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- .ENTRY INDEX
-
- 3D - Help index
-
-
- ~About the help system~menu_help~
-
- ~The window system~window_system~
-
- ~Main menu~main_menu~
-
- ~The macro language commands~macrolang~
-
-
- .END
- .ENTRY macro
-
- A macro is a collection of simple animation commands,
- that can be processed by the ~intereter~interpret~ to examine
- possible animation routines in your own programs,
- and later, can be ~compiled~compile~ to produce Turbo Pascal
- compatible source code.
-
- .ENTRY macrolang
-
- Macro Programs Language Summery
- The following commands are supported by the 3D macro
- interpreter and compiler:
-
- c - Clear Screen (macro window).
- w - set Color to White.
- b - set Color to Black.
- p - Paint Active object in last color.
- o0 - set Perspective off.
- o1 - set Perspective on.
- >x - Start a loop to be performed x times.
- lfl - Load simple object from file fl into the active object.
- Lfl - Load complex object from file fl into the active object.
- rad - Rotate Active Element In axis a, d degrees.
- ex - Choose Active Element x.
- mas - Move in a axis, s steps.
- gxyz - Goto 3d pos x,y,z.
- saf - Scale a axis if f factor.
- v0..v9 variable names.
- < - End Loop.
- \ - End line.
- z - set object to center.
- Rsad - rotate a sub object of a complex object
- around axis a, d degrees.
- Msas - move a sub object of a complex object
- in axis a, s steps.
- Ssaf - scale a sub object of a complex object
- around axis a, by a factor of f.
-
-
-
- Special Notes : a number must end with a space character.
- (e.i. g10 0 0 . <- space after a number)
- Loops can be nested 10 levels deep.
-
- any numeric expressions requested can be
- given with a normal infix notation, for
- example :
-
- rx30 * v1 + 2
-
- will rotate the current active object
- around the x axis, by 2 plus 30 * v1
- degrees, where v1 is a variable.
-
- .END
- .ENTRY menu_run
-
- Run Menu
-
- This menu offers two operations that can operate on the
- ~active macro~activemac~
-
- ~interpret~interpret~ - interpret a macro
-
- ~compile~compile~ - compile a macro to pascal program
- .END
- .ENTRY menu_system
-
- System Menu
-
- This menu gives four options:
-
- About - Gives information about the 3D program.
-
- Path - Changes the current directory.
-
- Print - Prints the screen to the printer.
-
- Quit - Quit the program - exit to DOS.
-
- .END
- .ENTRY menu_objects
-
- The Objects pull-down menu offers various
- choices for loading existing objects, creating
- new objects, editing, and saving objects. when you
- load an object, you can edit it, or use and display it
- in the ~Online window~onlinew~. when you're done with an object,
- you can save it to any directory of file name.
- Select an item that you want to know more about:
-
- ~Active~oactive~ ~Open~oopen~ ~New~onew~ ~Save~osave~
- ~Save As~osaveas~ ~Edit~oedit~ ~Close~oclose~ ~Print~oprint~
- .END
- .ENTRY oactive
-
- Objects/Active
-
- This command allows you to select the ~active object~activeobj~.
- A ~Dialog box~dlgbox~ will be created, and you will be asked
- to choose the active object from the objects in
- the memory.
- Use the mouse, or the arrow keys to move the highlight
- bar to the desired object, and ~click~click~ on the ~Ok button~okbut~
- or click again on the highlighted line.
- If there are no objects in memory an ~Alert box~alert~
- will be displayed.
- If there is more then one object in memory, you will
- receive a list of objects to choose from,
- if not all of the objects are displayed, you can scroll
- the display using the arrow keys or the ~scroll bar~scrlbar~.
- .END
- .ENTRY dlgbox
-
- Dialog box
-
- A dialog box is an interactive window used to give
- input to the program. A dialog box is displayed in
- reverse video, and it cannot be moved on the screen.
- No other operation can be done until the dialog box
- input is satisfied.
-
- A dialog box consists of text lines and buttons.
- buttons can be of the following types:
-
- ~Text fields~txtfield~
-
- ~Choose buttons~chosbut~
-
- ~Radio buttons~radiobut~
-
- ~Text (action) buttons~textbut~
-
- ~Selection buttons~selectbut~
-
- Most dialog boxes contain the following three buttons:
-
- ~Ok~okbut~
- ~Reset~resetbut~
- ~Cancel~cancelbut~
- .END
- .ENTRY interpret
-
- Run/Interpret
-
- This command opens a new window, and tries to interpret
- the active ~macro~macro~. The results can be seen immediately
- on the screen.
