. Colors are the
- same as listed under ALT-A, but are repeated below:
-
- Black DGray (Dark Gray)
- Blue LBlue (Light Blue)
- Green LGreen (Light Green)
- Cyan LCyan (Light Cyan)
- Red LRed (Light Red)
- Magenta LMagenta (Light Magenta)
- Brown Yellow
- LGray (Light Gray) White
-
- Foreground colors may be any of the above.
- Background colors are restricted to the first eight
- however (Black to LGray). ie:
-
- /aYellow,Cyan (Yellow on Cyan background)
-
- "text" Displays any message or text between the quotes.
- The message MUST be terminated by a quote,
- otherwise THEPP assumes the rest of the command
- line is a message. This is useful if you wish to
- display your own "Press any key to continue" style
- message, etc... Use the "m" option described above
- to position messages anywhere on the screen, and
- "a" option to select appropriate colors. ie:
-
- /"Hello World"
-
- Prints message "Hello World" (without quotes
- naturally) at cursor position.
-
-
-
-
-
- TheDraw v4.01 The Presentation Program 75
-
-
-
-
- v<size> Specify video size to use. Either 25, 43, or 50
- vertical lines. Note the 43 & 50 parameters
- operate identically (43 lines always selected for
- EGA adapter, 50 for VGA). ie:
-
- /v50 (select VGA 50 line display)
-
- f<filename> Directs THEPP to obtain more commands from the
- specified file. This command file simply contains
- a list of the above commands. In addition, the
- command file may call upon another command file.
- Once that nested command file is finished,
- execution returns to the following instruction in
- the first file. Up to ten levels of nesting may
- be active at once. ie:
-
- /fCOMMANDS.FIL
-
- Use file COMMANDS.FIL as source for next commands.
-
-
- If you do not give any parameters, THEPP will display an abbreviated
- help screen for convenience. Examples of THEPP usage and explanations
- are given below:
-
-
- THEPP /c/p SHUTTLE2.ANS /m34,25 /aYellow,Black /"Press a key" /k/c
-
- Clears the screen, and turns off the display of pause messages.
- The Ansi text demo file SHUTTLE2.ANS is displayed, followed by the
- message "Press a key" in Yellow approximately in the center of the
- bottom line. THEPP then waits for a key to be pressed before
- clearing the screen and returning to Dos.
-
-
- THEPP DEMO.TD /c /m38,12 /"BLIP" /b/p/t10 /m1,20
-
- Displays the current page layer of DEMO.TD, then immediately clears
- the screen, displays "BLIP" in the middle of the screen, and sounds
- the speaker. The cursor is then placed at the beginning of line 20
- and THEPP exits.
-
-
- THEPP SOMEFILE.ASC
-
- Displays the contents of the Ascii file SOMEFILE.ASC on the screen.
- Equivalent to using "TYPE SOMEFILE.ASC".
-
-
-
-
-
-
- TheDraw v4.01 The Presentation Program 76
-
-
-
-
- THEPP /fCOMMAND1.FIL /m1,6 /"All done!"
-
- Makes THEPP obtain its next commands from the file COMMAND1.FIL.
- This file simply contains a list of command line parameters. An
- example might be:
-
- Filename #1: COMMAND1.FIL
- /m1,1
- /"Command file 1 running - Running command file 2"
- /fCOMMAND2.FIL
- /m1,5
- /"Command file 1 resumed."
-
-
- Filename #2: COMMAND2.FIL
- /m1,2
- /"Command file 2 running - Running command file 3"
- /fCOMMAND3.FIL
- /m1,4
- /"Command file 2 resumed."
-
-
- Filename #3: COMMAND3.FIL
- /m1,3
- /"Command file 3 running"
-
- In this example, command files are nest two levels deep. In other
- words, COMMAND1.FIL calls COMMAND2.FIL which calls COMMAND3.FIL
- which then exits back to COMMAND2.FIL which then exits finally back
- to COMMAND1.FIL. THEPP allows nesting to go ten (10) levels deep
- for a large amount of complexity. Running the above example would
- produce the output:
-
- Command file 1 running - Running command file 2
- Command file 2 running - Running command file 3
- Command file 3 running
- Command file 2 resumed
- Command file 1 resumed
- All done!
-
- Note: Conceivably, an semi-endless loop is possible. In this
- case, a command file would call itself (ie: replace /fCOMMAND2.FIL
- with /fCOMMAND1.FIL in the above example). If this occurred, THEPP
- would open the same command file 10 times then stop with an error
- message.
-
-
-
-
-
-
-
-
- TheDraw v4.01 The Presentation Program 77
-
-
-
-
- APPENDIX A
- __________
-
- SETTING UP CONFIG.SYS
-
-
- The ANSI driver must be installed to display Ansi color images and
- Ansi animation files via the Dos TYPE command. This can be done by
- adding a 'DEVICE=ANSI.SYS' statement to your CONFIG.SYS file. If you
- do not have a CONFIG.SYS file, you can create one by typing the
- following in your root directory:
-
- COPY CON CONFIG.SYS<enter>
- DEVICE=ANSI.SYS<enter>
- ^Z<enter> ( <-- press CTRL and Z )
-
- If you have a CONFIG.SYS file, append the sequence with:
-
- EDLIN CONFIG.SYS<enter>
- #I<enter>
- DEVICE=ANSI.SYS<enter>
- ^Z<enter> ( <-- press CTRL and Z )
- E<enter>
-
- For this to work properly, the ANSI.SYS file must also be in the root
- directory of your boot disk or hard drive (whichever is applicable).
-
- People wanting to use a mouse with TheDraw may have to install an
- additional file in their CONFIG.SYS file. If a driver must be
- installed, follow the above instructions using the name of your mouse
- driver (ie: MSMOUSE.SYS or MOUSE.SYS, etc...) instead of ANSI.SYS.
- Additional parameters may be required. Please refer to the manual
- that came with your mouse for more details.
-
- There are many other useful statements that can be placed in your
- CONFIG.SYS file. Two which can dramatically improve the performance
- of DOS are:
-
- BUFFERS=10
- FILES=10
-
- Add these as stated above. If you created a new CONFIG.SYS for the
- DEVICE=ANSI.SYS clause by COPY CON, then append these using the second
- method. Enjoy!
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Appendix A 78
-
-
-
-
- APPENDIX B
- __________
-
- PROGRAMMERS PROGRAMMING TIPS
-
-
- This section is for individuals writing programs who are interested in
- using TheDraw. Effort was put forth to make TheDraw a convenient
- utility. Registered users get several ready to use program routines
- (in addition to standard Uncrunch code). Routines supporting Bios
- display, direct video display with/without snow checking, and several
- screen access routines are included. Seperate documentation for those
- routines is included for registered users.
-
-
- PROGRAMMING IN ASSEMBLER
- ------------------------
-
- Assembly programmers will find ASM formatted files in standard data
- byte format, using the DB operator. Asm files can have varying sizes
- depending upon the save mode used (Ascii/Normal/Crunched). The
- dimensions and length of the save are displayed at the top of all
- assembler dumps. If you crunched the screen, you will have to use
- the uncrunch routine provided in ASM source code (UNCRUNCH.ASM).
- Values required in the CPU registers are documented in the file.
-
- Ascii formatted files must be read as bytes and saved on the screen as
- words. This can be achieved using LODSB and STOSW instructions.
