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- TheDraw Version 4.51
- Color and Monochrome Screen Image Generator/Editor
- Operation Manual
-
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- COPYRIGHT (C) 1986-1992 by
- TheSoft Programming Services and Ian E. Davis
- All Rights are Reserved
-
-
-
- TheSoft Programming Services
- P.O. Box 7657
- Fremont, CA. 94537-7657
-
-
-
- Written using Turbo Pascal v6.0
-
-
-
-
- PREFACE
-
-
- This document is 149 pages long. This document is Copyright (C) 1988-
- 1992 by TheSoft Programming Services. All rights are reserved.
-
- The computer software programs TheDraw (TM) and TheDrawR (TM) are
- Copyright (C) 1986-1992 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.
-
- NOTICE: Irresponsible individuals have seen fit to modify and then
- distribute changed copies of TheDraw. These are identified as having
- the altered version numbers of 4.30, 5.00 or 6.00 typically. Users
- are highly encouraged to seek out and delete any copies of the
- archives TDRAW430, TDRAW500 and TDRAW600 they may find. Steps have
- been taken to avoid this type of hacking in the future.
-
- The latest release of TheDraw may always found on the following
- bulletin board system (a special support area exists):
-
- The Great American Dream Machine (sysop Dave Gentry)
- Phone: 415-581-3019
- Fidonet file requests: Node 1:215/215, Magic name "THEDRAW"
-
- Downloading the TDRAW451.ZIP archive:
- To enter "<*> TheDraw Support Area" Type [*]
- "<D>ownload TheDraw Latest Version" Type [D]
-
- Leaving a message inquiry:
- To enter "<*> TheDraw Support Area" Type [*]
- "<P>ost Messages to Other Users" Type [P]
- Address message to "Ian Davis"
-
- Although mentioned elsewhere in this document, we urge you here to
- please write if you ever find a suspicious copy of TheDraw. Look to
- the program history section. If an entry for your release of TheDraw
- seems spliced in, please notify TheSoft. The sooner we find out about
- "hacks", the sooner corrective action can take place.
-
- Lastly, with TheDraw v4.50 our address for placing orders changed.
- Please send all new orders and inquiries to TheSoft Programming
- Services, P.O. Box 7657, Fremont, CA. 94537-7657. The old address at
- 1929 Whitecliff Court, Walnut Creek, CA, 94596 will still accept
- orders however for quite some time (such is the shareware business).
-
-
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- TheDraw v4.51 Preface i
-
-
-
- LICENSE
-
-
- TheDraw is not a Public Domain program and is not free. TheDraw is
- copyright (C) 1986-1992 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 the 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 archive (TDRAW451.ARJ) distributed by
- TheSoft or an equivalent 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.
-
- An alternate means of obtains the latest shareware archive is calling
- The Great American Dream Machine at (510) 581-3019. See preface for
- download instructions and how to leave comments.
-
-
-
- TheDraw v4.51 License ii
-
-
-
-
- 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 v4.51 License iii
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-
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- ORDERING INFORMATION
-
-
- 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.
- Canadians can obtain postal money orders in U.S. denomination easily.
-
-
- UPGRADING TO LATEST VERSION OF THEDRAW
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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 plus $2 (shipping/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 v4.51 Ordering iv
-
-
-
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- Please Remit To: TheSoft Programming Services
- P.O. Box 7657
- Fremont, CA. 94537-7657
-
- Qty. Description Each Total
-
- ____ TheDraw Upgrade to version 4.51 $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 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.
-
-
- TheDraw v4.51 Ordering v
-
-
-
- SITE LICENSE
-
-
- 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.
-
-
- Following is the current site license discount rates:
-
- TOTAL COPIES DISCOUNT
- 1 - 4 none
- 5 - 10 10%
- 11 - 20 20%
- 21 - 30 30%
- 31 - 50 40%
- 51 - 100 50%
- 101+ 60%
-
-
- NOTE: All discounts and prices are subject to change without notice.
- Also note that discounts are not cumulative and apply to
- separate orders only.
-
-
- 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.
-
-
-
-
-
- TheDraw v4.51 Site Licensing vi
-
-
-
- WARRANTY
-
-
- 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 v4.51 Warranty vii
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- TABLE OF CONTENTS
-
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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 Version of 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
-
- Warranty ..................................................... vii
-
- Introduction ................................................. 1
-
- Definitions .................................................. 3
-
- System Requirements .......................................... 4
- Multitasking Environments ................................. 4
-
- Getting Started .............................................. 5
- File Listing .............................................. 5
- Installing TheDraw ........................................ 6
- Customizing TheDraw ....................................... 6
- Starting TheDraw .......................................... 7
- Leaving/Exiting TheDraw ................................... 7
- Creating your First Screen ................................ 7
- Saving your First Screen ............................... 8
- Exiting TheDraw and Viewing your First Screen .......... 9
- Egads! What Happened? ................................. 9
- Editing your First Screen ................................. 9
- Changing Colors ........................................ 10
- Painting the Screen .................................... 10
- Making your Second TheDraw Screen ......................... 11
- Drawing Lines .......................................... 11
- Marking a Block ........................................ 12
- Using Sprite mode ...................................... 13
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- TheDraw v4.51 viii
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- Animating your Second TheDraw Screen ...................... 15
- Selecting a Scan Pattern ............................... 15
- Viewing the Animation Sequence ......................... 16
- Saving Animation ....................................... 16
- The Example Files ......................................... 17
-
- Operating TheDraw ............................................ 19
- Command Line Filespecs .................................... 19
- The Status Line ........................................... 19
- HELP! ..................................................... 20
- Cursor Control ............................................ 20
- Mouse Control ............................................. 21
- Command Summary ........................................... 22
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- The Animation System ......................................... 23
- What is Animation? ........................................ 23
- Animation Basics .......................................... 24
- A Simple Example .......................................... 24
- Making a Block Move ....................................... 25
- Easy Animation ............................................ 27
- Animation Scan Patterns ................................ 27
- Recording Cursor Movements ............................. 28
- Editing and Deleting Animation Entries .................... 28
- Changing your Animation Scan Pattern ................... 28
- Advanced Animation Editing ................................ 29
- Editing Partial Animation Sequences .................... 29
- Animation Limiting .................................. 29
- Animation Markers ................................... 30
- Ansi Include Files ..................................... 30
- Making Custom User Ansi Sequences ...................... 30
- Tricks and Techniques ..................................... 31
- Use of Colors .......................................... 31
- Shading ................................................ 31
- Shadowing .............................................. 32
- Pausing ................................................ 33
- Pitfalls and Limitations .................................. 33
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- Tips and Examples for Programmers ............................ 34
- Programming in Assembler .................................. 34
- Programming in Pascal ..................................... 36
- Turbo Pascal v4.0 through v5.5 ......................... 38
- Turbo Pascal v6.0 ...................................... 40
- Programming in C .......................................... 41
- Using Object Files with C .............................. 43
- Programming in Standard Basic ............................. 44
- Programming in Microsoft QuickBasic v4.0 and v4.5 ......... 45
- Making and Using Quick Libraries ....................... 46
- The Display Routines ................................... 47
- Command Line Compilation ............................... 50
- Programming in Clipper(tm) ................................ 51
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- TheDraw v4.51 ix
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- Pull-Down Menu System ........................................ 55
- The FILES Menu ............................................ 55
- The GLOBAL Menu ........................................... 57
- The OPTIONS Menu .......................................... 58
- Setup Default Options .................................. 59
- The SCREEN Menu ........................................... 61
- The FONTS Menu ............................................ 63
- Standard Font .......................................... 63
- Choosing a Font Outline ................................ 63
- Font Selection ......................................... 64
- The ANIMATION Menu ........................................ 64
- The COLOR Menu ............................................ 66
- The TOGGLES Menu .......................................... 67
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- TheDraw Keyboard Commands .................................... 69
- Alt-A Change Text Color Attributes ....................... 69
- Alt-B Block Action Commands .............................. 70
- Copy a Block ..................................... 71
- Move a Block ..................................... 71
- Fill a Block ..................................... 72
- Block Text Operations ............................ 73
- Delete a Block ................................... 74
- Erase a Block .................................... 74
- Block Replace Operations ......................... 74
- Load a Block (normal mode only) .................. 75
- Save a Block (normal mode only) .................. 75
- Rescan a Block (animation mode only) ............. 75
- Alt-C Clear Current Screen ............................... 75
- Alt-D Set Default Clear Screen Color ..................... 76
- Alt-E Change Page Layer Edit Screen ...................... 76
- Sprite Editing ................................... 76
- Alt-F View Function Key Sets ............................. 78
- Alt-G Global Commands .................................... 78
- Copy Screen ...................................... 79
- Move/Rotate Screen ............................... 79
- Fill Screen ...................................... 79
- Global Text Operations ........................... 80
- Global Replace Operations ........................ 81
- Alt-H Display Help Information ........................... 81
- Alt-I Insert a Line ...................................... 82
- ALT-J Animation Options .................................. 82
- From Normal Edit Mode ............................ 82
- From Animator Mode ............................... 85
- Include - Specify Animation Include Files ...... 85
- Ansi Music ................................... 86
- User_Seq - Specify User Control Sequences ...... 86
- Limit - Specify Animation Limiting ............. 87
- Marker - Specify Animation Markers ............. 88
- Movement - Toggle Storage of Cursor Movement ... 89
- Normal - Convert to Normal Edit Mode ........... 89
- Rescan - Rescan All Screens for New Sequence ... 89
- Pause - Animation Pausing ...................... 89
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- TheDraw v4.51 x
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- Alt-K Delete a File ...................................... 90
- Alt-L Load Screen from Disk .............................. 90
- Alt-M Select Draw Mode (toggle) .......................... 92
- Alt-N Ruler .............................................. 92
- Alt-O Change Drive/Sub Directory ......................... 92
- Alt-P Paint/Fill Commands ................................ 93
- Alt-Q Redraw Screen (animator mode only) ................. 93
- Alt-R Restore/Undo Changes ............................... 94
- Alt-S Save Screen to Disk ................................ 94
- Ansi Text (.ANS) ................................. 94
- Ascii Text (.ASC) ................................ 95
- Assembly Language (.ASM) ......................... 95
- Binary Screen Dump (.BIN) ........................ 96
- Basic BSave Screen Dump (.BSV) ................... 96
- Dos COM Files (.COM) ............................. 96
- Turbo Pascal (.PAS) .............................. 96
- Modern C (.H) .................................... 96
- Intel Compatible Object Code (.OBJ) .............. 97
- Object File Data Formats ...................... 98
- TheDraw Setup Save (.TD) ......................... 98
- Alt-T Tab Setup .......................................... 99
- Alt-U Use Color under Cursor ............................. 99
- Alt-V View a Screen (not load) ........................... 100
- Alt-W Edit Character (animator mode only) ................ 100
- Alt-X Exit TheDraw ....................................... 100
- Alt-Y Delete Current Line ................................ 101
- Alt-Z Erase Cursor Character (animator mode only) ........ 101
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- ALT-[LEFT] Delete Current Column ......................... 101
- ALT-[RIGHT] Insert a Column ............................... 101
- Alt-- Toggle Color Draw Mode ............................. 101
- Alt-= Toggle Macro Learning Mode ......................... 102
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- Alternate Color Change Options (CTRL-UP/DOWN/LEFT/RIGHT) .. 102
- Solid Spaces (SHIFT-SPACE) ................................ 103
- Full Screen Editing (CTRL-PRTSC) .......................... 103
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- The Font Editor (TDFONTS) .................................... 104
- Running TDFonts ........................................... 104
- Viewing a Font ............................................ 105
- Changing a Font ........................................... 105
- Delete Symbol .......................................... 106
- Copy Symbol ............................................ 106
- Modify Symbol .......................................... 106
- Edit Modes .......................................... 107
- Reserved Characters ................................. 107
- Making New Fonts .......................................... 108
- Moving a Font ............................................. 108
- Renaming Fonts ............................................ 109
- Deleting a Font ........................................... 109
- Font Importing ............................................ 109
- Font Exporting ............................................ 109
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- TheDraw v4.51 xi
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- The Presentation Program (THEPP) ............................. 110
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- The Setup Utility ............................................ 114
- Why Setup? ................................................ 114
- Display Windows and Selecting Options ..................... 115
- Saving and Aborting Changes ............................... 115
- Running Setup ............................................. 115
- Main Menu .............................................. 115
- Editor Configuration ................................ 116
- Changing a key entry ............................. 116
- Allowed Keystrokes ............................... 116
- Keyboard Customize .................................. 117
- Screen Mode ......................................... 117
- Colors .............................................. 119
- Files Directory ..................................... 119
- Memory Usage ........................................ 120
- Defaults ............................................ 120
- Quit/Save ........................................... 121
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- Appendix A: Setting up CONFIG.SYS ........................... 122
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- Appendix B: Extended/Special Character Set .................. 123
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- Appendix C: Common Questions & Answers ...................... 124
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- Revision History ............................................. 128
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- The Future ................................................... 135
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- Comments ..................................................... 136
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- TheDraw v4.51 xii
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- INTRODUCTION
-
-
- 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.