- The interpreter can be stopped at any moment by
- pressing the mouse button, or hitting a key.
- The interpreter's purpose is to examine and debug the
- macros. For fast animation, you should ~compile~compile~ the
- macro, and use it in a pascal program.
- .END
- .ENTRY compile
-
- Run/compile
-
- This command activates the ~macro~macro~ compiler which
- compiles the macro to a full stand-alone pascal source
- program.
-
- Use this code as a fast stand-alone animation program, or
- as a procedure, in your own programs.
-
- See also:
- ~Interpret~interpret~
- .END
- .ENTRY chosbut
-
- A choose button is a ~button~butt~ that is used for
- boolean (yes and no) options. It is formed of
- a rectangular box in the left of text. The button have
- two states: Selected and Not selected. When the button
- is Selected, there is an X inside the box. When the
- button is Not selected, the box is empty.
- To change the state of a choose button, you just
- ~click~click~ on it.
-
- See also:
- ~Text fields~txtfield~ ~Radiobuttons~radiobut~
- ~Text buttons~textbut~ ~Selection buttons~selectbut~
- .END
- .ENTRY click
-
- Clicking on an item (a button, a window etc.) means
- moving the mouse cursor (pointer) to point on that
- item, and hitting (pressing AND releasing) the mouse
- button.
-
- When you press the mouse button on most of the buttons,
- they will highlight themselves, to indicate to you, that
- when you release the mouse button, their action will be
- performed, if you don't want to choose that action move the
- mouse cursor out of the button, and release the mouse.
-
- .END
- .ENTRY txtfield
-
- A text field is a ~button~butt~ which allows the user to
- enter text using the keyboard. Before you enter text,
- you should select the button by ~clicking~click~ on it.
- When the text field is selected, a cursor appears
- inside the text field, and you can modify the text.
-
- use the arrow keys, enter and insert keys to edit the
- text in the text field, pressing enter finishes the
- field editing session.
-
- See also:
- ~Choose buttons~chosbut~ ~Radiobuttons~radiobut~
- ~Text buttons~textbut~ ~Selection buttons~selectbut~
- .END
- .ENTRY radiobut
-
- A radio button is a ~button~butt~ which is used to select
- one item from a set of mutually exclusive options
- (it is named Radio button because of the similarity to the
- buttons in a car's radio). The radio button is a text
- with a small circle on the left. The circle near the
- selected item has a small filled circle inside it.
-
- See also:
- ~Text fileds~txtfield~ ~Choose buttons~chosbut~
- ~Text buttons~textbut~ ~Selection buttons~selectbut~
- .END
- .ENTRY selectbut
-
- The Selection button is a ~button~butt~ which is used
- for selecting one item from an arbitrarily large list
- of items. The button has a rectangular shape and
- consists of a few text lines, one of them - the
- selected item is in reverse video. The mouse can be
- used for moving the highlighted line. ~Clicking~click~
- on the highlighted line will have the same affect as
- clicking on the ~Ok button~okbut~
- If the number of items is larger than the number of
- lines in the selection button, the button will have
- a ~Scroll bar~scrlbar~ which will allow to scroll the
- text lines up and down.
- .END
- .ENTRY textbut
-
- The text button is a ~button~butt~ which is used
- for selecting an action. The button is a rectangle
- which a text inside. ~Clicking~click~ on the button
- will cause the action to be taken.
-
- See also:
- ~Dialog box~dlgbox~
- ~Ok button~okbut~
- ~Reset button~resetbut~
- ~Cancel button~cancelbut~
- .END
- .ENTRY okbut
-
- The Ok ~button~butt~ is used in a ~dialog box~dlgbox~
- to accept the changes, or to accept the input as it is.
-
- This button tells the program to continue with the
- command, with the values specified in the dialog box.
-
- See also
- ~Reset button~resetbut~
- ~Cancel button~cancelbut~
- .END
- .ENTRY resetbut
-
- The Reset ~button~butt~ is used in a ~dialog box~dlgbox~ to
- restore the values of the buttons to the system's
- default.