- LODSB loads into AL the character. You store into AH the desired
- screen color attributes. STOSW then writes the two bytes onto the
- screen. An alternate method would be to use the Bios or Dos, however
- these methods are considerably slower.
-
- A normal 4000 byte dump (80x25 screen) is the easiest to display via
- the REP MOVSW instruction. To display the image, point the ES:DI pair
- to B800:0000 (for color screens; B000:0000 monochrome) and DS:SI to
- the screen in your program. Also load CX with the number of video
- words to display (2000 - A total of 4000 bytes). ie:
-
- MOV AX,0B800h
- MOV ES,AX
- MOV DI,0
- MOV SI,offset ImageData
- MOV CX,2000
- CLD ;Make MOVSW go forward.
- REP MOVSW
-
- If writing to a EGA screen (80x43), CX would need 3440. If to a VGA
- screen (80x50), CX would need 4000.
-
-
-
-
- TheDraw v4.01 Appendix B 79
-
-
-
-
- As shown above, the ImageData is written directly onto the screen.
- This will cause hashing or "snow" on some color video displays. You
- may want to move only one video word at a time, pausing until the
- video hardware is in horizontal or vertical retrace. This can be
- accomplished with the following routine.
-
- Example:
-
- MOV AX,0B800h
- MOV ES,AX
- MOV DI,0
- MOV SI,offset ImageData
- MOV CX,2000
- CLD
-
- MOV DX,03DAh ;Save i/o address of CGA status register
-
- LOOPA:
- LODSW ;Read data to be written
- MOV BX,AX ;Save for later.
-
- MOV AH,9 ;Test mask for Vertical/Horizontal retrace
-
- IN AL,DX ;Read the status register
- TEST AL,8 ;See if in vertical retrace?
- JNZ WRITE_IT ;Jump if so. No need to wait here.
-
- LOOPB:
- IN AL,DX ;Read the status register
- RCR AL,1 ;Test bit1. Make sure we are not in the
- JC LOOPB ;middle of a horizontal retrace.
-
- LOOPC:
- IN AL,DX ;Read the status register
- TEST AL,AH ;Wait until in either vertical or
- JZ LOOPC ;horizontal retrace.
-
- WRITE_IT:
- MOV AX,BX ;Retrieve the character we loaded before.
- STOSW ;Save it.
-
- LOOP LOOPA
-
-
- The above is a fairly complex mess, but will reliably place a screen
- image snow free onto the display. This routine is not needed on a
- monochrome video since such hardware does not suffer from snow.
-
- Notice the entry code is identical to the previous simple example.
- The REP MOVSW is has been replaced with extensive checks on the video
- hardware however.
-
-
- TheDraw v4.01 Appendix B 80
-
-
-
- PROGRAMMING IN PASCAL
- ---------------------
-
- Pascal programmers have equal ease with displaying screens. Images
- can be flashed to the screen using the Turbo Pascal "MOVE" procedure.
- A pascal NORMAL save can be displayed with the following program:
-
- {$I image.pas}
- type ScreenType = array [0..3999] of Byte;
- var Screen : ScreenType absolute $B800:0000;
-
- begin
- Move (ImageData,Screen,4000);
- end.
-
- The above defines a variable at the absolute address of the video
- memory. The importance of defining such an array will become obvious
- below. IMAGEDATA is assumed to be the name of the pascal image dump,
- but is easily altered when saving the file from TheDraw. The MOVE
- procedure puts ImageData onto the screen. Please note this is only
- for a full screen. To display a screen block is slightly more
- difficult. Our program now becomes:
-
- {$I image.pas}
- type ScreenType = array [0..3999] of Byte;
- var Screen : ScreenType absolute $B800:0000;
- X,Offset : Integer;
- begin
- Offset := ???; {Replace ??? with position to display block}
-
- for X := 0 to IMAGEDATA_DEPTH-1 do
- Move (ImageData[1+X*IMAGEDATA_WIDTH*2],
- Screen[X*160+Offset],IMAGEDATA_WIDTH*2);
- end.
-
- The constants IMAGEDATA_DEPTH and IMAGEDATA_WIDTH specify the block
- dimensions of IMAGEDATA, and are generated by TheDraw automatically.
- If you change the name identifier, the width and depth names are
- updated also. The depth is the number of vertical lines in the block.
- Width is the number of character across the block. OFFSET is the
- video address you want the block to appear at. It is computed with:
-
- (column*2)+(row*160)-162
-
- Column varies 1..80
- Row varies 1..25
-
- Notice in this example we are using a loop and moving one line at a
- time. Lines from ImageData are placed on the video at OFFSET. The
- address in ImageData is advanced to the location of the next line in
- each loop. The video address advances 160 characters each time (the
- byte width of the video display).
-
-
- TheDraw v4.01 Appendix B 81
-
-
-
-
- Turbo Pascal v3.0 users also have another interesting option. You can
- include a .BIN file into a turbo program and then display it using the
- above techniques.
-
- The file actually becomes part of your compiled pascal program. Once
- your program is compiled, you no longer need to have the DEMO.BIN file
- present.
-
- procedure DummyProc; external 'DEMO.BIN';
-
- type ScreenType = array [0..3999] of Byte;
- var Screen : ScreenType absolute $B800:0000;
- X,Depth,Width,Offset : Integer;
- ImageDataPtr : ^ScreenType;
- begin
- Depth := ???; {Replace ???'s with actual block dimensions}
- Width := ???; {as specified by TheDraw after .BIN save.}
- Offset := ???; {Replace ??? with position to display block}
-
- ImageDataPtr := Addr(DummyProc);
-
- for X := 0 to Depth-1 do
- Move (ImageDataPtr^[1+X*Width*2],Screen[X*160+Offset],Width*2);
- end.
-
- In the above program, we create a pointer (IMAGEDATAPTR) pointing at
- the address of DUMMYPROC. The rest of the program is similar to the
- previous example, except all occurrences of IMAGEDATA are replaced
- with IMAGEDATAPTR^. Also, since the block dimensions are not
- available, you must specify them.
-
- The up arrow symbol at the end is very important. If you don't use
- it, Turbo will copy the -value- of your pointer to the screen. This
- will generally appear as garbage. It can be fun playing with this
- concept, you simply must be careful with the pointers.
-
- Pascal ASCII saves are used similar to strings. Since the ImageData
- arrays created do not have color attributes, we cannot directly move
- them to the video. The following shows two techniques for displaying
- these images.
-
- --- Pascal ASCII Save Example 1 ---
-
- {$I image.pas}
- var X:Integer;
- begin
- ClrScr;
- for X := 1 to IMAGEDATA_LENGTH do Write (ImageData[X]);
- end.
-
-
-
-
- TheDraw v4.01 Appendix B 82
-
-
-
-
- --- Pascal ASCII Save Example 2 ---
-
- {$I image.pas}
- type ScreenType = array [0..3999] of Byte;
- var Screen : ScreenType absolute $B800:0000;
- X:Integer;
- begin
- ClrScr;
- for X := 1 to IMAGEDATA_LENGTH do
- Screen[X*2-2] := ImageData[X];
- end.
-
- The first example is easiest to understand. All we are doing is
- displaying each character in IMAGEDATA on the screen using the pascal
- WRITE function. This works because the IMAGEDATA block (in this case)
- is 80 characters wide, so there is no need for a WRITELN. The cursor
- will automatically be bumped down to the next line. IMAGEDATA_LENGTH
- is another constant automatically generated by TheDraw.