-
- 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.
-
- 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.
-
- For the curious, TheDraw can transform your masterpiece into data
- files with the following formats:
-
- 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.
-
- 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
-
-
- TheDraw v4.51 Introduction 1
-
-
-
- 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 on 43 or 50 line screens respectfully.
-
- Ascii fonts are fully supported. These are large scale letters and
- symbols which span multiple lines. Great for making welcome messages
- or notes of importance.
-
- 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
- "Getting Started with TheDraw". This section describes how to install
- and run TheDraw.
-
- Enjoy!
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- TheDraw v4.51 Introduction 2
-
-
-
-
- DEFINITIONS
-
-
- 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.
-
- 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]oad, [L], or [L]left
- all mean press the letter 'L' key.
-
- Alt-<letter> - Alt- is always followed by another character.
- or Together, this symbol means to first press and
- [ALT-<letter>] hold down the ALT key on the keyboard then
- type the letter key following it. ie: [ALT-A]
- means hold ALT then press 'A'.
-
- Ctrl-<letter> - This is executed the same as the ALT key.
- [CTRL-<letter>] Press and hold down the CTRL then hit the
- or letter following. ie: CTRL-A and ^A mean the
- ^<letter> same thing - hold CTRL then press 'A'.
-
- [LEFT] [RIGHT] - Means to press the corresponding keypad arrow
- [UP] [DOWN] key on your keyboard. Similar to the [letter]
- [TAB] etc... example shown above. ie: [UP] means to press
- the up arrow key.
-
-
-
-
-
-
-
-
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-
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-
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-
-
-
-
-
-
- TheDraw v4.51 Definitions 3
-
-
-
-
- SYSTEM REQUIREMENTS
-
-
- 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 430k 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.
-
-
-
- MULTITASKING ENVIRONMENTS
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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.
-
- TheDraw operates under Microsoft Windows and Desqview provided memory
- and video requirements (as mentioned above) are taken care of.
-
-
- Note: It is easy to cause problems with some window environments if
- the user wishes. Working in another window while TheDraw
- attempts to refresh its screen may result in information
- being overwritten. Be warned.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 System Requirements 4
-
-
-
-
- GETTING STARTED
-
-
- Setting up TheDraw to operate on your computer is fairly easy. If you
- received TheDraw on diskette, we suggest you backup the disk before
- proceeding. It never hurts to play things safe.
-
- On registered diskettes obtained from TheSoft a batch file called
- INSTALL.BAT is included to simplify installation. The INSTALL batch
- file is not bundled with the shareware version of TheDraw.
-
-
- FILE LISTING
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- The following briefly lists those files included with the shareware
- version of TheDraw:
-
-
- WHATSNEW.DOC Brief listing of new additions for this release.
- MAILER A registration form which when printed can be easily
- folded and mailed. No envelope is needed.
-
- PRINTDOC.EXE Program to simplify printing out this documention.
- Type "PRINTDOC [enter]" from the dos prompt.
- SETUP.EXE TheDraw setup utility. See following section below.
- TDFONTS.EXE TheDraw font editor utility.
- TDFONTS.TDF TheDraw font database file.
- THEDRAW.EXE Shareware version of TheDraw
- THEDRAW.DOC This documentation file.
-
- SHUTTLE2.ANS \
- DEMO.TD \ Example demonstration files.
- SHADING.TD / See section "THE DEMO FILES" for descriptions.
- EFFECTS.BIN /
-
- UNCRUNCH.ASM \ Implementations of the algorithm needed to display
- UNCRUNCH.PAS \ screen images compressed (crunched) by TheDraw.
- UNCRUNCH.H > The first is for assembly language, the second for
- UNCRUN_N.OBJ / Turbo Pascal, the third has external C declarations
- UNCRUN_F.OBJ / linking to routines in the UNCRUN_N/UNCRUN_F files.
- Refer to "PROGRAMMERS PROGRAMMING TIPS" for more
- information.
-
- QB4UTIL.BI QuickBasic 4.x display routine declarations.
- QB4UTIL.LIB QuickBasic 4.x display routines in library form.
-
- MAKEQLB.BAT Produces Quick Libraries (.QLB and .LIB) for use
- with QuickBasic. Refer to "PROGRAMMERS PROGRAMMING
- TIPS" for more information.
-
-
-
-
- TheDraw v4.51 Getting Started 5
-
-
-
-
- The registered version of TheDraw adds the files:
-
- THEDRAWR.EXE Registered version of TheDraw
- THEDRAWR.HLP Context sensitive help file for registered version.
- THEPP.EXE The Presentation Program utility.
-
-
-
- INSTALLING THEDRAW
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- You will want all files frequently used placed onto either a "work"
- diskette or your hard drive. To reduce space requirements, the setup
- utility, documentation and example files are compacted. You should
- use INSTALL to obtain these files.
-
- First, insert the distribution diskette into drive A. For floppy disk
- installation, type the command:
-
- A:INSTALL FLOPPY
-
- For hard disk installation, type the command:
-
- A:INSTALL HD
-
- After either command press [ENTER]. Simply follow the online
- instructions presented. Once done, you are all set to go. INSTALL
- will explain about the README file and PRINTDOC utility. The README
- file contains last-minute details about this release of TheDraw. The
- PRINTDOC utility handles sending this documentation to your printer.
-
- If you have never used TheDraw before, you may wish to read the
- section "Making your First TheDraw Screen" below. More experienced
- users might want to configure items and are referred to "The Setup
- Utility" section.
-
-
- CUSTOMIZING THEDRAW
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- Many facets of TheDraw can be customized (colors, options, default
- preferences, etc...) using the external setup utility. Refer to the
- section called "The Setup Utility" for information on configuration.
-
- Some parameters are often changed when using TheDraw. The more common
- of these can be updated within TheDraw. See "Setup Default Options"
- under the section "Pull-Down Menu System".
-
-
-
-
-
-
-
-
- TheDraw v4.51 Getting Started 6
-
-
-
- STARTING THEDRAW
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- By this point you must be eager to start playing with TheDraw; by all
- means do so. If you're using a floppy disk drive, place your work
- diskette into Drive A and type the following command:
-
- THEDRAW (for shareware version)
- THEDRAWR (for registered version)
-
- Press [ENTER] to run the program and bring up the title screen. Tap
- a key, and the edit screen appears. For quick reference, press [ALT-
- X] should you need to leave TheDraw at any time.
-
- If you are using a hard disk, get into the TheDraw subdirectory
- created by the INSTALL batch file (the default is C:\THEDRAW). Run
- TheDraw typing:
-
- THEDRAW (for shareware version)
- THEDRAWR (for registered version)
-
- at the C:\THEDRAW> prompt. Now everything is ready to make your
- first TheDraw screen.
-
-
- LEAVING/EXITING THEDRAW
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- Just a quick note regarding getting out of TheDraw. Should you need
- to leave the program at any time, press [ALT-X] from the edit screen.
- TheDraw prompts to verify. Type [Y]es or press [ENTER] to return to
- the dos prompt.
-
-
- CREATING YOUR FIRST SCREEN
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- After starting TheDraw, and pressing a key to get past the title, what
- appears is the edit screen. The screen is blank except for the
- status line along the bottom. The cursor will be in the upper left
- corner of the screen.
-
- At this point, type in your name and address as you might on an
- envelope. Press [ENTER] after each line. ie:
-
- John Smith
- 123 ABC Street
- Somewhere, CA 12345
-
- Use the [BACKSPACE] key to make deletions, and the arrow keys to move
- around in the edit area.
-
- TheDraw contains a wide variety of commands designed to make editing
- easier. Now to use some of these performing an elementary task;
- centering your address on the screen.
-
-
- TheDraw v4.51 Getting Started 7
-
-
-
- There are a number of ways to accomplish the objective. You could
- insert spaces onto each line, shifting everything over as if using a
- word processor. TheDraw has a command for inserting entire blank
- columns. However, the best way is using a feature specifically
- designed for the task. To do this:
-
- o First press [ESC] to see the pull-down menu bar. You need the
- "Text" option from the Global menu. Select the Global menu
- using the left/right arrow keys then type [T] for the "Text"
- command. A simpler way is the shortcut; type [ALT-G] from the
- edit screen for global screen functions, then [T]ext.
-
- o A prompt appears above the status line. Select the [C]enter
- option. Since global operations affect the entire screen,
- TheDraw centers -all- lines of your address horizontally.
-
- o Move the cursor to the top line using [UP] arrow key. Center
- the address vertically using the insert line command. The
- shortcut key is [ALT-I]. The command is also found in the
- Screen pulldown menu. Repeat four or five times to fully center
- the image.
-
- The last thing we want to do in this first screen is surround the
- address with a border outline. TheDraw has a easy global function
- for doing this also:
-
- o Select "Text" from the Global pulldown menu again.
-
- o Choose the [O]utline option. TheDraw responds by drawing a box
- around the edges of your address.
-
- There we have it, your first screen made via TheDraw is complete!
-
-
- SAVING YOUR FIRST SCREEN:
-
- After all this work it makes sense to save your screen to disk. Press
- [ESC] to see the pull-down menu bar. Select the Files menu using the
- left/right arrow keys then type [S] to choose the "Save" command. The
- shortcut is just typing [ALT-S] from the edit screen.
-
- TheDraw knows of ten different ways to save a screen. These vary from
- Ansi to a custom high speed format. For now choose Ansi and all
- defaults by pressing [ENTER] four times. At the filename prompt
- appearing next type in:
-
- ADDRESS.ANS
-
- Press [ENTER] to save the image. Note how TheDraw reports the number
- of output lines used. Ansi files are compressed as much as possible,
- occasionally down to a single line. Do not be surprised if this
- happens to you.
-
-
- TheDraw v4.51 Getting Started 8
-
-
-
-
- VIEWING YOUR FIRST SCREEN:
-
- To see the results of the above, leave TheDraw by typing [ALT-X].
- Answer [Y]es to the verify prompt. From the dos prompt, enter:
-
- TYPE ADDRESS.ANS
-
- Press [ENTER] to see the screen as it appeared within TheDraw.
-
-
-
-
- EGADS! WHAT HAPPENED?
-
- It is possible that instead of your address appearing, instead you
- were faced with a large amount of gibberish. Something like:
-
- ^[[40m^[[2J^[[2;1H^[[3;1H^[[4;1H etc...
-
- This means the Ansi device driver is missing. The Ansi driver
- translates special color and cursor control commands for the screen.
-
- TheDraw creates Ansi compatible files, but they only appear as
- intended when the device driver is present. To install the Ansi
- driver, please refer to Appendix A ("Setting Up CONFIG.SYS").
-
- If you already installed the driver per Appendix A, something may be
- preventing it working or you need to reinitialize/reboot your
- computer. Device drivers are only installed when the computer "boots"
- up. Press [CTRL-ALT-DELETE] to reboot your system.
-
-
-
-
- EDITING YOUR FIRST SCREEN
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- Time to try some more interesting things. Restart TheDraw and select
- "Load" from the Files pulldown menu. A listing of all available files
- is displayed. Type in:
-
- ADDRESS (TheDraw assumes the .ANS extension)
-
- Press [ENTER] to load your screen. Everything should now appear
- exactly as it did before leaving TheDraw previously. To spruce up
- your address, let's try adding some color.
-
-
-
-
-
-
-
-
- TheDraw v4.51 Getting Started 9
-
-
-
-
- CHANGING COLORS:
-
- To change the color things are drawn with, select "Fore/Back" from the
- Colors pulldown menu (or the shortcut [ALT-A]). A screen appears
- showing the color palettes. There are two groups, one for foreground
- colors and the bottom smaller group for background colors.
-
- You choose new colors either by using the arrow keys or typing the
- number associated with a color. Press [ENTER] once you decide.
-
- For example, to select a Yellow foreground (color 14) and a Blue
- background (color 1):
-
- Please Select Foreground Color (0-31): 14 [ENTER]
- Please Select Background Color (0-7): 1 [ENTER]
-
- After pressing [ENTER] for the background color, you return to the
- edit screen. Note the color example in the status line was updated.
-
-
-
- PAINTING THE SCREEN:
-
- To see the new color, put the cursor inside the outline box made
- earlier. Now select "Paint/Fill" from the Options pulldown menu.
-
- Painting in TheDraw refers to the effect of pouring paint onto the
- screen. The pouring starts where the cursor is located. You can
- paint just color attributes, just character symbols, or any
- combination. We want only the address colors changes. Thus:
-
- o Choose [A] for Attributes. Notice how painting is blocked by
- the lines of the address outline.
-
- o Use the color change command again, this time selecting Light
- Green on Black (foreground = 11, background = 0).
-
- o Once back at the edit screen, move the cursor out away from the
- outline box.
-
- o Select "Paint/Fill" once more, choosing the [B]oth option.