-
- See also
- ~Ok button~okbut~
- ~Cancel button~cancelbut~
- .END
- .ENTRY cancelbut
-
- The Cancel ~button~butt~ is used in a ~dialog box~dlgbox~ to
- restore the values of the buttons to the values
- they had when the dialog box was opened, and to accept
- them (thus canceling the operation)
-
- See also
- ~Ok button~okbut~
- ~Reset button~resetbut~
- .END
- .ENTRY alert
-
- An alert box is a ~dialog box~dlgbox~ which tells
- about errors (Your error and system errors).
- An alert box will have a "bomb icon" on the top-
- left corner.
- All alert boxes except for the Hard error box have
- only one ~button~butt~.
- The Hard Error box is a replacement for MS-DOS's
- infamous 'Abort Retry Ignore' message which cannot
- be displayed in a graphic environments.
- the hard error box will report the hard-error and
- give two options - Retry and Cancel. Retry will re-try
- the operation that caused the problem, and Cancel
- will cancel it.
- .END
- .ENTRY oopen
-
- Objects/Open
-
- This command opens (loads) an object from the disk
- you can select one of the objects previously save to
- the disk.
- You will be asked to choose between ~Complex/Super~superobj~ and
- ~simple~obj3d~ object type.
- Choose the desired object from the ~File selection Window~fsel~.
- The most recently opened object becomes the ~active object~activeobj~
- The following commands operate on opened objects:
- ~Save~osave~
- ~Save as~osaveas~
- ~Edit~oedit~
- ~Close~oclose~
- ~Print~oprint~
-
- .END
- .ENTRY osave
-
- Object/Save
-
- Use Save to save the ~active object~activeobj~ to disk.
- If you attempt to save an UNTITLED object, You will be
- asked to name it.
- .END
- .ENTRY osaveas
-
- Object/Save as
-
- Use this command to save the ~active object~activeobj~ to
- a different file. You will be prompted to enter the
- new file name. The active object will be saved with
- this name to the disk, and will be re-named in the
- memory to that name.
- .END
- .ENTRY onew
-
- Object/New
-
- The New item specifies that a new object is to be
- created. An empty object with the name 'UNTITLED'
- is created. (You can change the name of the object
- when you go to ~Save~osave~ it or to do a ~Save as~osaveas~)
- The New object can be of a ~simple~obj3d~ or a ~Complex/Super~superobj~
- object type.
-
- .END
- .ENTRY oedit
-
- Object/Edit
-
- Use this option to edit the active object in memory, if
- this object is a ~simple~obj3d~ object you will use 2 windows -
- a ~point window~pntwind~ to define the objects points in
- the 3D universe, and a ~line window~linewind~ to connect
- these points to lines,
- if the object is a ~complex/super~superobj~ one, you will
- use a ~complex object window~sedtwind~ to define child objects
- to this super object.
- .END
- .ENTRY obj3d
-
- Simple Objects
-
- Simple objects are bodies in the 3D-space which are
- defined in terms of lines and points in space. The points
- of the objects can be edited with*the ~point window~pntwind~, and the
- lines (each line connects two previously defined points)
- can be edited using the ~line window~linewind~.
-
- .END
- .ENTRY pntwind
-
- Point editor window
-
- The point editor window displays the points defined
- for the ~active object~activeobj~.
-
- The window contains a status line at the top, and
- ~control buttons~butt~. The ~scroll-bar~scrlbar~ at the right border
- is used to choose the point on which the buttons
- will operate.
-
- The X/Y/Z buttons are used to select the axis on which
- the point is to be moved, the arrows move the point on
- that direction. The SPEED button is used to select the
- speed of the movement (how much will the point move in
- each step). The CREATE button fixes the point, and create
- a new point.
-
- See also:
- ~Line window~linewind~
- ~Complex object window~sedtwind~
-
- .END
- .ENTRY linewind
-
- Line Editor window
-
- The line editor window is used for defining the
- lines that makes the simple object.
-
- The window contains a status line at the top, and
- ~control buttons~butt~. The ~scroll-bar~scrlbar~ at the right border
- is used to choose the line on which the buttons
- will operate.
-
- The arrows are used to select the point, and the
- Create button is used to fix the line, and create a new
- line. Every line is defined with two points, use the
- "To" and "From" buttons to select on which edge of the
- line to operate.
-
- See also:
- ~Point window~pntwind~
- ~Complex object window~sedtwind~
-
- .END
- .ENTRY superobj
-
- Complex (Super) Objects
-
- A Super Object (also referred to as Complex Object)
- is a collection of ~simple objects~obj3d~, that are grouped
- together to form a higher level object, which can now
- be referenced as a single body. Complex objects can be
- edited in the ~complex object window~sedtwind~.