-
- The second example is similar to the first, but directly stuffs the
- characters onto the screen. This will be faster than the first
- method. Notice the Screen[X*2-2]. The multiplication is done because
- each character occupies two bytes of video memory. Since the first
- video address is 0, we add -2 to the offset to keep things aligned.
-
- To use pascal images CRUNCHED by TheDraw requires use of the
- UNCRUNCH.PAS file included with the package. The file contains
- details and instruction on using crunched images.
-
-
- TURBO PASCAL v4.0 through v5.5
- ------------------------------
-
- The above examples will all work for Turbo Pascal v4.0 to v5.5 users,
- with exception to the external .BIN file example. The newer compilers
- do not support the old format. Instead you must use TheDraw's Turbo
- Pascal compatible Object (.OBJ) files.
-
- To use the object file do the following:
-
- {$L DEMO.OBJ }
- procedure ImageData; external;
- procedure ImageData_Width; external;
- procedure ImageData_Depth; external;
- procedure ImageData_Length; external;
-
- The procedure name (ImageData here) is specified when making the
- object file. All four external procedure definitions must be
- specified (Turbo requires it). Although these are "procedures" you
- MUST NOT execute them. They only contain image data which must be
- referred to via pointers. The modified .BIN example follows:
-
-
- TheDraw v4.01 Appendix B 83
-
-
-
-
- {$L DEMO.OBJ}
- procedure ImageData; external;
- procedure ImageData_Width; external;
- procedure ImageData_Depth; external;
- procedure ImageData_Length; external;
-
- type ScreenType = array [0..3999] of Byte;
- var Screen : ScreenType absolute $B800:0000;
- X,Offset : Integer;
- ImageDataPtr : ^ScreenType;
- ImageDataWidthPtr : ^Integer;
- ImageDataDepthPtr : ^Integer;
- ImageDataLengthPtr : ^Integer;
-
- begin
- Offset := ???; {Replace ??? with position to display block}
-
- ImageDataPtr := @ImageData;
- ImageDataWidthPtr := @ImageData_Width;
- ImageDataDepthPtr := @ImageData_Depth;
- ImageDataLengthPtr := @ImageData_Length;
-
- for X := 0 to ImageDataDepthPtr^-1 do
- Move (ImageDataPtr^[1+X*ImageDataWidthPtr^*2],
- Screen[X*160+Offset],ImageDataWidthPtr^*2);
- end.
-
- The above is for a generalized block of any dimension. A pointer to
- the IMAGEDATA_LENGTH is initialized but not used. It is there for
- example usage only. The above program can be simplified somewhat for
- an entire screen. ie:
-
- {$L DEMO.OBJ}
- procedure ImageData; external; {All of these are needed,}
- procedure ImageData_Width; external; {otherwise Turbo v4.0-v5.5}
- procedure ImageData_Depth; external; {get upset.}
- procedure ImageData_Length; external;
-
- begin
- Move (pointer(@ImageData)^,ptr($B800,0)^,4000);
- end.
-
- Note the usage of typecasting to eliminate the pointer to ImageData.
- This cleans up the program appearance somewhat. In addition, the
- value of 4000 could be replaced with a pointer to IMAGEDATA_LENGTH.
- However, since this is an entire screen why bother initializing a
- pointer. A full 80 by 25 screen is always 4000 bytes in length.
-
-
-
-
-
-
- TheDraw v4.01 Appendix B 84
-
-
-
-
- TURBO PASCAL VERSION 6.0
- ------------------------
-
- Everything shown thus far for Turbo Pascal v4.0 to v5.5 works
- perfectly well in TP 6.0. However, the newest release allows a more
- relaxed preinitialized constant definitions. The previous examples
- can be shorten to:
-
- {$L DEMO.OBJ}
- procedure ImageData; external;
- procedure ImageData_Width; external;
- procedure ImageData_Depth; external;
- procedure ImageData_Length; external;
-
- type ScreenType = array [0..3999] of Byte;
- var Screen : ScreenType absolute $B800:0000;
- X,Offset : Integer;
-
- const
- ImageDataPtr : ^ScreenType = @ImageData;
- ImageDataWidthPtr : ^Integer = @ImageData_Width;
- ImageDataDepthPtr : ^Integer = @ImageData_Depth;
- ImageDataLengthPtr : ^Integer = @ImageData_Length;
-
- begin
- Offset := ???; {Replace ??? with position to display block}
-
- for X := 0 to ImageDataDepthPtr^-1 do
- Move (ImageDataPtr^[1+X*ImageDataWidthPtr^*2],
- Screen[X*160+Offset],ImageDataWidthPtr^*2);
- end.
-
-
- In addition, all the external definitions for public identifiers are
- no longer mandatory. Thus the full screen example reduces to:
-
- {$L DEMO.OBJ}
- procedure ImageData; external;
-
- begin
- Move (pointer(@ImageData)^,ptr($B800,0)^,4000);
- end.
-
- People casually reviewing the literature for v6.0 may note initialized
- data is permitted within object files now. Although a definite vast
- improvement, the data is still private to the object file. Assuming
- the designers of Turbo Pascal eventually add external variable
- declarations (similar to C), presumably the Large object file data
- model TheDraw currently supports should be compatible. Until then we
- must bear with the current approach for accessing image data.
-
-
-
- TheDraw v4.01 Appendix B 85
-
-
-
-
- PROGRAMMING IN C
- ----------------
-
- C programmers have support similar to that for pascal. TheDraw
- creates the Normal, Ascii, and Crunched file formats using modern C
- code definitions. The ImageData arrays are used similar to the pascal
- case. Please note, in the following examples it will be assumed the
- programs are compiled in a state supporting 32-bit data pointers.
-
- A C NORMAL save is the easiest to display. For instance:
-
- #include <stdio.h>
- #include <mem.h>
- #include "image.h"
- main () {
- /* Kludge a pointer at video memory (segment 0xB800, offset 0) */
- void far *screen = (void far *) 0xB8000000;
- memcpy (screen,IMAGEDATA,4000); /* Move image to screen */
- }
-
- The <mem.h> file reference contains the definition of the memcpy
- routine. Users of Microsoft C should reference the <memory.h> file.
- IMAGE.H is assumed to contain the array IMAGEDATA created by TheDraw
- (the name may be changed to anything else naturally). The void data
- type used is a modern C convention. If your compiler does not support
- it, use type char instead (or whatever type your compiler wants for
- parameters to memcpy).
-
- Reminder:
- Be absolutely sure you are using the proper code/data model. It is
- very easy to write the above program, only to have the compiler
- complain about incompatible pointer sizes and other nastiness. The
- function memcpy MUST accept full 32 bit data pointers. In TurboC
- for instance, you must use memory models Compact, Large, or Huge.
-
- The above is for a full screen image. To display a block involves a
- little more work, as in the pascal example.