-
- o When TheDraw prompts for a fill character; type in a forward
- slash "/" symbol.
-
- Your address is now an island in the middle of a green field. Save
- these changes as described previously using the filename:
-
- ADDRESS2.ANS
-
- Press [ENTER] to save the screen to disk.
-
-
- TheDraw v4.51 Getting Started 10
-
-
-
-
- MAKING YOUR SECOND THEDRAW SCREEN
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- Now for a little more pizazz. For this screen lets experiment
- duplicating the special effects found in the DEMO.TD example file
- (more or less). To see the sample file beforehand, use the "Load"
- option from the Files pulldown. Type in:
-
- DEMO.TD
-
- Press [ENTER] to load it. Follow the on screen instructions for a
- quick introduction to the block and sprite features. These will be
- explained below as your own version of this example gets put together.
-
- To get rid of the DEMO.TD example, choose the "Clear Page" option from
- the Screen pulldown (or type the shortcut [ALT-C]). Answer [A]ll to
- the first verify prompt, and [Y]es to the second verify. This
- completely clears away everything.
-
-
-
- DRAWING LINES:
-
- Position the cursor at column 10, line 5. Use the arrow keys until
- the status line coordinates read (10, 5). In the first screen we used
- the Global Outline command to draw a box around your address. TheDraw
- has another way of drawing lines too.
-
- From the Toggles pulldown, choose "Draw Mode" to turn on line drawing
- mode (shortcut is [ALT-M]). Moving the cursor now draws a line. Also
- note the word "Draw" where "Text" was before on the status line.
-
- Lets make a small box. The arrows below indicate the cursor movements
- required to produce the box. Note the special attention given to
- finishing off the last corner (step 5):
-
- ////// /
- DDDDD? DDDDD? DDDDD? ^3DDDDD? ZDDDDD?
- 3v 3 3 ^3 3 3 3
- 3v ^3 3 3 3 3 3
- DYv @DDDDDY @DDDDDY @DDDDDY
- . .....
-
- Step 1 Step 2 Step 3 Step 4 Step 5
-
-
- Turn off line drawing using the Toggles pulldown or pressing [ALT-M]
- again. Following the above guide, we moved horizontally six (6)
- spaces and vertically three lines (3) to create the box. The end
- result however is seven (7) characters wide, and four (4) lines deep.
-
-
-
-
- TheDraw v4.51 Getting Started 11
-
-
-
-
- Move the cursor to coordinates ( 6, 3) and repeat the box procedure.
- This time move horizontally 14 spaces instead of 6, and vertically 7
- lines instead of just 3. You end up with:
-
- ZDDDDDDDDDDDDD?
- 3 3
- 3 ZDDDDD? 3
- 3 3 3 3
- 3 3 3 3
- 3 @DDDDDY 3
- 3 3
- @DDDDDDDDDDDDDY
-
- These are the exact dimensions of the blue box in the DEMO.TD example
- screen. To colorize the double box, we'll use a block command.
-
- Note: Please refer to the section "SELECT DRAW MODE" for more
- discussion on line drawing.
-
-
- MARKING A BLOCK:
-
- One of TheDraw's most useful features is its block editing facility.
- You can carry out a wide variety of operations on specific parts of
- the screen. Areas can be copied, moved, erased, deleted, filled, have
- text operations performed, saved, etc... Several block commands are
- mirrors of the global screen functions you have already experienced.
-
- To color the double box, let's first choose some new attributes.
- Press [ALT-A] and pick a Yellow foreground (color 14) on a Blue
- background (color 1).
-
- Marking means highlighting the area you want block operations
- performed on. Begin marking a block by pressing [ALT-B]. Position
- the cursor on the upper-left corner of the large box and press the
- [SPACE] bar. Now move the cursor to the lower-right corner of the
- large box and press [SPACE] again. Notice how the existing colors are
- emphasized to clearly show the block mark.
-
- Mouse Users: Move the cursor to the upper-left corner. Press
- and hold down the LEFT mouse button. Now drag the
- cursor to the lower-right corner and release the
- left button.
-
- All block options are now displayed. Select [F]ill, and the suboption
- [A]ttributes to colorize the double box to yellow on blue. Other fill
- suboptions affect just foreground colors, just backgrounds, just
- characters (without affecting color), or both colors and characters.
-
-
-
-
-
- TheDraw v4.51 Getting Started 12
-
-
-
-
- There is one more step before the double box is finished. The inside
- region of the small box must be erased. Let's use another block to
- accomplish this:
-
- o Position the cursor to coordinates (11, 6). This is the upper-
- left corner of the inside region.
-
- o Mark a block covering all the inside region.
-
- o Lastly, select the block option [E]rase.
-
- There you have it; a replica of the blue box in DEMO.TD! Blocks are
- invaluable for making alterations of any sort.
-
-
-
- USING SPRITE MODE:
-
- While following the DEMO.TD example, you saw the red box on page 2.
- Until now all our editing was done on page 1, but TheDraw can handle
- eight pages simultaneously. One possible use is block copying
- regions from one screen to another. Normally you see only the
- individual pages, totally separate from one another.
-
- Sometimes however, it is useful to see all the pages at once. TheDraw
- calls this Sprite Editing Mode. Pages are treated as glass sheets or
- layers stacked atop one another. You are positioned over the topmost
- "glass layer" (page 1) looking down. ie:
-
- ZDDDDDDDD?
- .3 . 3
- . 3 . 3 Bottommost Page
- ZDDDDDDDD? 83
- ZDADDDDDD? 3DDDDDY
- ZDADDDDDD? 3 3 .
- 3 3 333 .
- Topmost Page 3 32CDY
- 3 1CDY
- @DDDDDDDDY
-
- The DEMO.TD example uses Sprite Editing. The blue box is on page 1,
- but the red box is on page 2. The blue box appears over the red one
- because of the simulated glass layers effect. The red box would
- appear over anything on pages 3 to 8, and so on...
-
- Now to try out Sprites in our screen. We need a visible object on the
- second page. The following draws a box for this purpose:
-
- o Change to page 2. Do this by choosing "Select Page" from the
- Screen pulldown, or typing [ALT-E] (the shortcut). Press the
- "2" key for the second page layer.
-
-
- TheDraw v4.51 Getting Started 13
-
-
-
-
- o Pick "Fore/Back" from the Colors pulldown (shortcut is [ALT-A])
- and select the colors of Light Red on Red (foreground=12,
- background=4).
-
- o Position the cursor in the upper-left corner of the screen-
- coordinates ( 1, 1).
-
- o Press [ALT-B], and hit the [SPACE] bar. Move to coordinates
- (12, 6) then hit [SPACE] the second time.
-
- o Choose the [T]ext option, and then the [B]ox suboption.
- TheDraw draws a red box on the screen.
-
- o Move the cursor inside the box, and select "Paint" from the
- Options pulldown menu. Select the [B]oth option, and press the
- minus key "-" for a fill character.
-
- This page now contains an object to act as a sprite. Switch back to
- page 1 by typing [ALT-E] and press the "1" key.
-
- If you loaded the DEMO.TD example earlier, TheDraw is already in
- sprite mode. The status line page number appears in capitals. ie:
-
- "Page:1" Sprite mode is off
- "PAGE:1" Sprite mode is on
-
- If sprite mode is off, type [ALT-E] and choose the [T]oggle option.
- Once sprite mode is enabled you can see the red box underneath the
- double blue box.
-
- Nothing you do to page 1 will affect the contents of any page lower
- down. Try moving to coordinates ( 1, 1) and inserting a few blank
- lines by typing [ALT-I]. Notice how the red box stays put while the
- blue box shifts. This is the significance of Sprite editing mode.
-
- You can place various parts of a screen on different page layers.
- Changing one part can never accidentally affect any other. In
- animation mode sprites make certain special effects very easy to
- produce. Such as having one object "slide" under another. Animation
- mode is introduced below. Please refer to "THE ANIMATION SYSTEM" for
- more information.
-
- You might wish to save this second screen now. Type [ALT-S], and
- select TheDraw's custom file format by typing [T]. This will save
- both pages 1 and 2 since they contain data. Enter the filename:
-
- BOXES (TheDraw assumes a .TD extension)
-
- Press [ENTER] to save to disk.
-
-
-
-
- TheDraw v4.51 Getting Started 14
-
-
-
-
- ANIMATING YOUR SECOND THEDRAW SCREEN
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- Possibly the most intriguing and confusing facet of TheDraw is its
- Animation mode. The animation system allows creating screens with
- movement, adding excitement to your presentations.
-
- In animation mode, TheDraw remembers the exact pattern in which
- something is entered. In contrast, the normal static screens used
- until now only store what was typed and where.
-
- When saving a static screen, there is no notion of how it was drawn.
- The normal presumption is such screens are saved top to bottom (how
- else would you want to?) The ADDRESS.ANS file was saved in this
- manner. Recall how it appeared when typed from the dos prompt.
-
- Animation mode goes one step further by also remembering -when- you
- typed something. This extension permits you to control the exact
- sequence keystrokes appear.
-
- Instead of merely top-to-bottom, any display order is possible. You
- can make screens display sideways if the urge hits.
-
-
- SELECTING A SCAN PATTERN:
-
- To ease the pain of making animated screens, TheDraw contains fourteen
- preprogrammed display patterns. There are also two variation toggles
- which boost the actual number of patterns to over 50. See section
- "ANIMATION SCAN PATTERNS" under "HOW TO ANIMATE SOMETHING" for a
- complete description.
-
- To convert your second screen into an animation sequence, do the
- following:
-
- o Select "Animation Mode" from the Toggles pulldown or use the
- shortcut key [ALT-J]. A list of the preprogrammed display
- patterns appears.
-
- o Choose the [A]ngle pattern. TheDraw scans the static screens
- on pages 1 and 2 into the animation sequence.
-
- That's it! The word "PAGE" in the status line has changed to "ANIM".
- Also, above the status line is an indicator similar to:
-
- Used:00317 Free:15683
-
- The first number lists the number of keystroke entries currently in
- the animation sequence. The second is how many additional keystrokes
- TheDraw can store. The maximum free space is 16000 entries, however
- that could vary depending on how much free memory is available.
-
-
-
- TheDraw v4.51 Getting Started 15
-
-
-
-
- VIEWING THE ANIMATION SEQUENCE:
-
- Let's see what the animation sequence looks like in slow motion.
- Select the "Screen Redraw" from the Animation pulldown (shortcut is
- [ALT-Q]).
-
- TheDraw prompts for a redraw speed, to control how fast the animation
- sequence appears. A speed of 0 is maximum speed. A speed of 255 is
- very slow, about 5-10 keystrokes per second.
-
- Type in the number 50 and press [ENTER]. You can now see exactly how
- the animation will appear once saved to disk. Once it completes, use
- the redraw command with some other speeds to get a better feel for it.
-
- Try changing the animation scan pattern. Select "Rescan Animation"
- from the Animation pulldown (shortcut is [ALT-J], [R]escan). Pick
- some other animation pattern, then view them using Screen Redraw.
-
-
-
- SAVING ANIMATION:
-
- Saving animation screens to disk is almost identical to saving normal
- static screens. The only difference is in the available file formats.
- Only Ansi and TheDraw (TD) custom formats are possible. Only these
- two permit saving how the animation sequence was created. Note that
- TD formats also store page data.
-
- Ansi files can be typed from Dos. These are very popular for bulletin
- board systems, sign on introductions, presentations, etc... The only
- problem is they cannot store data about individual pages and sprite
- mode. Ansi files only save exactly what is "seen" on the video. Any
- keystrokes which are hidden underneath other objects are lost.
-
- TD files are designed for maximum speed. It is usually best to keep
- one copy of an animations sequence in this format. The TD format
- stores information on everything including the sprite mode. Most
- users save both TD and Ansi formats, since Ansi can be typed from the
- Dos prompt. For now, lets save an Ansi file.
-
- Press [ALT-S], and choose [A]nsi. Press [ENTER] past the options.
- For a filename enter:
-
- BOXES.ANS
-
- Press [ENTER] to save to disk. The animation system was only briefly
- touched upon here. The are a large number of other features
- available. Almost all commands available for static screens will work
- with animation mode. Various commands respond differently to the
- animation sequence. For complete coverage, please see refer to "THE
- ANIMATION SYSTEM".
-
-
- TheDraw v4.51 Getting Started 16
-
-
-
-
- We have now run through the most important of TheDraw's many features.
- You are encouraged to explore in detail the variety of commands
- available. It is recommended to save your work periodically to create
- a log of your efforts. In this way, as you develop new skills you can
- document them to avoid forgetting that one crucial step or neat idea.
-
- We have covered keystroke entry, editing, changing colors, painting
- areas, drawing lines/boxes/outlines, using blocks, sprite mode,
- animation mode, animation scan patterns, and viewing animation
- sequences.
-
- You should eventually read the "OPERATING THEDRAW" section. The
- section explains the status line, obtaining help, cursor control,
- using the mouse, and gives a summary of commands.