-
- .END
- .ENTRY sedtwind
-
- Super object Editor window
-
- The super object editor window is used for defining
- A ~complex/Super object~superobj~.
-
- Use the "Add" button to add sub-objects to the super
- object. Use the "Default" button to change the action
- performed by the Two arrow buttons. The "Default" button
- opens a ~dialog box~dlgbox~ which enables you to choose
- the type and value of the transformation done by the arrow
- keys.
-
- See also:
- ~Point window~pntwind~
- ~Line window~linewind~
-
- .END
- .ENTRY oclose
-
- Object/Close
-
- Use the Close option to free an ~object slot~objslot~
- when you finish working with an object. If the object has
- been modified, you will be asked if you want to save it.
- If it was UNTITLED, you will be asked to give a name
- for the object.
-
- .END
- .ENTRY main_menu
-
- The 3D menu system is both logical an intuitive.
- If you do not have a mouse, use F10 to activate
- the menu-bar. Using a mouse, bring the mouse
- pointer to the topic and hold the left button
- down. You can move the selection bar up and down
- the menu using the mouse. If you release the
- button while pointing inside the menu, the action
- is taken.
- The main menu contains the following items:
-
- ~System~menu_system~ ~Objects~menu_objects~
- ~Macros~menu_macros~ ~Online~menu_online~
- ~Run~menu_run~
- .END
- .ENTRY activemac
-
- The active macro is the ~macro~macro~ on which commands
- act. You can use ~run~menu_run~ to ~interpret~interpret~ or ~compile~compile~
- the active macro. The active macro is changed when it's
- window is selected, or when is is just ~Opened~mopen~
- or just created using the ~Macros/New~mnew~ command.
-
- .END
- .ENTRY activeobj
-
- The active object is the object in memory, on which
- commands may be given. The ~online window menu~menu_online~, and
- the ~online window~onlinew~ operates on the active object.
- In addition, the following items on the objects
- menu operates on the active object:
-
- ~Save~osave~
- ~Save As...~osaveas~
- ~Edit~oedit~
- ~Close~oclose~
- ~Print~oprint~
- .END
- .ENTRY butt
-
- A button is a control object that allows you to choose
- actions, or to select options using the Mouse or the
- Key-board. The following buttons are used in the the
- 3d program:
- ~Text (action) buttons~textbut~
- ~Choose buttons~chosbut~
- ~Radio buttons~radiobut~
- ~Selection buttons~selectbut~
- ~Text fields~txtfield~
- ~Scroll bars~scrlbar~
- .END
- .ENTRY oprint
-
- Objects/Print
-
- This item allows you to print the definition of the
- ~active object~activeobj~ to a file or to the printer.
- This option is useful if you want to know the exact
- coordinates of an object.
- .END
- .ENTRY fsel
-
- The file selection window
-
- The file selection window is a ~dialog box~dlgbox~ that
- is used for selecting files. The window is a dialog box
- with a ~Selection button~selectbut~ for choosing a file from the
- current directory. If you choose a directory, that
- directory will be displayed and you will be able to choose
- a file from this directory.
- .END
- .ENTRY scrlbar
-
- Scroll bars
-
- A scroll bar is a ~button~butt~ which allows input of integer
- values in a limited range, and is used (mainly) for
- scrolling text. A scroll bar has two arrows, a body, and
- a slider (see drawing). Scroll bars can be vertical or
- horizontal.
-
- +--+--------------------+--+
- |<-| [] |->|
- +--+--------------------+--+
- a horizontal scroll bar
-
-
- ~Clicking~click~ on the right (down) arrow, increments the
- scroll bar's value, and causes the text to scroll to left
- (down) one column (line). Clicking on the left (up) arrow
- will cause scrolling right (up) one line.
-
- The box inside the scroll bar is called the slider, and
- it's position corresponds to the value of the scroll bar
- (usually the position in the text). The slider can be
- moved on the screen by moving the mouse cursor to point
- to the slider, and holding the left arrow down. While the
- button is held, the slider can be moved inside the scroll
- bar to any position.
-
- Clicking in the scroll bar below (above) the slider will
- cause scrolling of one page up (down).
-
- .END
- .ENTRY onlinew
-
- The Online window
-
- The online window lets you see how an object looks and
- to do online transformations on the object. The ~buttons~butt~
- in the window repeat the last corresponding operation
- selected in the ~online menu~menu_online~.