-
- #include <stdio.h>
- #include <mem.h>
- #include "image.h"
- main () {
- void far *screen;
- int offset = ???; {Replace ??? with position to display block}
- int x;
-
- for (x=0; x<IMAGEDATA_DEPTH; x++) {
- (long) screen = 0xB8000000+x*160+offset;
- memcpy (screen,&IMAGEDATA[x*IMAGEDATA_WIDTH*2],IMAGEDATA_WIDTH*2);
- }
- }
-
-
- TheDraw v4.01 Appendix B 86
-
-
-
-
- As before, the variables IMAGEDATA_DEPTH and IMAGEDATA_WIDTH specify
- the block size saved in IMAGEDATA, and are generated by TheDraw. The
- depth is the number of vertical lines in the block. Width is the
- number of characters across the block. OFFSET contains the video
- address the block is to appear at. It is computed with:
-
- (column*2)+(row*160)-162
-
- Column varies 1..80
- Row varies 1..25
-
- A loop is used in this example to move one line at a time. Lines
- from IMAGEDATA are placed on the video at OFFSET. The address into
- IMAGEDATA is advanced to the location of the next line in each loop.
- The video address advances 160 characters for each line (the byte
- width of the video display).
-
- Programmers with TurboC can also use the function puttext. This
- handles everything the previous example did and is called with the
- following parameters:
-
- XUL = X coordinate of upper-left corner.
- YUL = Y coordinate of upper-left corner.
- XLR = X coordinate of lower-right corner.
- YLR = Y coordinate of lower-right corner.
- source = address pointer to data
-
- Examples of usage are:
-
- puttext (1,1,80,25,IMAGEDATA);
- /* full screen display */
-
- puttext (1,1,IMAGEDATA_WIDTH,IMAGEDATA_DEPTH,IMAGEDATA);
- /* display block in upper-left corner of screen */
-
- puttext (81-IMAGEDATA_WIDTH,26-IMAGEDATA_DEPTH,80,25,IMAGEDATA);
- /* display block in lower-right corner of screen */
-
-
- In addition to simplifying the code, this function can be used from
- ANY memory model. You are not restricted to the larger memory models.
- However, remember this function will only work for NORMAL screen saves
- (not Ascii or Crunched).
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Appendix B 87
-
-
-
-
- The ASCII format is a bit easier to use in C than Pascal. By taking
- advantage of the 0 terminated strings of C, we can display an ASCII
- image by simply doing the following:
-
- #include <stdio.h>
- #include "image.h"
- main () {
- printf ("%s",IMAGEDATA);
- }
-
- An alternate technique for displaying ASCII format files is similar to
- the second pascal example (for doing the same thing). ie:
- #include <stdio.h>
- #include <mem.h>
- #include "image.h"
- main () {
- void far *screen;
-
- int x;
-
- for (x=0; x<4000; x++) {
- (long) screen = 0xB8000000 + x*2;
- memcpy (screen,&IMAGEDATA[x],1);
- }
- }
-
- Characters are copied one at a time from the IMAGEDATA array to the
- video memory. This is significantly faster than the printf example,
- since the overhead of going through the operating system is removed.
-
- To use C images CRUNCHED by TheDraw, you must use the code in either
- UNCRUN_N.OBJ or UNCRUN_F.OBJ (depending if you are using a Small/Near
- or Large/Far code model). The file UNCRUNCH.H contains examples on
- their usage.
-
-
-
- USING OBJECT FILES WITH C
- -------------------------
-
- C is normally implemented to smoothly interface with object files.
- There are two steps to using TheDraw object files with C.
-
- 1) Specify external variables referencing the screen image.
- 2) Tell the compiler make/project utility to link the wanted file
- with your program.
-
- The following example will help show this.
-
-
-
-
-
- TheDraw v4.01 Appendix B 88
-
-
-
-
- Notice in the following program that no include is made. The file
- containing the image is not C source code. It is a prepared object
- file merely needing to be linked. Therefore, we tell the compiler
- what to expect via EXTERN definitions.
-
- #include <stdio.h>
- #include <mem.h>
- main () {
- extern int IMAGEDATA_WIDTH;
- extern int IMAGEDATA_DEPTH;
- extern int IMAGEDATA_LENGTH;
- extern unsigned char IMAGEDATA [];
-
- void far *screen;
- int offset = ???; {Replace ??? with position to display block}
- int x;
-
- for (x=0; x<IMAGEDATA_DEPTH; x++) {
- (long) screen = 0xB8000000+x*160+offset;
- memcpy (screen,&IMAGEDATA[x*IMAGEDATA_WIDTH*2],IMAGEDATA_WIDTH*2);
- }
- }
-
- Notice the image dimensions (width,depth,length) are stored as
- variables for easy reference. The length parameter is not used here,
- but included to show its availability.
-
- The second step is largely dependent on the compiler setup. You must
- create or update a make file to link the necessary TheDraw object
- (.OBJ) file with your program. If you use Turbo C, simply list the
- file in the project listing.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Appendix B 89
-
-
-
-
- PROGRAMMING IN STANDARD BASIC
- -----------------------------
-
- Basic programmers are a little more limited, not because they lack
- commands, but lack speed. Therefore TheDraw creates the BSave files
- with all addressing information already programmed. All you have to
- do is type 'BLOAD "filename.BSV"'. The screen segment is
- automatically set, so you don't have to bother with DEF SEG=etc...
- However, if you wish to override the display segment default, try the
- following:
-
- DEF SEG=&HB800 : BLOAD"filename.BSV",0
-
- For monochrome video users, replace the B800 with B000.
-
- TheDraw allows partial block saves for basic files. These files will
- always be 80 characters wide. This is a limitation of BLOAD which we
- all must live with. They can start and end on any vertical line
- however, so you could load a full screen then just load small block
- images to update those parts of the screen needing it. Make sure you
- build the partial-block images in TheDraw in the exact screen location
- you want them to finally appear. If you save a block starting on line
- 5, and ending on line 8 that is where Basic will display it.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Appendix B 90
-
-
-
-
- PROGRAMMING IN MICROSOFT QUICKBASIC v4.0 AND v4.5
- -------------------------------------------------
-
- All the techniques mentioned for Standard Basic above are valid for
- Microsoft's QuickBasic compiler. However, in QuickBasic v4.0 and v4.5
- additional means are at our disposal.
-
- TheDraw produces QuickBasic compatible object files (.OBJ) which are
- directly linkable. Each TheDraw QuickBasic object file contains the
- screen image data plus four functions for referencing that data.
- These are shown below as used from within QuickBasic (assuming the
- default identifier of IMAGEDATA):
-
- DECLARE FUNCTION IMAGEDATA!
- DECLARE FUNCTION IMAGEDATAWIDTH%
- DECLARE FUNCTION IMAGEDATADEPTH%
- DECLARE FUNCTION IMAGEDATALENGTH%
-
- Changing the identifier when saving the object file alters the above
- accordingly. ie: an identifier of TEST would be:
-
- DECLARE FUNCTION TEST!
- DECLARE FUNCTION TESTWIDTH%
- DECLARE FUNCTION TESTDEPTH%
- DECLARE FUNCTION TESTLENGTH%
-
- The functions are used in conjunction with the QB4UTIL.LIB file
- containing subroutines for displaying the screen image data. The
- first function, IMAGEDATA (or whatever identifier chosen), returns
- information regarding the location of the data. It is used as a
- parameter to one of the display subroutines. ie:
-
- CALL UNCRUNCH (IMAGEDATA!, 0) Use whichever is
- CALL ASCIIDISPLAY (IMAGEDATA!, 0) <- appropriate to the
- CALL NORMALDISPLAY (IMAGEDATA!, 0) file created by TheDraw
-
- The next two functions return the width and depth dimensions of the
- screen image block. For instance, a full screen would typically
- return 80 and 25 respectfully (unless a EGA/VGA display was in use
- causing the depth to increase). These parameters are useful for
- determining window and viewport sizes, computing area, etc...