-
- Refer to "PULL-DOWN MENU SYSTEM" for brief explanations of all
- commands. Detailed descriptions are found in "THEDRAW COMMANDS".
-
- Those who program should see "TIPS AND EXAMPLES FOR PROGRAMMERS" for
- insight into using TheDraw saved files in your own work.
-
-
-
- THE EXAMPLE FILES
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- TheDraw comes with four demonstration files to help show some of its
- capabilities; SHUTTLE2.ANS, DEMO.TD, SHADING.TD, and EFFECTS.BIN.
-
- SHUTTLE2.ANS is a simple animation example which you can view from
- the dos prompt by entering:
-
- TYPE SHUTTLE2.ANS
-
- Press [ENTER] to see the example run through. 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, the THEPP utility provided with registration
- 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.
-
- The third file, SHADING.TD, is an example of all color shade
- variations possible within TheDraw. Load as the previous example was
- (ie: ALT-L, then type SHADING.TD [ENTER]). Three pages are occupied
- by the example. Select pages by pressing [ALT-E] followed by a number
- 1, 2 or 3. Each page uses a different fill character. Those
- frustrated by a seemingly limited color palette may be surprised at
- the wide variation actually possible.
-
-
- TheDraw v4.51 Getting Started 17
-
-
-
-
- To duplicate a shading example, press [ALT-F6] to select function key
- set 6. Set the colors as specified on the example by using [ALT-A].
- Foreground colors are vertical and background colors horizontal. Now
- type [F1], [F2], or [F3] keys to see the shading result.
-
- The last demo file, EFFECTS.BIN, shows two easy special effects you
- may like to use. The first is the illusion of a rotating color
- banner. This is done with flashing foreground colors (16 to 31 in the
- color select screen). Alternating characters have alternating
- foreground/background attributes. ie:
-
- 3 Character #1 3 Character #2
- DDDDDDDDDDDDEDDDDDDDDDDDDDDDDEDDDDDDDDDDDDDDD
- Foreground: 3 Flashing Red 3 Flashing Gray
- Background: 3 Gray 3 Red
- DDDDDDDDDDDDADDDDDDDDDDDDDDDDADDDDDDDDDDDDDDD
-
- Combine the above color scheme with the a block symbol from function
- key set #6. Press key [F4] with attributes in #1 above. Change
- attributes to #2 and press [F4] again. The blocks will appear to be
- alternating.
-
- The restriction to this technique is the flashing foreground color
- must match an available background color. Since there are eight
- background colors, the flashing foreground colors 16 to 23 are the
- possible options.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 Getting Started 18
-
-
-
-
- OPERATING THEDRAW
-
-
- COMMAND LINE FILESPECS
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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 v4.51 Operating TheDraw 19
-
-
-
-
- HELP!
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- The cursor may be moved by using the following keys:
-
- Key Action
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
-
- 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 v4.51 Operating TheDraw 20
-
-
-
-
- MOUSE CONTROL
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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 system configuration. Once the driver is
- installed, TheDraw auto-detects the mouse presence.
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 Operating TheDraw 21
-
-
-
-
- COMMAND SUMMARY
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- TheDraw provides the following 37 command functions, available through
- ALT-Letter or CTRL-Letter key sequences plus a pull-down menu system.
-
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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/Undo Changes
- 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.
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
-
- The section THEDRAW KEYBOARD COMMANDS on the following pages contains
- explanations for each of the above.
-
-
-
- TheDraw v4.51 Operating TheDraw 22
-
-
-
-
- THE ANIMATION SYSTEM
-
-
- WHAT IS ANIMATION?
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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:
-
- ZDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD?
- 3 3
- 3 3
- 3 9 8 7 6 5 4 3 2 1 0 3
- 3 3
- 3 ( <--- typed this direction ) 3
- @DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDY
-
- 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.
-
- TheDraw's custom file format (TD) is used for quickly saving and
- loading animation sequences to disk. The Presentation Program (THEPP)
- can 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 v4.51 The Animation System 23
-
-
-
-
- ANIMATION BASICS
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- TheDraw never physically "moves" an object 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 those objects step by step.
-
- The illusion of movement is simple to describe:
-
- o Draw an object.
- o Erase it.
- o Redraw object moved over slightly.
- o Repeat the above.
-
- If done properly, the object appears to move. Nothing is really
- "moving" per say, by we are 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:
-
- ZDBDBDBDBDBDBD?
- 3 3 3 3*3 3 3 3 Asterisk as it initially was drawn.
- @DADADADADADADY
- ZDBDBDBDBDBDBD?
- 3 3 3 3_3 3 3 3 Asterisk has been erased
- @DADADADADADADY
- ZDBDBDBDBDBDBD?
- 3 3 3 3_3*3 3 3 A new asterisk has been drawn shifted over.
- @DADADADADADADY
- ZDBDBDBDBDBDBD?
- 3 3 3 3_3_3*3 3 Above steps repeated.
- @DADADADADADADY
-
- 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
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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 who grows each time he is moved. In effect, Slither's tail never
- shifts because he grows so rapidly. To create this particular life
- form, enter animation mode by pressing [ALT-J], then [T]op. Next,
- turn on line drawing with [ALT-M] ("Draw" appears on the status line).
-
-
-
-
- TheDraw v4.51 The Animation System 24
-
-
-
- To give arise to Slither, move the cursor with 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?)
-
- (example run of Slither)
- ZDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD?
- 3 3
- 3 ZD? ZDDD? 3 3
- 3 ZDDDDDDDDDDDY 3 3 3 3 3
- 3 3 3 3 3 3 3
- 3 3 ZDDDDDDDD? ZY 3 @? 3 3
- 3 3 3 ZD? 3 3 3 @D? 3 3
- 3 @DY 3 3 3 @DDDDDY 3 3 3
- 3 3 3 3 ZDDDDDY 3 3
- 3 *DDDDY @DY 3 3 3
- 3 (start) @DDDDDDDDY 3
- @DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDY
-
- 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.
-
- Notice just how little effort it takes to produce simple animation.
- Even this uncomplicated approach will add that extra pizzazz to a
- presentation. 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) with TheDraw.
-
-
- MAKING A BLOCK MOVE:
-
- 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. First 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 mark outline --> ZDDDDDDD?
- 3 OBJECT3 --> movement wanted in this direction
- @DDDDDDDY
- ^
- @DDDD extra blank line
-
-
- TheDraw v4.51 The Animation System 25
-
-
-
-
- The complicated bit of actually "animating" follows:
-
- o From the block options menu, choose block copy.
-
- o Move the block once in the direction of movement and [S]tamp it.
-
- o Move it again, and [S]tamp. Repeat as many times as desired.
-
- o For the last shift, press [ENTER] instead of stamping.
-
- 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
- note we do not explicitly erase the entire 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 only to immediately be overwritten
- again? We can avoid wasting time and things will go faster.
-
- ZDZDZDZDDDDDDDDDDDDDDDDDD?
- 3030303[[[[[[[[[[[[[[[[[[3
- 3030303[[[[[[[[[[[[[[[[[[3
- 3030303[[[[[ Object [[[[[3
- 3030303[[[[[[[[[[[[[[[[[[3
- 3030303[[[[[[[[[[[[[[[[[[3
- @D@D@D@DDDDDDDDDDDDDDDDDDY
- ^ ^ ^
- @DADADD old portion of object,
- "erased" by blank line
-
- The extra blank line erases what needs erasing, and the redrawn
- object overwrites the rest. By using more than one blank column/line
- (and stepping more than once 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.
-
- 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 as expected.
-
-
-
-
-
-
-
- TheDraw v4.51 The Animation System 26
-
-
-
-
- EASY ANIMATION
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- Rather than start an entire animation screen from scratch, many people
- find it easier to take an existing static screen then -add- animation
- to it. TheDraw provides several different patterns for converting
- static screens into animation sequences. The patterns specify how a
- screen is converted, one keystroke at a time.
-
-
- ANIMATION SCAN PATTERNS:
-
- TheDraw comes with fourteen built in scan patterns. In addition, the
- way the scan patterns work can be adjusted via two pattern toggles.
- Use of the toggles yields over 50 possible combinations! The starting
- scan patterns are:
-
- TOP Starts at upper-left corner and goes across screen.
- LEFT Starts at upper-left corner and goes down screen.
- CLOCK Clockwise arm rotates around center of screen.
- CIRCLES Growing circles starting from center of screen.
- CHECKERBOARD Alternating "checkerboard" squares from top of screen.
- ANGLE Diagonal from upper-left corner scans across screen.
- GATE Opposite lines from each side of screen left/right.
- PYRAMID Pyramid shape from bottom center growing upwards.
- SQUARES Squares starting from screen border growing inward.
- SCRAMBLE Randomly scans entire screen
- DOOR Scans top/bottom, on both sides of screen at once.
- DIAMOND Growing diamond starting from center of screen.
- WIGGLE Starts at upper-left alternating left and right.
- WIGGLEOUT Starts in center of screen with wiggle operation going
- both up and down at once.
-
- The two toggles which alter the above are:
-
- REVERSE Completely reverses a given pattern. First keystroke
- scanned becomes the last, the second becomes next to
- last, and so on.
-
- FLIP Exchanges the vertical coordinates in a scan. Assume a
- 25 line edit buffer. Any scan location on line 1 is
- changed to line 25 and visa versa.
-
- You select the toggles before a scan pattern. When a toggle is
- active, its corresponding indicator appears on the screen.
-
- As mentioned above, many people want to take a static screen, display
- it normally, then add animation. The option to use in that case is
- the Top scanner. Scanning from the Top yields a sequence which cannot
- told apart from a static display; but animation can now be added.
-
-
-
-
- TheDraw v4.51 The Animation System 27
-
-
-
-
- RECORDING CURSOR MOVEMENTS:
-
- Occasionally the ability to record actual cursor movements is useful.
- They could be used as short pauses, or a distraction to the user.
- Instead of putting keystrokes everything, having the cursor jump about
- could be sufficient. TheDraw can record such cursor movements.
-
- Toggle on/off cursor movement recording by picking "Movement Storage"
- from the Animation pulldown. The shortcut command is typing [ALT-J],
- then [M]ovement. Moving the cursor in any way adds new entries to the
- animation sequence.
-
- One use for this mode is adding short pauses. You can have the cursor
- go around in circles giving the user time to reading something. There
- is no definitive reason to use or not use this feature.
-
-
-
- EDITING AND DELETING ANIMATION ENTRIES
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- Editing an animation sequence is a bit more complicated than fixing up
- a static screen. If you make a mistake, you must be -VERY- careful
- about using the [DELETE] and [BACKSPACE] keys. The problem is both of
- the above keys remove all animation entries from the cursor position.
-
- Take the case where you type 'A', 'B' and 'V' all in the same location
- (say the upper-left corner). Meaning the 'V' to be a 'C', you press
- [BACKSPACE]. Unfortunately, this command removes all three letters,
- not just the 'V'. The delete/backspace keys can be especially
- disruptive to large animation sequences.
-
- TheDraw offers a special command to avoid this problem. Choose the
- "Erase Character" command from the Animation menu (shortcut [ALT-Z]).
- This removes just the animation entries which are visible. The 'V' in
- this case. You then proceed by typing the 'C' as intended.
-
- An alternative technique is the animation "Change Character" command.
- Choose it from the Animation pulldown (shortcut [ALT-W]), and the
- existing keystroke under the cursor beings to flicker. Meanwhile,
- TheDraw prompts for the new character. Now you just enter the new
- symbol and are done.
-
-
- CHANGING YOUR ANIMATION SCAN PATTERN:
-
- If you decide to change the scan pattern you selected earlier, choose
- "Rescan Animation" from the Animation pulldown, or [ALT-J], [R]escan.
-
- Warning: All animation on the current page will be replaced.
-
-
-
-
- TheDraw v4.51 The Animation System 28
-
-
-
-
- TheDraw deletes all animation from the current page, scans with the
- new pattern, appending the new results onto the end of the animation
- sequence. Any customized changes you might have added are lost. Only
- the current page is affected. All other page layers stay intact.
-
- You could place some items on lower pages and use sprite mode. This
- only works for things you want moved underneath objects on the current
- page. The registered version offers a better solution called
- animation limiting.
-
-
- ADVANCED ANIMATION EDITING
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- There are several more complex functions which enhance your ability to
- create unique special effects. These include animation limiting
- offered in the registered version, Ansi Include files, and making
- custom Ansi sequences. The latter especially useful with certain
- bulletin board systems.
-
-
- EDITING PARTIAL ANIMATION SEQUENCES:
-
- The shareware version of TheDraw only allows you to work on the end of
- an animation sequence. You can add or remove things easily. To
- update something at the beginning of a sequence is more awkward.
-
- The registered version help significantly by adding a feature called
- animation limiting. Now you can change the point where editing occurs
- on the animation sequence. Instead of only the end, you can edit
- anywhere from the first to last keystroke entries. A powerful
- improvement.