-
- All operations done in this window operate on the
- ~active object~activeobj~
-
- Button Key Action
- ------ --- ------
- Show p Same as the ~Paint~olpaint~ command.
- Hide h ~Paint~olpaint~ with the background color.
- Rotate m Repeat last ~rotate~olrotate~ command.
- Move s Repeat last ~move~olmoveby~ command.
- Scale r Repeat last ~Scale~olscale~ command.
- .END
- .ENTRY objslot
-
- When an object is loaded to the memory it get it's
- own slot. The slot is an entry in the internal tables of
- the 3D-environment program. The number of objects that can
- be simultaneously in the memory is limited to 9.
- .END
- .ENTRY menu_macros
-
- The Macros pull-down menu offers various
- choices for loading existing ~macros~macro~, creating
- new macros, editing, and saving macros. when you
- load an macro, you can edit it, run using the ~interpreter~interpret~
- it, or ~compile~compile~ it when you're done with an object, you
- can save it to any directory or file name.
- Select an item that you want to know more about:
-
- ~Open~mopen~ ~New~mnew~ ~Save~msave~
- ~Save as~msaveas~ ~Edit text~medit~ ~Print~mprint~
- .END
- .ENTRY menu_online
-
- The On Line pull-down menu offers seven commands:
-
- ~Window~olwind~
-
- ~Paint~olpaint~
-
- ~Move By...~olmoveby~
-
- ~Rotate...~olrotate~
-
- ~Scale...~olscale~
-
- ~Project~olproject~
-
- ~Center~olcenter~
- .END
- .ENTRY menu_help
-
- The 3D help system is a HyperText help facility, that
- contains more than 50 help screen covering topics such as
- the usage of the window system, and usage of the 3D
- application.
-
- If the text is larger than the window's size, you can
- use the ~scroll bar~scrlbar~ or the arrow keys to scroll the text.
-
- Some pages contain underlined text words and one
- highlighted word. These words are references (called
- hot-links) to other topics. You can jump to any such
- topic by ~clicking~click~ twice on the word, or by using the left
- and right arrows to move the highlight bar to the hot-link,
- and pressing enter.
-
- The help screen saves the last 20 help screens and you
- can return immediately to a previous screen by clicking on
- the "Prev" ~button~butt~ (or hitting ALT-F1). You can jump to
- the help index by clicking on the "Index" button, or by
- pressing F1.
-
- .END
- .ENTRY olpaint
-
- OnLine/Paint
-
- Paints the ~active object~activeobj~ on the ~online window~onlinew~.
- with the selected projection, at the selected position,
- and orientation.
- .END
- .ENTRY olmoveby
-
- OnLine/Move By...
-
- This item open a ~dialog box~dlgbox~ that asks you to specify the
- axis to use, and by how many units to move the object.
- You will only see the results when you ask the object to
- be ~painted~olpaint~ again. This allows you to give a
- combination of transformations an see the result of them.
-
- See also:
- ~Scale~olscale~
- ~Rotate~olrotate~
- ~Paint~olpaint~
- .END
- .ENTRY olscale
-
- OnLine/Scale
-
- This item open a ~dialog box~dlgbox~ that asks you to specify the
- axis to use, and the scale ratio.
- You will only see the results when you ask the object to
- be ~painted~olpaint~ again. This allows you to give a
- combination of transformations an see the result of them.
- Scaling is applied to the object after moving it to the
- origin. After scaling the object is returned to it's
- former position. This allows you to scale an object at any
- time without causing distortions.
-
- See also:
- ~Rotate~olrotate~
- ~Move By..~olmoveby~
- ~Paint~olpaint~
- .END
- .ENTRY olrotate
-
- OnLine/Rotate
-
- This item open a ~dialog box~dlgbox~ that asks you to specify the
- axis to use, and the number of degrees to rotate by.
- You will only see the results when you ask the object to
- be ~painted~olpaint~ again. This allows you to give a
- combination of transformation an see the result of them.
- Rotating is applied to the object after moving it to the
- origin. After rotating the object is returned to it's
- former position. This allows you to rotate an object
- around it's central of gravity when the object can be
- anywhere in space.