-
- The last function returns the length of the data as stored in your
- program. A crunched image or a small data block could be quite small.
- A 80x25 normal binary screen image would be 4000 bytes.
-
- To use TheDraw object files within the QuickBasic integrated
- environment requires the making of a Microsoft Quick Library. If
- linking together your program externally, the QB4UTIL.LIB file must be
- included as it contains the required Uncrunch, AsciiDisplay, and
- NormalDisplay routines.
-
-
- TheDraw v4.01 Appendix B 91
-
-
-
-
- To ease the use of TheDraw object files, a batch file called
- MAKEQLB.BAT is included. The batch file creates both the Quick
- Library files (.QLB extension) and the separate library files (.LIB
- extension). The idea being to put everything in one place.
-
- Once MAKEQLB has run successfully, you can use the Quick Library
- within the environment. ie:
-
- QB /L testfile.QLB
-
- In addition, linking at the Dos prompt is simplified since all you
- need include is the one file. ie:
-
- LINK program.OBJ+testfile.LIB
-
- (program.OBJ is assumed created by the BC.EXE compiler)
-
- MAKEQLB.BAT must be in the same directory as LINK.EXE, LIB.EXE and
- BRUN40.LIB or BRUN45.LIB (depending on your version of QuickBasic),
- plus naturally the TheDraw object files. The parameters to the batch
- file are:
-
- MAKEQLB <targetlib> <objectfile1> <objectfile2> etc...
-
- The <targetlib> is any library filename you want. Do -not- put a file
- extension on this! (see example below) The batch adds the extensions
- .QLB and .LIB automatically for you. The <objectfile> parameters are
- the names of object files you created with TheDraw.
-
- -------------------- Example run --------------------
-
- THEDRAW
- ....assume users creates the QB object files
- IMAGE1.OBJ and IMAGE2.OBJ
-
- MAKEQLB IMAGES IMAGE1.OBJ IMAGE2.OBJ
- ....creates the files IMAGES.QLB & IMAGES.LIB
- containing the two above object files plus
- the required display routines.
-
- QB /L IMAGES.QLB
-
- ----------------------------------------------------
-
- Once the Quick Library is created, using the screen images is a simple
- matter of calling a display routine. The display routines must be
- declare within QuickBasic before they can be called. The file
- QB4UTIL.BI lists those declaratations for convenience. Simply include
- it with the following meta command:
-
- REM $INCLUDE: 'QB4UTIL.BI'
-
-
- TheDraw v4.01 Appendix B 92
-
-
-
-
- Example program using images screens. Assume two screens are
- available with the identifiers IMAGE1 and IMAGE2. IMAGE1 was crunched
- and IMAGE2 saved as Ascii.
-
- ------------------
-
- REM $INCLUDE: 'QB4UTIL.BI' ' Get display routine declarations
-
- DECLARE FUNCTION Image1! ' Important! Do not neglect
- DECLARE FUNCTION Image1Width% ' either the "!" or "%" symbols
- DECLARE FUNCTION Image1Depth% ' on the function declarations.
- DECLARE FUNCTION Image1Length%
-
- DECLARE FUNCTION Image2!
- DECLARE FUNCTION Image2Width%
- DECLARE FUNCTION Image2Depth%
- DECLARE FUNCTION Image2Length%
-
- COLOR 15,0
- CLS ' Clear screen to black
- CALL UNCRUNCH (IMAGE1!,0) ' Go uncrunch first image.
- WHILE INKEY$="" : WEND ' Pause until user hits a key
-
- CLS ' Clear screen again
- CALL ASCIIDISPLAY (IMAGE2!, 5*160 + 40*2) ' Ascii display second
- ' image.
- WHILE INKEY$="" : WEND
- END
-
- ------------------
-
- The second parameter of each display call is the video location the
- image will appear. The upper left screen corner is offset 0 with each
- line taking 160 bytes (each screen character uses two bytes). ie:
-
- line 1 = offset 0
- line 2 = offset 160
- line 3 = offset 320
- line 4 = offset 480
- etc...
-
- Thus the first call (to Uncrunch) displays IMAGE1 in the upper left
- corner. The second call (to AsciiDisplay) displays IMAGE2 on the
- sixth line down, in the center of the screen (40 characters over).
- The file QB4UTIL.BI contains a complete description of all the display
- routines for you.
-
- Note in the above example, everything available in a TheDraw object
- file was declared (the Image, the width, depth, and data length) for
- example purposes. In normal use you need only declare what you wish
- to take advantage of (naturally).
-
-
- TheDraw v4.01 Appendix B 93
-
-
-
-
- PROGRAMMING IN CLIPPER (courtesy of Larry Stewart)
- --------------------------------------------------
-
- The Clipper(tm) compiler uses the same format as TheDraw's BINARY save
- for it's "SAVE SCREEN to memvar" and SAVESCREEN() functions. The code
- example that follows shows how to retrieve a .BIN file and display it
- in your compiled EXE program.
-
- FUNCTION SHOW_BIN
-
- * SYNTAX: SHOWBIN( <name> [, <expN1>, <expN2>, <expN3>, <expN4> ] )
- * PURPOSE: Display a full or partial screen from a .BIN file
- * ARGUMENTS: <name> contains the name of the .BIN file from TheDraw
- * If <expN1> through <expN4> are not present, the routine
- * assumes a full screen display will be restored.
- * <expN1> is the top row for a partial screen
- * <expN2> is the left column for the partial screen
- * <expN3> is the bottom row for the partial screen
- * <expN4> is the right column for the partial screen
-
- PARAMETER binfile,t,l,b,r
- PRIVATE m_buffer,m_handle,m_bytes,m_size
-
- IF ! ("." $ binfile) && Does file have an extension?
- binfile = binfile+".BIN" && No, default to .BIN
- ENDIF
-
- IF ! FILE(binfile) && Does file exist on disk?
- RETURN .F. && No, return FAIL value.
- ENDIF
-
- IF PCOUNT() = 1 && Any border dimensions passed?
- m_buffer = SPACE(4000) && If not, assume full screen.
- m_handle = FOPEN(binfile,0)
- m_bytes = FREAD(m_handle,@m_buffer,4000)
- FCLOSE(m_handle)
- IF m_bytes = 4000
- RESTORE SCREEN FROM m_buffer
- RETURN .T.
- ELSE
- RETURN .F. && Error if .BIN file did not
- ENDIF && contain 4000 bytes.
- ENDIF
-
- IF PCOUNT() != 5 && Check for correct number of
- RETURN .F. && parameters.
- ENDIF
-
- m_size = 2*((r-l+1)*(b-t+1)) && Compute number of bytes in
- m_buffer = SPACE(m_size) && box. Allocate space for it.
- m_handle = FOPEN(binfile,0)
-
-
- TheDraw v4.01 Appendix B 94
-
-
-
- m_bytes = FREAD(m_handle,@m_buffer,m_size)
- FCLOSE (m_handle)
- IF m_bytes = m_size
- RESTSCREEN (t,l,b,r,m_buffer)
- RETURN .T.
- ELSE
- RETURN .F. && Error if file not big enough.
- ENDIF
-
- Please note: When you save a box (binary block save) with TheDraw,
- the screen position and dimensions are not recorded in the .BIN file.
- The box may be restored to your screen at any position you choose;
- however, the dimensions of the box -cannot- be changed. If you try,
- the box will appear distorted or the above routine will generate an
- error.