-
-
- ANIMATION LIMITING:
-
- Animation limiting changes the focal point of TheDraw. You can
- insert, delete and change any keystroke anywhere in the animation
- sequence.
-
- Choose "Limiting" from the Animation pulldown to activate it. Now
- use the arrow keys, [PGUP], [PGDN], [HOME] or [END] to position
- yourself inside the sequence. Once you find the correct place,
- press [ENTER].
-
- Picking a edit focal point is that easy. When in the middle of a
- sequence, everything after the focal point is temporarily hidden.
- Now you can make any updates with no extra fuss.
-
- Once done, you should probably return to the end of the animation
- sequence. Choose "Limiting" again. Press [END] to reset the focal
- point, then [ENTER].
-
-
- TheDraw v4.51 The Animation System 29
-
-
-
-
- ANIMATION MARKERS:
-
- Markers provide a convenient way of jump around within an animation
- sequence. Assume you constantly switch between the point where an
- object is drawn and the sequence end. By setting a marker after
- the object appears you can switch quickly, instead of manually
- positioning the focal point every time.
-
- To set a marker, first position the focal point. Next, choose
- "Marker" from the Animation pulldown. TheDraw displays a window
- listing all current markers. If none are defined, the list is
- empty. Type [S]et and enter a description of the marker. ie:
-
- 1: Object has been drawn
-
- Press [ENTER] to save the new marker. From now on, to position to
- this marker, select "Limiting" from the Animation pulldown, then
- [K] for markers. Pick marker [1] and you are done!
-
-
- ANSI INCLUDE FILES:
-
- TheDraw permits "including" the contents of other files in the current
- animation sequence. Typically this will be a "Ansi Music" sequence, a
- frequently used image, complex BBS control codes, etc...
-
- The include files are only used when TheDraw actually saves the
- current animation sequence. At that point, the include file is copied
- into the new output Ansi file TheDraw is making.
-
- Include files are ignored by the animation screen redraw command. If
- you want to see what everything might look like, a view option is
- available in the animation include window. Refer to the "ANIMATION
- OPTIONS" section for more information.
-
-
- MAKING CUSTOM USER ANSI SEQUENCES:
-
- You can insert your own short control code sequences directly into and
- Ansi file TheDraw generates. This is very useful for special BBS
- control codes (ie: for user names and such), or inserting extra Ansi
- codes into the animation. You might force the screen to clear, or
- cause the display to scroll - functions now supported by TheDraw.
- User Sequences are only referred to when TheDraw saves a file, and
- are not used when redrawing (see ALT-Q). Refer to the "ANIMATION
- OPTIONS" section for a complete description of user sequence.
-
-
-
-
-
-
-
- TheDraw v4.51 The Animation System 30
-
-
-
-
- TRICKS AND TECHNIQUES
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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.
-
- Ideally you will find 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.
-
-
- 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. Look for combinations which are easy to read and do not
- strain the eyes. Observing other peoples work is a good teacher.
-
- Background colors should be used to your advantage, not detriment.
- 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. See
- demo file EFFECTS.BIN for a working example.
-
-
- 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 "012[".
-
- 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 v4.51 The Animation System 31
-
-
-
-
- Example of how color changes on a curved object:
-
- brightest here
-
- darker \\________\\ darker
- \_ _\
- [ [
- darkest here [ [ darkest here
- ^] ^]
-
-
- 0000000000
- 00112222221100
- 011222[[[[222110
- 011222[[[[[[222110
- 011222[[[[[[222110
- 011222[[[[222110
- 00112222221100
- 0000000000
-
-
- The above character shading example shows one way of matching the
- curvature example. You can obtain more gradations by using high and
- low intensity color in combination. For a case in point, coloring the
- following symbols as indicated yields eight shades of blue:
-
- light
- blue
- 3
- light DBD?ZA?ZBD blue
- cyan [2121010
-
- The file EFFECTS.BIN demonstrates the above example. Every possible
- shading combination is shown in SHADING.TD, using three pages.
-
-
- SHADOWING:
-
- This effect gives an object the illusion of a third dimension by
- 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:
- [[[[[[[[[[[[[[[[[[[[
- [[[[[[[[[[[[[[[[[[[[0
- [[[[[[[[[[[[[[[[[[[[0
- [[[[[[[[[[[[[[[[[[[[0
- [[[[[[[[[[[[[[[[[[[[0
- 00000000000000000000
-
- The most effective shadow colors are the light and dark grays.
-
-
- TheDraw v4.51 The Animation System 32
-
-
-
-
- PAUSING:
-
- TheDraw directly supports two types of animation pause: timed and
- keyboard. Unfortunately, there is no way to wait for a keystroke
- 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. For instance, the SHUTTLE2.ANS example uses two delays.
-
-
-
- PITFALLS AND LIMITATIONS
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- You will discover a few limitations of Ansi animation as you progress.
- Large objects tend to "ripple" as they move. ie:
-
- ZDDDDDDDDDDDDDDDDDDDDD?
- 3 3 <-- ripple effect
- 3 3
- 3 3
- 3 3
- @DDDDDDDDDDDDDDDDDDDDDY
-
- 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.
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 The Animation System 33
-
-
-
-
- TIPS AND EXAMPLES FOR PROGRAMMERS
-
-
- This section is for individuals writing programs who are interested in
- using TheDraw. Effort was put forth to make TheDraw a convenient
- programmers utility. The various sections which follow describe
- example code for each of the various languages TheDraw is compatible
- with. The routines are tested and can be quite useful for those just
- getting started.
-
-
- 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.
-
- 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.
-
-
-
- TheDraw v4.51 Tips and Examples for Programmers 34
-
-
-
-
- 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 v4.51 Tips and Examples for Programmers 35
-
-
-
- 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 offset 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 v4.51 Tips and Examples for Programmers 36
-
-
-
- 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 v4.51 Tips and Examples for Programmers 37
-
-
-
- --- 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 v4.51 Tips and Examples for Programmers 38
-
-
-
- {$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($B800,0)^,4000);
- end.
-
- Note the usage of typecasting to eliminate the pointer to ImageData.
- This cleans up the program appearance somewhat. In addition, the
- value of 4000 could be replaced with a pointer to IMAGEDATA_LENGTH.
- However, since this is an entire screen why bother initializing a
- pointer. A full 80 by 25 screen is always 4000 bytes in length.
-
-
-
-
-
-
-
- TheDraw v4.51 Tips and Examples for Programmers 39
-
-
-
- TURBO PASCAL VERSION 6.0:
-
- Everything shown thus far for Turbo Pascal v4.0 to v5.5 works
- perfectly well in TP 6.0. However, the newest release allows a more
- relaxed preinitialized constant definitions. The previous examples
- can be shorten to:
-
- {$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), 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 v4.51 Tips and Examples for Programmers 40
-
-
-
- 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 offset 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 v4.51 Tips and Examples for Programmers 41
-
-
-
- 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 v4.51 Tips and Examples for Programmers 42
-
-
-
- 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.
-
- 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.
-
-
-
- TheDraw v4.51 Tips and Examples for Programmers 43
-
-
-
-
- #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 offset 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.
-
-
-
- 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"
-
- 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 v4.51 Tips and Examples for Programmers 44
-
-
-
- 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 an 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 v4.51 Tips and Examples for Programmers 45
-
-
-
- MAKING AND USING QUICK LIBRARIES:
-
- 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.
-
- DDDDDDDDDDDDDDDDDDD Example run DDDDDDDDDDDDDDDDDDDD
-
- THEDRAW
- ....assume users creates the QB object files
- IMAGE1.OBJ and IMAGE2.OBJ
-
- MAKEQLB IMAGES SCREEN1.OBJ SCREEN2.OBJ
- ....creates the files IMAGES.QLB & IMAGES.LIB
- containing the two above object files plus
- the required display routines.
-
- QB /L IMAGES.QLB
- ....runs QuickBasic using new Quick Library.
-
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
-
- 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.
-
-
-
-
- TheDraw v4.51 Tips and Examples for Programmers 46
-
-
-
- THE DISPLAY ROUTINES:
-
- The file QB4UTIL.BI lists those declarations for convenience. Simply
- include it with the following meta command:
-
- REM $INCLUDE: 'QB4UTIL.BI'
-
-
- Four routines are declared within this file:
-
- UNCRUNCH Contains algorithm needed to display crunched
- screen images.
- ASCIIDISPLAY Display ascii-only object files.
- NORMALDISPLAY Display normal binary object files.
- INITSCREENARRAY Initialize a dynamic array for directly
- accessing the video screen. Can be used
- instead of DEF SEG, PEEK, and POKE.
-
-
- The actual declarations are:
-
- DECLARE SUB UNCRUNCH (X&, Z%)
- DECLARE SUB ASCIIDISPLAY (X&, Z%)
- DECLARE SUB NORMALDISPLAY (X&, Z%)
- DECLARE SUB INITSCREENARRAY (A%())
-
-
- The first parameter to the display routines is the identifier saved
- within a given object file (ie: IMAGEDATA&).
-
- 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...
-
- To compute an arbitrary video location, for any text mode including
- the 43/50 line EGA/VGA modes, use the formula:
-
- Video Offset = (X-1)*2 + (Y-1)*160
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 Tips and Examples for Programmers 47
-
-
-
- Example program using images screens. Assume three screens are
- available with the identifiers Q1, Q2, and Q3. Q1 is crunched, Q2
- saved as Ascii-Only, and Q3 saved with normal binary.
-
- REM $INCLUDE: 'QB4UTIL.BI' ' Get display routine declarations
-
- DECLARE FUNCTION Q1& ' Important! Do not neglect either
- DECLARE FUNCTION Q1Width% ' the "&" or "%" symbols on function
- DECLARE FUNCTION Q1Depth% ' declarations shown here.
- DECLARE FUNCTION Q1Length%
- DECLARE FUNCTION Q2&
- DECLARE FUNCTION Q2Width%
- DECLARE FUNCTION Q2Depth%
- DECLARE FUNCTION Q2Length%
- DECLARE FUNCTION Q3&
- DECLARE FUNCTION Q3Width%
- DECLARE FUNCTION Q3Depth%
- DECLARE FUNCTION Q3Length%
-
- CLS ' Clear screen
- PRINT "Screen #1 (Crunched)" ' Print data of this image then
- PRINT " Width: "; Q1Width% ' pause for user.
- PRINT " Depth: "; Q1Depth%
- PRINT " Length:"; Q1Length%
- WHILE INKEY$ = "": WEND
- CLS ' Clear screen
- CALL UNCRUNCH(Q1&, 0) ' Go uncrunch first image
- WHILE INKEY$ = "": WEND ' Pause
-
- CLS
- PRINT "Screen #2 (Ascii Only)" ' Print data on second image
- PRINT " Width: "; Q2Width% ' and pause for user.
- PRINT " Depth: "; Q2Depth%
- PRINT " Length:"; Q2Length%
- WHILE INKEY$ = "": WEND
- CLS
- CALL ASCIIDISPLAY(Q2&, 0) ' Display ascii-only image data.
- WHILE INKEY$ = "": WEND ' Pause
-
- CLS
- PRINT "Screen #3 (Normal Binary)" ' Print data on third image
- PRINT " Width: "; Q3Width% ' and pause for user.
- PRINT " Depth: "; Q3Depth%
- PRINT " Length:"; Q3Length%
- WHILE INKEY$ = "": WEND
- CLS
- CALL NORMALDISPLAY(Q3&, 0) ' Display normal binary image.
- WHILE INKEY$ = "": WEND ' Pause
-
-
-
-
-
-
- TheDraw v4.51 Tips and Examples for Programmers 48
-
-
-
- REM $DYNAMIC ' Setup dynamic integer array
- DIM SCREEN%() ' mapped over video display.
- INITSCREENARRAY (SCREEN%())
-
- FOR Y% = 1 TO 25 ' Make screen scroll downward.
- FOR X% = 1999 TO 160 STEP -1
- SCREEN%(X%) = SCREEN%(X%-160)
- NEXT
-
- FOR X% = 0 TO 159 : SCREEN%(X%) = 0 : NEXT ' Clear top line.
- FOR X% = 0 TO 1000 : NEXT ' Slow things down.
- NEXT
- END
-
- The first call (to UNCRUNCH) displays Q1 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 and used (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). If you always used
- 80x25 screens, there would be no need to access the image width and
- depth for instance.
-
- The INITSCREENARRAY sets up a dynamic array mapped over the video
- display. To directly manipulate the screen, you can perform various
- useful operations with this array. For instance, the above example
- scrolls the screen downward thus clearing the screen. You may find
- this more convenient than setting up DEF SEG, and using PEEK/POKE
- operations. Initializing the array requires the following (the name
- used here is "screen" - you can change this to anything of course)
-
- REM $DYNAMIC
- DIM SCREEN%()
- INITSCREENARRAY (SCREEN%())
-
- After initializing an array, you can set individual screen elements.