- See also:
- ~Scale~olscale~
- ~Move By..~olmoveby~
- ~Paint~olpaint~
- .END
- .ENTRY olproject
-
- OnLine/Project
-
- This command allows you to select the type of projection
- used by the 3D program to display the objects. The
- rotation can be perspective or axonometric.
- .END
- .ENTRY olcenter
-
- OnLine/Center
-
- This command is useful to return the object back
- to the origin. This command will calculate the object's
- central of gravity, and move that point to the origin.
- all further rotations, and scaling will take this point
- as the center. This is prevents the shape of the object
- to distort when scaling.
-
- See also:
- ~Scale~olscale~
- ~Rotate~olrotate~
- ~Move By..~olmoveby~
- ~Paint~olpaint~
- .END
- .ENTRY olwind
-
- OnLine/Window
-
- This command opens the OnLine window, which is used for
- displaying objects, rotating, moving and scaling them.
-
- See also:
- ~OnLine window~onlinew~
- ~Rotate~olrotate~
- ~Move by~olmoveby~
- ~Scale~olscale~
- ~Paint~olpaint~
- .END
- .ENTRY window_system
-
- The window system
-
- The window system used in the 3d-environment program
- is designed to be used with a mouse (and also with
- some more trouble without one, using only the keyboard)
-
- Most windows have a title with their name, a "Close"
- ~button~butt~, and "Grow" button. One window is always the
- active window, this is the window that accepts the keyboard
- input. The active window is always fully shown (no
- windows are ever displayed above it, and is marked with
- lines around it's title.
-
- Closing a window is done by ~clicking~click~ on the
- close-box - the small rectangular box on the left-top
- corner. The grow box is the small box at the bottom-right
- cornet and is used for re-sizing the window.
-
- See also:
- ~Dialog boxes~dlgbox~
-
- ~Help on help~menu_help~
-
- ~Main menu~main_menu~
-
-
- .END
- .ENTRY mopen
-
- Macro/Open
-
- This command allows you to load a ~macro~macro~ from the disk.
- later you can ~run~menu_run~ it (interpret or compile), modify
- it, and print it.
- When you open a macro, this macro becomes the ~active macro~activemac~
-
- See also:
- ~New~mnew~
- ~Save~msave~
- ~Save as~msaveas~
- ~Print~mprint~
- ~Edit~medit~
- .END
- .ENTRY mnew
-
- Macro/New
-
- The New item specifies that a new ~macro~macro~ is to be
- created. An empty macro text with the name 'UNTITLED'
- is created. (You can change the name of the object
- when you go and ~Save~msave~ it or to do a ~Save as~msaveas~)
- The new macro becomes the ~active macro~activemac~
-
- See also:
- ~Open~mopen~
- ~Save~msave~
- ~Save as~msaveas~
- ~Print~mprint~
- ~Edit~medit~
-
- .END
- .ENTRY msave
-
- Macros/Save
-
- Use Save to save the ~active macro~activemac~ to disk.
- If you attempt to save an UNTITLED macro, You will be
- asked to name it.
- .END
- .ENTRY msaveas
-
- Macros/Save as
-
- Use this command to save the ~active macro~activemac~ to
- a different file. You will be prompted to enter the
- new file name. The active macro will be saved with
- this name to the disk, and will be re-named in the
- memory to that name.
-
- .END
- .ENTRY mprint
-
- Macros/Print
-
- This item allows you to print the definition of the
- ~active macro~activemac~ to a file or to the printer.
- .END
- .ENTRY medit
-
- Macro/Edit
-
- This item causes the ~macro window~macwind~ to become the
- active window. You may then modify the ~macro~macro~
-
- .END
- .ENTRY macwind
-
- The macro window is a text editing window for the ~macros~macro~.
- When a macro window becomes the active window, the macro
- related to the window becomes the ~active macro~activemac~
-
- .ENTRY editor_commands
-
- The text editor
-
- Cursor keys move the cursor around the text. You can
- also move the cursor by using the scroll-bars, and by
- clicking on the text. Clicking on the text brings the
- cursor the the pointer's position.
-
- Other keys:
- END - bring the cursor to the end of a line
- HOME - bring the cursor the the beginning of
- a line.
- PGUP - move one page up.
- PGDN - move one page down.
- alt-S - (or clicking the "Srch" button) - search
- for a text string.
- alt-N - (or clicking on the "Nxt" button) - repeat
- the last search (search Next).
-
- .END
- .ENTRY DUMMY
- ~~INDEX~ ~~editor_commands~ ~~DUMMY~
- .END