-
- Examples:
-
- SHOWBIN ("EXAMPLE1")
- Displays the full screen image in the file EXAMPLE1.
-
- SHOWBIN ("EXAMPLE2",10,20,20,60)
- Displays the 40 by 10 block in EXAMPLE2 at screen position
- (20,10).
-
- ------------------------
- If you have additional ideas for this section, please send them in!
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Appendix B 95
-
-
-
-
- APPENDIX C
- __________
-
- EXTENDED/SPECIAL CHARACTER SET
-
-
- The following lists everything available in the IBM extended character
- set. These are all found in the 15 special character function key
- sets supported by TheDraw.
-
-
- Code Symbol Code Symbol Code Symbol Code Symbol
-
- 128 Ç 160 á 192 └ 224 α
- 129 ü 161 í 193 ┴ 225 ß
- 130 é 162 ó 194 ┬ 226 Γ
- 131 â 163 ú 195 ├ 227 π
- 132 ä 164 ñ 196 ─ 228 Σ
- 133 à 165 Ñ 197 ┼ 229 σ
- 134 å 166 ª 198 ╞ 230 µ
- 135 ç 167 º 199 ╟ 231 τ
- 136 ê 168 ¿ 200 ╚ 232 Φ
- 137 ë 169 ⌐ 201 ╔ 233 Θ
- 138 è 170 ¬ 202 ╩ 234 Ω
- 139 ï 171 ½ 203 ╦ 235 δ
- 140 î 172 ¼ 204 ╠ 236 ∞
- 141 ì 173 ¡ 205 ═ 237 φ
- 142 Ä 174 « 206 ╬ 238 ε
- 143 Å 175 » 207 ╧ 239 ∩
- 144 É 176 ░ 208 ╨ 240 ≡
- 145 æ 177 ▒ 209 ╤ 241 ±
- 146 Æ 178 ▓ 210 ╥ 242 ≥
- 147 ô 179 │ 211 ╙ 243 ≤
- 148 ö 180 ┤ 212 ╘ 244 ⌠
- 149 ò 181 ╡ 213 ╒ 245 ⌡
- 150 û 182 ╢ 214 ╓ 246 ÷
- 151 ù 183 ╖ 215 ╫ 247 ≈
- 152 ÿ 184 ╕ 216 ╪ 248 °
- 153 Ö 185 ╣ 217 ┘ 249 ∙
- 154 Ü 186 ║ 218 ┌ 250 ·
- 155 ¢ 187 ╗ 219 █ 251 √
- 156 £ 188 ╝ 220 ▄ 252 ⁿ
- 157 ¥ 189 ╜ 221 ▌ 253 ²
- 158 ₧ 190 ╛ 222 ▐ 254 ■
- 159 ƒ 191 ┐ 223 ▀ 255 solid spc
-
-
-
-
-
-
-
-
- TheDraw v4.01 Appendix C 96
-
-
-
-
- APPENDIX D
- __________
-
- COMMON QUESTIONS & ANSWERS
-
- In an attempt to help users with commonplace difficulties, this
- section answers some of the more frequent questions.
-
- Q: Why does TheDraw display garbage when I load captures graphics
- screens?
-
- A: TheDraw is not designed to handle high resolution graphics per
- say. TheDraw handles only text images. It is similar to a word
- processor in that regard.
- ----
- Q: How can TheDraw support imbedded Ansi BBS control sequences?
-
- A: Previously users had to resort to Animation Include files,
- however with TheDraw v4.0, user control sequences are directly
- supported. Refer to command ALT-J,User-Seq for more information.
- ----
- Q: How can I control the location of the cursor after an Ansi file
- is displayed?
-
- A: The easiest way is to convert your Ansi screen to Animation.
- Select the ALT-J, and the "Top" scanner. The top scanner will
- make your Ansi file display as before. You could choose some
- other if you like. Next, move the cursor where you would like to
- appear after the display is finished, and press the [SPACE] bar.
-
- The space will become the last character displayed and the
- position where TheDraw leaves the cursor.
- ----
- Q: How do I upload Ansi files to another computer (a bulletin board
- system)?
-
- A: Ansi files are sent identically to regular text messages, using
- your communication programs Ascii upload option. Before doing
- so, be aware some BBS's explicitly do not support Ansi. If you
- pass the first hurdle, note some BBS's feature automatic text
- wrap-around for lines which are too long. Other's simply refuse
- to accept more than a maximum line length. Either of the latter
- cases will disrupt the appearance of your Ansi files.
-
- To avoid difficulties, find the maximum line length enterable
- before the above problems occur (generally 70 characters is about
- average). Next, when saving your Ansi files using TheDraw,
- specify the number determined (70 here) for the maximum output
- line length. TheDraw will limit lines to that length, and there
- should be no problems uploading the image.
-
-
-
- TheDraw v4.01 Appendix C 97
-
-
-
- Q: Can I use images created with this software in my own programs
- for public use (or sale)?
-
- A: Yes. There are absolutely no restrictions on work you create.
- You might add a mention "Screens produced by TheDraw", but
- certainly do not ask for or require it.
- ----
- Q: How do I draw circles/ovals/etc?
-
- A: Smooth circles & ovals are not possible using text graphics.
- Approximations are possible by careful selection of characters
- and symbols. For instance:
- ▄▄▄▄
- ▄▀▀ ▀▀▄
- █ █
- ▐▌ ▐▌
- █ █
- ▀▄▄ ▄▄▀
- ▀▀▀▀
- The above was produced using symbols from function key set #6.
- ----
- Q: I get disk full error messages when I try saving an Ansi file to
- an empty diskette. The file is large, very close to the 16000
- animation limit. Is this a bug?
-
- A: Seems unlikely a bug exists. The Ansi produced is probably
- larger than your diskette. Try splitting it into two smaller
- chunks. Although dependant primarily on the application, the
- largest Ansi file we know of TheDraw producing was about 7.9
- million bytes (a test of 16000 random entries, 32 char/line,
- ansi pause of 50). Even larger files might be possible.
- ----
- Q: How can I combine two Ansi files together?
-
- A: There are three ways. Either load them both into TheDraw under
- animation mode (you will be prompted if to append the second
- file), or use the Dos COPY command. ie:
-
- COPY FILE1.ANS+FILE2.ANS FILE3.ANS
-
- The above will create a new file "FILE3.ANS" containing the
- complete contents of FILE1.ANS and FILE2.ANS.
-
- The last method involves using a 50 line buffer mode, loading
- each target Ansi file into appropriate portions (an ideal use of
- Block Load), then saving as one file.
-
-
-
-
-
-
-
-
- TheDraw v4.01 Appendix C 98
-
-
-
- Q: Why can't I change the video size from 25 lines to 43 or 50 lines
- as the manual suggests?
-
- A: You must have an EGA or VGA video card adapter installed in order
- to use these video modes. If you have a EGA/VGA card and
- TheDraw is not recognizing your hardware, then please contact
- TheSoft describing the situation.
- ----
- Q: My mouse will not go below line 25 when using the 43/50 line
- video mode. I can use the cursor keys fine, but the mouse gets
- stuck. What is wrong?