- To put a yellow letter A on the screen for example:
-
- SCREEN%(0) = ASC('A') + 256*14
-
- Compare against the equivalent PEEK/POKE approach (assume DEF SEG has
- been initialized to &HB800 for color, or &HB000 for monochrome video):
-
- POKE 0,ASC('A')
- POKE 1,14
-
- Pick whichever approach you feel most comfortable with.
-
-
-
- TheDraw v4.51 Tips and Examples for Programmers 49
-
-
-
- COMMAND LINE COMPILATION:
-
- The above examples all assume using the QuickBasic integrated
- environment. For most users this is adequate. However, the more
- sophisticated user might prefer their own text editor and use dos
- compilation.
-
- Use TheDraw object files is done exactly as described previously.
- Create the .OBJ files, and use MAKEQLB to produce the Quick Library
- (.QLB) and stand alone (.LIB) library files. ie:
-
- MAKEQLB IMAGES IMAGE1.OBJ IMAGE2.OBJ IMAGE3.OBJ
-
- Compile your source code normally using the BC program. ie:
-
- BC MYCODE.BAS,,,;
-
- When linking your program, simply add the stand alone library from
- MAKEQLB to your command line when making your .EXE file:
-
- LINK MYCODE+IMAGES.LIB,,,,;
-
- It is possible to bypass the MAKEQLB step. This requires including
- all the screen image object files plus TheDraw's display routines in
- your link command. Instead of MAKEQLB and IMAGES.LIB, type:
-
- LINK MYCODE+QB4UTIL.LIB+IMAGE1+IMAGE2+IMAGE3,,,,;
-
- The MAKEQLB approach eliminates some of the extra typing in the final
- command line. Since MAKEQLB is used when updating screens, using it
- can save some time can cut down on typo errors.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 Tips and Examples for Programmers 50
-
-
-
- PROGRAMMING IN CLIPPER(TM) (courtesy of Ian Thurston):
-
-
- A full TheDraw screen saved as a BINARY file (.BIN) has the same
- format as the Clipper compiler uses to "SAVE SCREEN TO <expc>". For
- both Clipper and TheDraw, a full text screen save consists of 2000
- "words" (or 4000 bytes). Each word represents the character and
- attribute of a single screen location.
-
-
- Importing Full-Screen BINARY files:
-
- We can easily read any file less than 64k bytes into a Clipper memory
- variable with the "MEMOREAD" function. Combining the MEMOREAD and
- RESTORE SCREEN command as follows yields:
-
- RESTORE SCREEN FROM MEMOREAD("FULL.BIN")
-
-
- Importing Partial-Screen BINARY files:
-
- Once again, a partial/block TheDraw screen saved to a BINARY file
- (using the ALT-B,Save command) has the same format as Clipper's
- corresponding command:
-
- "<expC>=SAVESCREEN(top,left,bottom,right)"
-
- For example, assume TheDraw was used to prepare a screen. It was then
- blocked using ALT-B, with the upper left corner at row 10, column 10,
- while the lower right corner was at row 20, column 70. The Save
- option was selecting using the Binary option, and saved to the file
- "PARTIAL.BIN"
-
- Again, the TheDraw Binary file is read into a Clipper memory variable
- using the "MEMOREAD" function, which itself is used as the argument
- for the partial screen restore function RESTSCREEN (t,l,b,r,<expC>):
-
- RESTSCREEN (10,10,20,70,MEMOREAD("PARTIAL.BIN"))
-
- Note: As is usual with this sort of function, a block can be restored
- at a different screen location ... but the width and height must
- remain the same, else the display will look very ugly indeed. Also
- correct programming practice would have us check for file existence
- and length before trying these techniques. You may choose to wrap the
- functions inside a parameter checking shell.
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 Tips and Examples for Programmers 51
-
-
-
- Combining Multiple BINARY (.BIN) Files:
-
- If quite a few Binary files will be stored on disk and incorporated
- into an application, why not combine them into one Clipper database to
- simplify things? The process for accomplishing this is described
- below:
-
- a. Create a database for .BIN files using the following structure:
-
- Structure for database: BIN.DBF
-
- Field Field_Name Type Width Dec
- 1 BIN_NAME Character 8
- 2 BIN_TOP Numeric 2
- 3 BIN_LEFT Numeric 2
- 4 BIN_BOTTOM Numeric 2
- 5 BIN_RIGHT Numeric 2
- 6 BIN_SCREEN Memo 10
-
-
- b. Using the MEMOREAD function, import the BIN files as character
- variables, then store them in memo field BIN_SCREEN using the REPLACE
- command. Next, save the screen display coordinates into BIN_TOP,
- BIN_LEFT, BIN_BOTTOM, and BIN_RIGHT (for a full screen, those
- coordinates are 0,0,24, and 79). Finally, store a meaningful name for
- the screen in BIN_NAME (ie: "MAINMENU" for a main menu display).
-
- c. Index the file on BIN_NAME.
-
- ----
- Now to use this file, we need the following function:
-
- ********
- FUNCTION showbins
- ********
- PARAMETERS screename
- PRIVATE tempselect
- tempselect=SELECT() && Keep track of where we were working
- IF SELECT("BIN") = 0 && Check to see if BIN has been opened
- SELECT 0 && If not, find a blank work area,
- USE bin INDEX bin_name && and then open up BIN for use
- ENDIF
- SELECT bin && Go to the BIN area
- SEEK screename && Look for the specified screen
- IF FOUND() && and show it if it exists
- RESTSCREEN (bin_top,bin_left,bin_bottom,bin_right,bin_screen)
- ENDIF
- SELECT (tempselect) && return to the original work area
- RETURN .T.
-
- Example Usage:
- SHOWBINS("MAINMENU")
-
-
- TheDraw v4.51 Tips and Examples for Programmers 52
-
-
-
- PROGRAMMING IN CLIPPER (courtesy of Larry Stewart):
-
- The Clipper 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)
- m_bytes = FREAD(m_handle,@m_buffer,m_size)
-
-
- TheDraw v4.51 Tips and Examples for Programmers 53
-
-
-
- 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 v4.51 Tips and Examples for Programmers 54
-
-
-
-
- PULL DOWN MENU SYSTEM
-
-
- TheDraw can be fully controlled via the use of pull down menus. The
- menus greatly simplify learning TheDraw by conveniently showing all
- related commands. Each menu also displays the corresponding shortcut
- keystrokes (such as ALT-L for files loading).
-
- 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:
-
- ZDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD?
- 3 Files Global Options Screen foNts Animation Color Toggles Help 3
- @DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDY
-
- Each heading is briefly described below. For full functional
- descriptions, please refer to the appropriate section under THEDRAW
- KEYBOARD COMMANDS.
-
-
- The FILES Menu
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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.
-
-
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
- FILES Global Options Screen foNts Animation Color Toggles Help
- ZDDDDDDDDDDDDDDDDDDD?
- 3 Load Alt-L 3
- 3 View Alt-V 3
- 3 Delete Alt-K 3
- 3 Change Dir Alt-O 3
- 3 Save Alt-S 3
- 3 Quit Alt-X 3
- @DDDDDDDDDDDDDDDDDDDY
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 Pull Down Menu System 55
-
-
-
-
- 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.
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 Pull Down Menu System 56
-
-
-
- The GLOBAL Menu
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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.
-
-
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
- Files GLOBAL Options Screen foNts Animation Color Toggles Help
- ZDDDDDDDDDDDDDDD?
- 3 Copy Alt-G,C 3
- 3 Move Alt-G,M 3
- 3 Fill Alt-G,F 3
- 3 Text Alt-G,T 3
- @DDDDDDDDDDDDDDDY
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
-
-
- 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 suboptions
- are: Draw Box, Outline contents of screen, Center Justify screen
- contents, Left Justify, and Right Justify.
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 Pull Down Menu System 57
-
-
-
- The OPTIONS Menu
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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.
-
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
- Files Global OPTIONS Screen foNts Animation Color Toggles Help
- ZDDDDDDDDDDDDDDDDDDDDDD?
- 3 Character Set Alt-F 3
- 3 Tab Setup Alt-T 3
- 3 Ruler Alt-N 3
- 3 Paint/Fill Alt-P 3
- 3DDDDDDDDDDDDDDDDDDDDDD3
- 3 Setup Options 3
- @DDDDDDDDDDDDDDDDDDDDDDY
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
-
-
- 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.
-
-
- 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.
-
-
- TheDraw v4.51 Pull Down Menu System 58
-
-
-
- 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 23, 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 may only be 43 or 50 lines.
-
- An exception is the 23 line buffer, available only with the
- standard 80x25 video mode. Using the 23 line buffer disables
- full screen editing and [CTRL-PRTSC] is ignored.
-
- 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 DIRECTORY LISTING WILDCARDS
- 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.
-
- 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 make things easier.
-
-
- 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 saves typing the file extension. ie: 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 renames the existing file's
- extension to .BAK before continuing.
-
- 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.
-
-
- TheDraw v4.51 Pull Down Menu System 59
-
-
-
- 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".
-
- 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).
-
-
- TheDraw v4.51 Pull Down Menu System 60
-
-
-
- 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.
-
-
-
- The SCREEN Menu
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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.
-
-
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
- Files Global Options SCREEN foNts Animation Color Toggles Help
- ZDDDDDDDDDDDDDDDDDDDDDD?
- 3 Clear Page Alt-C 3
- 3 Select Page Alt-E 3
- 3 Insert Line Alt-I 3
- 3 Delete Line Alt-Y 3
- 3 Insert Column 3
- 3 Delete Column 3
- 3 Restore/Undo Alt-R 3
- @DDDDDDDDDDDDDDDDDDDDDDY
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
-
-
- 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.
-
-
-
-
-
-
-
- TheDraw v4.51 Pull Down Menu System 61
-
-
-
-
- SELECT PAGE - Choose new page layer to display or work on (ALT-E)
-
- Prompts for a new 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 - Place blank line on screen (ALT-I)
-
- Inserts a blank horizontal screen line at the position of the edit
- cursor. This command can be reversed by utilizing the Restore/Undo
- command (ALT-R).
-
-
- DELETE LINE - Delete current line from screen (ALT-Y)
-
- Deletes a horizontal screen line at the position of the edit
- cursor. This command can be reversed by utilizing the Restore/Undo
- command (ALT-R).
-
-
- INSERT COLUMN - Place blank column on screen (ALT-<left arrow>)
-
- Inserts a blank vertical screen column at the position of the edit
- cursor. This command can be reversed by utilizing the Restore/Undo
- command (ALT-R).
-
-
- DELETE COLUMN - Delete current line from screen (ALT-<right arrow>)
-
- Deletes a vertical screen column at the position of the edit
- cursor. This command can be reversed by utilizing the Restore/Undo
- command (ALT-R).
-
-
- RESTORE/UNDO - Recover from unwanted changes on the screen (ALT-R)
-
- Undoes the most recent changes done to the screen. The restore
- can "undo" block operations, line insertion or deletions, animation
- mode toggles, global screen functions, font entry, and any changes
- to the current horizontal line being worked on. Notes with the
- latter item, once you leave the current horizontal line any changes
- are permanent.
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 Pull Down Menu System 62
-
-
-
- The FONTS Menu
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- The Fonts pulldown menu supports choosing various styles and outline
- types. The menu shown below is only an example. The actual fonts
- available can vary depending on your configuration. Additional fonts
- may be present, or the ones shown changed. Ascii fonts can be
- extremely useful in sprucing up a display. They are excellent for
- title bars, or whatever you desire. Upon choosing an Ascii font, the
- word "FONT" will appear in the status line.
-
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
- Files Global Options Screen FONTS Animation Color Toggles Help
- ZDDDDDDDDDDDDDDDDDDDDD?
- 3 { Standard Font 3
- 3 outline Type 3
- 3DDDDDDDDDDDDDDDDDDDDD3
- 3 A: Outline * 3
- 3 B: BigOutline * 3
- 3 C: ThickOutline 3
- 3 D: Medium 3
- 3 E: Rounded 3
- 3 F: Raster 3
- @DDDDDDDDDDDDDDDDDDDDDY
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
-
- STANDARD FONT:
-
- The standard font is the normal text lettering associated with each
- key. This is the default setting upon loading TheDraw. The standard
- font is used for lettering seen in the help screens, the pulldown menu
- bar, status line, etc...
-
-
- OUTLINE TYPE - Choose a Font Outline:
-
- The outline type option is only available when an outline formatted
- font is selected. These are indicated with an asterisk ("*")
- appearing after the font description. Outline formatted fonts are
- special in that they can appear in different styles. There are 17
- various styles to choose from. Some examples are:
-
- ZDDDDD? ZDDDDD7 [_____[
- 3 3 3 : [ [
- 3 3 3 : [ [
- 3 3 3 : [ [
- @DDDDDY TMMMMM< _______
-
-
-
-
-
-
-
-
- TheDraw v4.51 Pull Down Menu System 63
-
-
-
-
- FONT SELECTION:
-
- Remaining options in the fonts submenu select specific fonts. TheDraw
- supports the entire visible Ascii character set (#33 to #126). ie:
-
- !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNO
- PQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
-
- Extended function key symbols are not currently supported. To enter a
- given symbol to the edit screen, simply press the corresponding key.
- ie: for a letter "A", type the "A" key. The symbol will appear fully
- in the current color attributes.
-
- Not all symbols are necessarily available in all fonts. Some fonts
- may only provide the alphabet and numbers. TheDraw beeps if a wanted
- symbol is not available. The original fonts distributed with TheDraw
- do not contain any omissions.
-
- Once a font has been selected, the word "FONT" replaces the "Text"
- indicator on the status line as a reminder. In addition, once you
- start typing symbols the cursor becomes a full block. So long as the
- full block cursor is shown, you can use the BackSpace key to correct
- mistakes on the fly. Press ALT-R (Restore/Undo) to remove any
- undesired key sequences completely.
-
-
-
- The ANIMATION Menu
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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). Note this menu is only available
- when TheDraw is actually in animation mode - otherwise it is disabled.
-
-
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
- Files Global Options Screen foNts ANIMATION Color Toggles Help
- ZDDDDDDDDDDDDDDDDDDDDDDDDDDD?
- 3 Screen Redraw Alt-Q 3
- 3 Change Character Alt-W 3
- 3 Erase Character Alt-Z 3
- 3DDDDDDDDDDDDDDDDDDDDDDDDDDD3
- 3 Include Files Alt-G,I 3
- 3 Limiting Alt-G,L 3
- 3 marKer Alt-G,K 3
- 3 Movement Storage Alt-G,M 3
- 3 Rescan Animation Alt-G,R 3
- 3 Pause Animation Alt-G,P 3
- @DDDDDDDDDDDDDDDDDDDDDDDDDDDY
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
-
-
- TheDraw v4.51 Pull Down Menu System 64
-
-
-
- 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 can changes entries without adding unwanted new ones.
-
-
- 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.
-
-
- 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.
-
-
- TheDraw v4.51 Pull Down Menu System 65
-
-
-
- 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.
-
-
-
- The COLOR Menu
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- Use this menu to select edit colors. Available options set the normal
- edit foreground and background color, the default background color
- used for erasing areas, and "picking up" colors currently used under
- the cursor.
-
-
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
- Files Global Options Screen foNts Animation COLOR Toggles Help
- ZDDDDDDDDDDDDDDDDDDDDD?
- 3 Fore/Back Alt-A 3
- 3 Default Alt-D 3
- 3 Under Cursor Alt-U 3
- @DDDDDDDDDDDDDDDDDDDDDY
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
-
-
- 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.
-
-
-
-
-
-
- TheDraw v4.51 Pull Down Menu System 66
-
-
-
-
- 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
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- The Toggles menu contains settings for controlling how TheDraw works.
- The settings affect things like line draw or sprite mode, animation
- mode toggling, character insert mode, and full screen editing.
-
-
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
- Files Global Options Screen foNts Animation Color TOGGLES Help
- ZDDDDDDDDDDDDDDDDDDDDDDDDD?
- 3 Draw Mode Alt-M 3
- 3 Color Draw Alt-- 3
- 3 Sprite Mode Alt-E,T 3
- 3 Animation Mode Alt-J 3
- 3 Insert Mode Ins 3
- 3 Full Screen Ctrl-PrtSc 3
- @DDDDDDDDDDDDDDDDDDDDDDDDDY
- MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
-
-
- 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.
-
-
-
-
-
- TheDraw v4.51 Pull Down Menu System 67
-
-
-
- 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 (INS)
-
- 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 v4.51 Pull Down Menu System 68
-
-
-
-
- THEDRAW KEYBOARD COMMANDS
-
-
- 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
- (ie: Ctrl-<Up Arrow>, Ctrl-<Left Arrow>, etc...)
-
- 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 v4.51 TheDraw Command Functions 69
-
-
-
-
- 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 v4.51 TheDraw Command Functions 70
-
-
-
-
- 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. Under animation, the exact pattern of
- a the shifted animation sequence is relocated.
-
-
-
- TheDraw v4.51 TheDraw Command Functions 71
-
-
-
-
- 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 v4.51 TheDraw Command Functions 72
-
-
-
-
- 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 just 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 v4.51 TheDraw Command Functions 73
-
-
-
-
- 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 v4.51 TheDraw Command Functions 74
-
-
-
- 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). The clear screen can be
- reversed using the Restore/Undo command (see ALT-R).
-
-
-
- TheDraw v4.51 TheDraw Command Functions 75
-
-
-
-
- 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 or columns.
-
- 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: CHANGE PAGE LAYER/TOGGLE SPRITES
-
- The change page layer 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 v4.51 TheDraw Command Functions 76
-
-
-
-
- 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:
-
- ZDDDDDDDD?
- .3 . 3
- . 3 . 3 Bottom-Most Layer
- ZDDDDDDDD? 83
- ZDADDDDDD? 3DDDDDY
- ZDADDDDDD? 3 3 .
- 3 3 333 .
- Top-Most Layer 3 32CDY
- 3 1CDY
- @DDDDDDDDY
-
- 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 v4.51 TheDraw Command Functions 77
-
-
-
- ALT-F: VIEW FUNCTION KEY SETS
-
- This command presents a display of the 150 special extended 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 within this display is done using the
- Up/Down arrow keys or using the mouse. Press [ENTER] or click the
- mouse button when satisfied.
-
- 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).
-
- ----
-
- An alternate means for selecting function key sets is available from
- the normal edit screen. 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
-
- 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 v4.51 TheDraw Command Functions 78
-
-
-
-
- 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 v4.51 TheDraw Command Functions 79
-
-
-
-
- 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 v4.51 TheDraw Command Functions 80
-
-
-
-
- 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 v4.51 TheDraw Command Functions 81
-
-
-
- ALT-I: INSERT A LINE
-
- Inserts a blank horizontal line at the current position. The current
- line and all those below it are shifted down. The bottom line is
- lost. The blank line is filled with spaces colored using the default
- background color. This command can be reversed using the Restore/Undo
- command (ALT-R).
-
-
-
- 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/STATIC MODE
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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" or pattern must be specified. The
- particular pattern used tells TheDraw how to read your static images
- for display. Scan patterns can be altered using two adjustment
- toggles. These are:
-
-
- REVERSE Reverse entire scan pattern. Last character scanned
- becomes the first displayed in the animation sequence.
-
- FLIP Vertically exchanges scanning of the screen scan top to
- bottom. For example the TOP scanner below scan across
- the screen (left to right) starting on the bottom line,
- moving upwards.
-
-
- There are fourteen different generic scan methods/patterns are
- available. By combining these with the above adjust toggles, over 50
- patterns are possible:
-
-
- 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.
-
-
-
- TheDraw v4.51 TheDraw Command Functions 82
-
-
-
-
- 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 outward.
- ie: small circle, then slightly larger encompassing circle, then
- slightly larger again, etc...
-
-
- 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.
-
-
-
-
-
- TheDraw v4.51 TheDraw Command Functions 83
-
-
-
-
- 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.
-
-
- 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
- outward. 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!
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 TheDraw Command Functions 84
-
-
-
-
- ALT-J FROM ANIMATOR MODE
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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
-
- The registered version of TheDraw also supports:
-
- o Animation Position Editing (Sequence Limiting)
- o Specify Animation Markers
-
-
- 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. These are
- useful for the so called "Ansi Music" sequences, frequently used
- images, complex BBS control code sequences (for systems such as
- WildCat), etc... The animation USER-SEQ function following might
- be more suitable for the latter task however.
-
- 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).
-
-
-
- TheDraw v4.51 TheDraw Command Functions 85
-
-
-
-
- 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.
-
-
- ANSI MUSIC WITH INCLUDE FILES:
-
- 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>
- 3 3
- ascii 27 ascii 14
-
- The section <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.
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 TheDraw Command Functions 86
-
-
-
-
- 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).
-
- You are prompted for the user sequence to modify. Next
- the sequence must be typed in. For Ansi escape sequence
- press the escape key (appears as "^["), an open square
- bracket, followed by the necessary command codes. ie:
-
- <esc>[2J (will clear the screen)
-
- 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.
-
-
-
- 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).
-
-
-
-
-
-
-
- TheDraw v4.51 TheDraw Command Functions 87
-
-
-
-
- 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. 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.
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 TheDraw Command Functions 88
-
-
-
-
- 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.
-
-
- 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 suboption 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.
-
-
- TheDraw v4.51 TheDraw Command Functions 89
-
-
-
-
- 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.
-
-
-
- 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.
-
-
-
-
-
-
- TheDraw v4.51 TheDraw Command Functions 90
-
-
-
-
- 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).
-
- 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.
-
-
-
-
-
-
-
- TheDraw v4.51 TheDraw Command Functions 91
-
-
-
-
- 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.
-
- 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).
-
-
-
-
-
-
- TheDraw v4.51 TheDraw Command Functions 92
-
-
-
-
- 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.
-
- 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.
-
-
-
-
-
- TheDraw v4.51 TheDraw Command Functions 93
-
-
-
- ALT-R: RESTORE/UNDO CHANGES
-
- Restores from unwanted or unintended screen changes. This function
- can undo block or global changes, clear or load screens, line or
- column insert or deletes, animation mode toggles, font entry, mistakes
- made to the current line, etc...
-
- In regards to current line changes, such modifications are permanent
- once you move to a new line.
-
-
-
- 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 (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.
-
-
- 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.
-
-
- TheDraw v4.51 TheDraw Command Functions 94
-
-
-
- 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 suboptions 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
- 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.
-
-
- TheDraw v4.51 TheDraw Command Functions 95
-
-
-
-
- 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"
-
- If you have a monochrome monitor, replace the B800 with B000 in the
- above line. BSAVE files are always saved to the full screen width.
- Block saves are limited by this restriction also.
-
-
- 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.
-
-
-
- TheDraw v4.51 TheDraw Command Functions 96
-
-
-
-
- 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)
- QuickBasic v4.0 (and above)
- Small Data
- Large Data
-
- 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.
-
- 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
-
- 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. See the topic "MICROSOFT QUICKBASIC
- v4.0 AND v4.5" in the Programmers Programming Tips section for
- examples on usage.
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 TheDraw Command Functions 97
-
-
-
- OBJECT FILE DATA FORMATS:
-
- The data formats use the following identifiers:
-
- Small Data Large Data
- DDDDDDDDDD DDDDDDDDDDDDDDD
- 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.
-
- 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.
-
-
-
- TheDraw v4.51 TheDraw Command Functions 98
-
-
-
-
- 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 files
- .PAS Pascal files
- .H C files
- .OBJ Object files
- .TD TheDraw format files.
-
- 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.
-
-
-
-
- TheDraw v4.51 TheDraw Command Functions 99
-
-
-
-
- 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).
-
-
-
- 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.
-
-
-
-
-
- TheDraw v4.51 TheDraw Command Functions 100
-
-
-
-
- ALT-Y: DELETE CURRENT LINE
-
- Deletes the current horizontal 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 reversible
- using the Restore/Undo command (ALT-R).
-
-
-
- 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. The action is reversible using Restore/Undo (ALT-R).
-
-
-
- ALT-[RIGHT]: INSERT A COLUMN
-
- Inserts a blank vertical column at the current position. The blank
- column is filled using spaces and the default background color. The
- current column and all those to its right are shifted over. The
- right-most column is lost. The action is reversible using the
- Restore/Undo command (ALT-R).
-
-
-
- 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 v4.51 TheDraw Command Functions 101
-
-
-
-
- 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 v4.51 TheDraw Command Functions 102
-
-
-
-
- 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 normal and full
- screen. In full-screen mode the status line disappears so you can
- fully use the screen. Also, TheDraw makes heavy use of pop up
- windows for prompts and messages. 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 way.
-
- TheDraw will automatically scroll the video as necessary, even with
- the status line on. Full screen mode is generally used to take a
- complete look at your work.
-
- 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 v4.51 TheDraw Command Functions 103
-
-
-
-
- THE FONT EDITOR
-
-
- TheDraw has complete support for Ascii class fonts. These fonts are
- letters and symbols drawn using the IBM extended character set. ie:
-
- ZDDDD? ZDDDDD? \\\\
- 3 3 3 ZD? 3 [_ _[
- CDDDD4 3 @DY 3 [\\\\[ etc...
- 3 3 3 ZD? 3 [____[
- @DY @DY _ _
-
- TDFonts is the management utility for adding and updating the font
- database. The utility was designed to be straightforward to learn.
-
- There are two types of fonts supported by TDFonts and TheDraw: Block
- and Outline formatted. Block fonts are very simple and nothing more
- than recorded shapes you enter. Outline fonts are special in that
- they can appear using one of 17 different styles (see "The FONTS
- Menu"). Included with TheDraw, the fonts "Outline" and "BigOutline"
- are examples of this type. Some possible types are:
-
- ZDDDDD? ZDDDDD7 [_____[
- 3 3 3 : [ [
- 3 3 3 : [ [
- @DDDDDY TMMMMM< _______
-
- The choice of formatting types is made when creating a font. The Font
- Editor (described later) is used to prepare and update the symbols.