-
- A: TheDraw requires a mouse driver (ie: MOUSE.SYS, MOUSE.COM, or
- similar variation) be installed which is compatible with the
- EGA/VGA video card. Please contact your mouse manufacturer or
- check local computer bulletin board systems for an update.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 Appendix C 99
-
-
-
-
- R E V I S I O N H I S T O R Y
-
-
- 05/01/86 - Version 1.00 - Program completed.
- ______________________________________________________________________
-
- 05/05/86 - Version 1.01
-
- Carl Ehmann noticed a glitch in text creation that caused highlighting
- and blinking attributes changes to go unnoticed. This has been
- corrected.
- ______________________________________________________________________
-
- 06/05/86 - Version 1.02
-
- Steven Mills discovered a bug in the file loading routine that caused
- TheDraw to flag valid filenames as invalid. It has been squashed.
-
- Changed the program to not allow the user to enter a code #26 or code
- #27 into a text screen. A code #26 is the Dos end of file marker, and
- entering it means loss of all following text upon displaying the file
- or reloading it back into TheDraw. A code #27 is the ANSI driver
- signal character. Supposedly ANSI ignores invalid sequences, but
- allowing the code created "false" ANSI codes which caused loading
- problems.
- ______________________________________________________________________
-
- 07/31/86 - Version 1.03
-
- Upon prompting from Carl Ehmann, output line length limiting has been
- added. This will facilitate other programs which cannot load lines
- conceivably going over 1300 characters (such as RBBS). Color changes
- can now be accomplished using the Ctrl-Left and Right arrow keys to
- increment the fore and background colors respectively.
- ______________________________________________________________________
-
- 08/15/86 - Version 1.10 (later changed to v2.00)
-
- Changes in a big way. New features include:
- ANSI Animation, Line Drawing, Ruler, movement of
- blocks UNDER other text and much more!!
-
- Quick color change keys have been expanded to use the Ctrl-Up, Down,
- Left, and Right keys in a more logical manner.
- ______________________________________________________________________
-
- 09/13/86 - Version 2.01
-
- A few more enhancements. Pop-Up help, and macros have been added to
- the new registered version of the program. Also a few aspects of the
- animation editor have been sped up.
-
-
- TheDraw v4.01 History 100
-
-
-
-
- R E V I S I O N H I S T O R Y (cont):
-
-
- 09/19/86 - Version 2.02
-
- Fixed a slight bug which was causing TheDraw to display the wrong Help
- Screen (in registered version). Also, the registered version wasn't
- keeping track of where its overlay was.
- ______________________________________________________________________
-
- 09/27/86 - Version 2.03
-
- Carl Ehmann noticed yet another glitch (what would I do without him?).
- The Ascii save routine was using ANSI codes to advance the cursor to
- the next line.
- ______________________________________________________________________
-
- 11/28/86 - Version 2.04
-
- Ray Buti discovered an oddity with the Pascal screen save. If you
- used a single quote "'" TheDraw didn't compensate for it. Therefore
- when Turbo Pascal compiled that screen it complained. Ray also
- noticed that characters under #32 were missing the "#" required by
- Turbo. These have both been cured.
-
- In addition, the animation load routine has been made more reliable.
- Occasionally movement just involving the cursor (no text) would be
- lost. Other improvements were made to make animation screen files
- smaller and display faster.
- ______________________________________________________________________
-
- 03/06/87 - Version 2.10
-
- Support for monochrome monitors has finally been added. Don't ask why
- I never did it before... The glitches Paul Pacter (and many other
- people) found with IBM PC Ctrl-Up/Down keys has been eliminated. I
- would have never noticed that glitch, so many thanks! Kent Godding
- made an excellent suggestion for a ansi-file slow down routine. This
- has been added. Lastly, a few changes were made to the command
- structure to clarify things and many prompts were cleaned up.
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.01 History 101
-
-
-
-
- R E V I S I O N H I S T O R Y (cont):
-
-
- 06/20/87 - Version 2.20
-
- BSave saves fixed to operate properly for monochrome monitors. Ansi
- files now output <esc>[40m color sequences to clear screen to black
- color before doing anything else. Thanks to Barry Simon for bringing
- this oversight to my attention and also suggesting command line
- filespecs. Some new items were added, most notably full screen
- editing. Thank Ray Buti for finally bugging me enough to add it.
- Also extended options for Asm, Pascal, and new C storage modes to
- crunch and store only Ascii in addition to the original normal (4000
- byte) mode. Thanks to Douglas A. Nicklow for suggesting the C storage
- capacity.
- ______________________________________________________________________
-
- 08/22/87 - Version 2.21
-
- Fixed a minor glitch with window sizes being slightly off. Also I
- missed a problem in the registered version. TheDraw was not using the
- overlay path entered by the Setup utility when initializing. So much
- for learning from mistakes (ie: it happened before). In addition,
- using a command line filespec sometimes loaded a Ansi or Ascii image
- with a random background color. Needless to say, everything has been
- fixed.
- ______________________________________________________________________
-
- 04/28/88 - Version 3.00
-
- Many, MANY changes. TheDraw totally rewritten to take advantage of
- Turbo Pascal v4.0. A new title screen, dynamic allocation of screen
- layers and animation space (up to 16000 animation entries and 8 page
- layers can now be used), multi-layer Sprite editing, dos shelling
- (suggestion from Billy Noto), and a new high-speed TheDraw format data
- file have all been added. TheDraw now incorporates its own Ansi
- driver so Ansi/Ascii file loading is much faster.
-
- The animation system has been greatly expanded. Five new animation
- scanners have been added (ANGLE, GATE, PYRAMID, SQUARES, and WIGGLE).
- Animation markers(R), "include files", animation pausing, support of
- animation on multiple page layers (no longer restricted to just one
- page), global animation screen copies, and more have all been added.
- Animation sequences can now be appended together. The registered
- version supports easy animation editing.
-
- A couple of bugs were fixed. The pascal saver was leaving spurious
- single entries on the end of lines (yet another discovery of Ray Buti
- <grin>). The Ascii Save no longer outputs spaces on the end of every
- line.
-
-
-
- TheDraw v4.01 History 102
-
-
-
-
- R E V I S I O N H I S T O R Y (cont):
-
- (cont)
-
- The Setup utility has been vastly overhauled and now allows
- configuring of the TheDraw edit screen colors, TheDraw keyboard
- commands(R), and many other parameters.
- ______________________________________________________________________
-
- 09/09/88 - Version 3.10
-
- Support for the Microsoft Mouse has been added, making cursor movement
- and the marking of blocks easier. Five additional character sets have
- been added. These are accessed via CTRL-F(1-5). With this revision
- goes a new function key screen (ALT-F). Finally, a few bugs were
- eradicated. Many people reported CTRL-Up/Down keys were not working.
- They did work, however the status display was not always updated (thus
- causing the following confusion). TheDraw now allows filespecs
- without extensions to be used again. In addition, the default
- filespec extensions can be changed using the Setup utility (Ray Buti
- can now change .PAS to anything he likes <grin>). The Setup utility
- Defaults option now works as advertised. Finally, the keyboard driver
- for Ctrl-Up/Down has been changed yet again. With the last revision,
- a few computers were gained but the PCjr was lost.
- ______________________________________________________________________
-
- 04/04/89 - Version 3.20
-
- Pull down menu system has been added to TheDraw. The program can now
- be totally controlled by use of a mouse. Various small details that
- escaped detection regarding the mouse were corrected. TheDraw has a
- new storage format -- COM files. Separate programs useful for batch
- files and the like. They work with blocks and (naturally) the entire
- screen. A few bugs floating around the program have been cured. When
- attempting a block save, TheDraw would sometimes display and save the
- wrong screen portion. The ALT-U command was not processing blinking
- colors properly -- thanks to Darin May for pointing this out. The
- ALT-L file directory had a minor problem when there were exactly 124
- items displayed. You could go down to the next page even though there
- was nothing on it. Animation screen copies might possibly fail if
- they run out of room. What the user saw didn't necessarily match what
- TheDraw thought was there until everything got redrawn. The problem
- with CTRL-UP/DOWN simply won't go away. The driver will work for 99%
- of machines, but certain computers with non-compatible keyboard
- hardware will lockup (notably the Tandy 1000A and HX). The SETUP
- utility now has a provision for deactivating the driver completely.
-
-
-
-
-
-
-
- TheDraw v4.01 History 103
-
-
-
-
- R E V I S I O N H I S T O R Y (cont):
-
-
- 11/01/89 - Version 3.30
-
- TheDraw format files now support block load/save. A color attributes
- drawing mode has been added, access via Alt--. Thanks to James
- Carroll for this suggestion. You can now specify a default
- directory/wildcard when using sticky directory listings. Thanks to
- Sylvest Adam for this suggestion. TheDraw supports a ten file pick
- list now. This maintains a listing of the last ten files accessed.
- Simply press the TAB whenever TheDraw prompts for a filespec. TheDraw
- now generates Intel format compatible object code files. Useful for
- linking with Turbo Pascal v4.0 and above, C plus many other high-level
- languages. The ruler can now be made "sticky". When active, the
- ruler stays on the screen appearing under the current page layer. A
- few bugs were fixed. The problem with ansi animation files getting
- confused when saved without screen preparation has been solved.
- Thanks to Terry Blake for reporting it. Alt-O now properly allows you
- to change drives. A minor glitch with animation include files
- dropping characters has been solved. Finally, the directory listing
- handles the mouse in a more predictable/controllable manner.
-
-
- 03/01/91 - Version 4.00
-
- A great number of changes, additions, and improvements. First the bug
- fixes: The uncrunch algorithm was not quite in sync with how TheDraw
- handled flashing characters. Thanks to Garry Kraemer for point it
- out. Michael Harris discovered it was possible to select a page 0 in
- version 3.30; an unhealthy action that allowed critical areas to be
- overwritten. Paul Furman noted the BSAVE file format was not quite
- compatible with Basic, lacking a termination code sequence. TheDraw
- now includes them for completeness. Carter Downer noted that 80
- column Ansi files produced by TheDraw were not fully compatible with
- bulletin board systems. A file size optimization causing the problem
- was removed. Other problems included command line filespecs not being
- added to the pick list, animation include files not working in
- shareware version, and the screen changing to the default color when
- changing page layers with sprite mode off were fixed.
-
- New features added or improved are: EGA/VGA screen editing support
- (43 or 50 lines respectfully). Also a virtual screen edit buffer was
- added, allowing screens up to 160 characters by 50 lines to be
- edited. Mouse aided line drawing; pressing the middle mouse button
- down and moving will draw a line or box for you. All cursor movement
- keys now function throughout the program. Line drawing mode was
- improved to tolerate bumping into the screen border; no longer do
- unwanted T and plus symbols appear.
-
-
-
-
- TheDraw v4.01 History 104
-
-
-
-
- R E V I S I O N H I S T O R Y (cont):
-
- (cont)
-
- Several new animation scanners have been added including Doors*,
- Diamond*, Circle*, Clock*, Checkerboard, and Wiggleout. Thanks to Guy
- StarBuck for suggestion the first four new scanners. The ability to
- reverse the operation of any animation scan (making the scan go
- backwards) was also added. Thanks to Dorothy Hade for this excellent
- suggestion. Another new animation feature is User Control Sequences
- (R) permitting BBS operators and such to add escape codes specific for
- special features of their software. The last animation improvement
- was the ability to append -ANY- file format (except .TD) to an
- animation sequence. For non-ansi/ascii files, TheDraw requests you to
- select an animation scanner for reading the screen.
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- Block and global character/attribute replace has been added. Position
- the cursor on the character (or character contain color) to replace,
- then activate global or block mode. The default load filename
- extension can now be changed to something other than ANS. If most of
- your work entails binary or TheDraw format files, this will be a
- welcome addition. An online setup menu was added to TheDraw, making
- configuration of the environment much easier. Go to the Options under
- the pull-down menu system and select Setup. Two additional COM file
- formats were added, with TheDraw transparently selecting the best of
- the three for a given application. One of the new flavors crunches
- the screen. If smaller than either of the other two formats it is
- used. Otherwise, a version explicitly for full-width screens was
- added. An 80x25 image will use under 4096 bytes; perfect for floppy
- disks where wasted cluster space is critical.
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- Ascii files can now be forced to have carriage returns placed on the
- end of each line. If a line was 80 characters, TheDraw would
- previously not include the CR/LF sequence. This would make the file
- display properly if typed from the Dos prompt, but fouled other
- software such as text editors. A few last things were added. These
- were an ALT-key pop-up help screen; pressing and holding ALT for about
- 3 seconds displays a brief quick reference display. TheDraw can now
- save backup files. If a file already exists on disk, it will be
- renamed filename.BAK before saving. The ALT-Left/Right key sequence
- delete/insert columns. Avoids have to mark a block or use global
- screen move, etc... Automatic screen blanking was added. If you
- leave the machine unattended for a period of time, TheDraw will erase
- the display for you (preventing possible burn damage to your monitor).
- It is variable from 1 minute to 255 minutes or can be shut off. Dos
- Shell will attempt to swap out information to EMS memory or a disk
- swap file to increase available memory during the shell. Lastly
- (whew!), TheDraw can be made to prompt to save changes before exit.
- Either just for the current page, or for all page layers. Enjoy!
-
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- TheDraw v4.01 History 105
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- R E V I S I O N H I S T O R Y (cont):
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- 03/18/91 - Version 4.01
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- A minor correction to the .OBJ file format loader, the Last Block
- option works properly now, plus a couple other minor fixes to bugs
- somehow squirming through testing. The presentation program (THEPP)
- now properly displays TheDraw format files saved with sprite mode
- turned on.
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- (R) = Feature in Registered Version of TheDraw Only
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- TheDraw v4.01 History 106
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- T H E F U T U R E
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- Look for these features in version 4.10 of TheDraw:
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- Improved Undo facility, allowing recovery from such
- disasters as the unwanted delete line, or seconds thoughts
- about a block copy...
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- Send in your ideas, suggestions, criticisms and bug reports. Report
- something first and be immortalized in the docs of TheDraw!
-
- If you ever find a copy of TheDraw with a version number other than
- one listed above, please take the time to write us a quick note
- describing it. Thank you!
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- TheDraw v4.01 107
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- C O M M E N T S
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- Please consider registering for the amount of $22. Quality software
- at good prices is very difficult to find. We at TheSoft Programming
- Services firmly believe in and support the concept of shareware
- products, and hopefully you do also. Please make any checks out to
- TheSoft Programming Services. If you have any requests, comments or
- suggestions for TheDraw, please send them to:
-
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- TheSoft Programming Services
- c/o Ian Davis - TheDraw
- 1929 Whitecliff Court
- Walnut Creek, Ca, 94596.
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- Thanks for your support!
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- TheDraw v4.01 108