-
-
- RUNNING TDFONTS:
-
- To start TDFonts, type from the dos prompt:
-
- TDFONTS
-
- Press [ENTER] to run the program. By default the program looks for
- the database file TDFONTS.TDF in the current directory. To edit other
- files, list the filename as show:
-
- TDFONTS MYFONTS.TDF (loads MYFONTS.TDF instead of default)
-
- Keep in mind only TDFONTS.TDF is actually used by TheDraw.
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 The Font Editor 104
-
-
-
-
- The database is loaded and the font names listed on the screen. ie:
-
- A: Outline
- B: BigOutline
- C: Raster
- D: Rounded
-
- Naturally the actual list will vary depending on how the data file has
- been manipulated. Along the bottom of the screen are all the edit
- commands. These are for viewing, changing, adding new fonts,
- importing and exporting fonts, etc...
-
-
- VIEWING FONTS:
-
- This command is for seeing exactly how a given font symbol appears
- when used in TheDraw. Any special formatting information is hidden.
-
- Select [V]iew from the main menu. You then must designate which font
- should be displayed. Use either the up/down arrows keys or type the
- letter associated with the wanted font. Press [ENTER] to continue to
- continue or [ESC] to return to the main menu.
-
- Pressing [ENTER] brings up the font symbol selector bar. ie:
-
- !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNO
- PQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
-
- The first character "!" is highlighted, and the corresponding font
- symbol appears below the selector bar. You view symbols using the
- arrow keys to choose. For undefined symbols, the following message is
- displayed:
- Symbol not defined
-
- When done, press [ESC] to return to the main menu.
-
-
-
- CHANGING A FONT:
-
- The change command is the used for modifying or adding symbols to an
- existing font. To create a font, use the [N]ew command.
-
- Select [C]hange from the main menu. You then must designate which
- font should be worked on. Use either the up/down arrows keys or type
- the letter associated with the wanted font. Press [ENTER] to continue
- to continue or [ESC] to return to the main menu.
-
-
-
-
-
-
- TheDraw v4.51 The Font Editor 105
-
-
-
-
- Once a font has been selected, a screen similar to the View command
- appears. Additional options are available however:
-
- [DEL] Delete current symbol
- [INS] Copying current symbol
- [ENTER] Edit or Add symbol
-
- These three commands in combination with the font editor (described
- below) give good flexibility in maintaining the symbol database.
-
-
- DELETE SYMBOL:
-
- Removes the database definition for the specified symbol. You are
- asked to verify this command before continuing. Once deleted, a
- font symbol cannot be restored.
-
-
- COPY SYMBOL:
-
- Copies current symbol over to another undefined symbol. You are
- asked to specify what the target symbol is. Note: The target
- symbol cannot be defined. The prevents overwriting definitions by
- accident. This option is of particular use in duplicating the
- letters symbols (ie: "A" to "a", "B" to "b", etc...), assuming you
- intend uppercase and lowercase to appear the same. This command
- permits quickly filling out all the definitions.
-
-
- MODIFY SYMBOL:
-
- Transfers the symbol definition to the font editor. The font
- editor is similar to TheDraw in many respects, supporting a useful
- subset of functions. Some familiarity with TheDraw is assumed.
- Available editor commands are:
-
- [ALT-C] Clear Screen
- [ALT-F] Function key symbol table
- [ALT-H] Help Screen
- [ALT-I] Insert a blank line
- [ALT-M] Toggle line drawing mode
- [ALT-X] Leave font editor, saving changes.
- [ALT-Y] Delete current line
- [INS] Toggle insert mode
- [DEL] Delete character under cursor.
- [ESC] Leave font editor, discarding changes.
- [SHIFT-SPACE] Enter a solid space (a "w" symbol)
-
- All function key sets are identical to TheDraw and are selected
- using the same keystrokes: [ALT-F1/F10] and [CTRL-F1/F5]
-
-
-
- TheDraw v4.51 The Font Editor 106
-
-
-
-
- EDIT MODES:
-
- There are two main differences between editing in TheDraw and
- TDFonts. These refer to the special edit modes and reserved
- characters. The edit modes are for the two font format types
- (Outline and Block).
-
- Outline formatted fonts place restrictions on the characters
- composing each symbol. You can only use the line drawing symbols
- from function key sets 1 to 4. In addition, specific symbols must
- used in specific places for the variable outlines to work properly.
- Consider the following:
-
- UMMMMMM;
- 3 VDD? : UM; Horizontal Beam
- 3 : 3 : 3 : UMMMMMM;
- 3 : 3 : 3 : @DDDDDD=
- 3 HMM> : 3 :
- @DDD? V= @D= < Vertical Column
- @D=
-
- All outline symbols are made from vertical columns and horizontal
- beams. The "Q" above is a classic example. The double lines which
- give the 3D effect tell TDFonts about the left/right column sides
- and top/bottom of beams. The rules of usage are:
-
- Double lines are always the rightmost side of a column.
- Double lines are always the topmost side of a beam.
-
- You must follow this guideline exactly in order to create a
- functional outline formatted font. Not doing so will produce
- undesired side effects when changing the outlines in TheDraw.
-
-
- RESERVED CHARACTERS:
-
- The reserved characters are for solid spaces and specifying
- descender lines. Typically solid spaces are used to fill the
- inside of columns and beams. These are drawn with "w" characters.
- ie:
-
- UMMMMMMMM; UMMMMMMMM;
- 3wwwwwwww: 3wwwwwwww: Note that solid
- 3wwVDD?ww: 3wwIMM8ww: spaces are always
- 3ww: 3ww: 3ww: 3ww: visible in TDFonts
- 3wwHMM>ww: 3ww: 3ww: verses TheDraw).
- 3wwwwwwww: 3wwSDDYww:
- 3wwVDD?ww: 3wwwwwwww:
- @DD= @DD= @DDDD?wwV=
- @DD=&
-
-
-
- TheDraw v4.51 The Font Editor 107
-
-
-
-
- Descenders also require a special "&" marker. TheDraw arranges
- font symbols based on their bottom line. Note how the "A" and "Q"
- were drawn above. Lines marked with ampersands are not counted
- when TheDraw aligns the symbols. Font symbols typically needing
- the descender marks are:
-
- $ , ; _ Q g j p q y
-
- Others symbols may require them also, depending on how your font is
- designed.
-
-
-
- MAKING NEW FONTS:
-
- Creating a new font is a simple two part process. First make a font
- slot with the [N]ew command. Next, use the [C]hange command to fill
- all the font symbol definitions.
-
- After choosing [N]ew, TDFonts prompts for some descriptive name. This
- will appear in the font listing, and in TheDraw. Names can be up to
- 12 characters.
-
- Once a name is picked name (which can be changed later), you select
- the font formatting type. Choices are either [B]lock or [O]utline.
- Refer to "EDIT MODES" above for a description of the difference.
- Briefly, fonts of type Block can be drawn using anything - but remain
- fixed. As you draw them, they will appear in TheDraw. Outline fonts
- can be altered on the fly using the "Outline Type" pulldown command.
-
- You have now generated a new font slot. Proceed to use the [C]hange
- command to define the individual font symbols. One approach to
- simplify the procedure is making a generic symbol such as "O" first.
- Copy it to other similar symbols (such as "0", "Q", "G", "C", etc...).
- Only minor edits are needed to finish the first symbols. Use parts of
- these to make other symbols, such as "(", ")", and carry onwards.
-
- Keep in mind nothing requires you to place letters into a font. You
- could create a font holding several often used patterns or pictures.
-
-
-
- MOVING A FONT:
-
- This command reorders the list of font names. Use it to place your
- fonts in alphabetical or any order which you prefer.
-
- Press [M], then choose a font (see View command). Next, TDFonts asks
- the destination to put it. The font is placed in front of whichever
- destination font you pick.
-
-
-
- TheDraw v4.51 The Font Editor 108
-
-
-
-
- RENAMING A FONT:
-
- Changes font descriptions which appear in the main menu list. Select
- [R]ename and choose a font. You are then prompted for the new font
- name. Press [ENTER] when done or [ESC] to abort.
-
-
- DELETING A FONT:
-
- Permanently removes a font from the database file. Press [D] then
- choose the target font. TDFonts asks you to verify this operation.
- Be careful since deleting a font cannot be undone. Type [Y] to
- proceed with erasing the font or [N] to abort.
-
-
-
- FONT IMPORTING:
-
- Appends a separate database file onto the current database file.
- Press [I], and TDFonts prompts for a filename. Type in the pathname
- to the import file. Press [ENTER] to continue or [ESC] to abort the
- command.
-
- Upon pressing [ENTER] all fonts contained in the specified import file
- are loaded and added to the current database list. An error message
- appears if the file was invalid.
-
-
-
- FONT EXPORTING:
-
- Copies fonts in the current database to another file. Press [E], and
- choose the font to export/copy. TDFonts prompts for the output
- filename. Enter your filename and press [ENTER] to continue or [ESC]
- to abort.
-
- After hitting [ENTER], TDFonts checks to see if the file specified
- already exists. If so, type [Y] to overwrite the existing file or [N]
- to abort this command.
-
- The new font file is generated and you return to the main menu.
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 The Font Editor 109
-
-
-
-
- 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 v4.51 The Presentation Program 110
-
-
-
-
- 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 v4.51 The Presentation Program 111
-
-
-
-
- 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 v4.51 The Presentation Program 112
-
-
-
-
- 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 v4.51 The Presentation Program 113
-
-
-
-
- THE SETUP UTILITY
-
-
- This section describes how to customize TheDraw and install your
- customizations in the THEDRAW.EXE or THEDRAWR.EXE (registered
- version) files.
-
-
- WHY SETUP?
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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 customize various other defaults. It
- directly modifies various parameter 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 "GETTING STARTED", TheDraw is usable.
-
- 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 v4.51 The Setup Utility 114
-
-
-
-
- DISPLAY WINDOWS AND SELECTING OPTIONS
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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].
-
-
- SAVING AND ABORTING CHANGES
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- 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
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- To get started, from the Dos prompt type:
-
- SETUP
-
- Press [ENTER] to start the utility. Once running, you are prompted
- for the program filename to configure. You can 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 prepare 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.
-
-
- THE MAIN MENU:
-
- The main setup menu displays all the primary areas which are
- configurable. Options available are Editor configuration*, Keyboard
- customize, Screen mode, Colors, Help and overlay file path*, Memory
- usage, Defaults, or Quit/Save. These are described below.
-
- * Available while editing the registered version only.
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 The Setup Utility 115
-
-
-
-
- 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 keystrokes, as described
- earlier throughout this documentation. This setup option permits
- 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
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
- [UP] [DOWN] Selects the editor command you wish to change.
-
- [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.
- DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
-
- 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], etc...) and
- any keystroke involving a function key ([F1], [CTRL-F4], etc...).
-
-
-
-
-
- TheDraw v4.51 The Setup Utility 116
-
-
-
-
- Press [ESC] to save any changes to keystrokes. You will be
- prompted to verify the save. 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] keystrokes
- from working properly. TheDraw gets around this by using a custom
- keyboard driver. The factory defaults from TheSoft will work for
- the great majority of computers. However, if you have difficulties
- try this setup configuration option.
-
- 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] and [ALT-RIGHT] in that
- order. The scan codes returned by your keyboard are displayed.
-
- Next you can experiment to see that everything is indeed working
- properly. Press [CTRL-UP/DOWN] and [ALT-LEFT/RIGHT] until
- satisfied the keys were programmed correctly. Press [ENTER] to
- return to the main menu.
-
- Note:
- A few computers react badly to this driver. If your computer
- does not operate as expected when running TheDraw, start the
- setup utility by typing (from the dos prompt):
-
- SETUP *
-
- Press [ENTER] to start Setup. The current settings of the
- keyboard driver will be displayed. Respond [Y]es or [N]o if the
- setting is correct. If after deactivating the driver your
- computer still locks, please contact TheSoft.
-
-
-
- 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.
-
-
- TheDraw v4.51 The Setup Utility 117
-
-
-
-
- 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 or LCD 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.
-
-
- 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.
-
-
-
-
-
-
-
-
- TheDraw v4.51 The Setup Utility 118
-
-
-
-
- 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 v4.51 The Setup Utility 119
-
-
-
-
- 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.
-
- Note: Many of the defaults may be changed using TheDraw's internal
- Setup screen also.
-
-
-
-
-
-
-
- TheDraw v4.51 The Setup Utility 120
-
-
-
-
- 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 dos prompt.
-
- 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, type [R] under the editor configuration.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- TheDraw v4.51 The Setup Utility 121
-
-
-
-
- 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 v4.51 Appendix A 122
-
-
-
-
- APPENDIX B
-
- EXTENDED/SPECIAL CHARACTER SET
-
-
- The following lists every symbol 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