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- 11-21-90
- The Whitewater Group
-
- *****************************************************
- Notes for the Whitewater Resource Toolkit version 3.0
- *****************************************************
-
- This file contains changes to the documentation and
- additional information since the manual went to press.
-
- CAUTION
-
- Do not modify (save) the resources of a running
- application. Saving a resource usually changes the
- locations of the resources within the file (assuming the
- size of the resource has changed).
-
- Windows may not be able to run if it tries to load any
- resource it can't find.
-
-
- GENERAL INFORMATION
-
-
- On-line Help
- -----------
-
- On-line help is available for the Resource Toolkit. To
- access help from the Resource Manager, click its Help
- button; from within an editor, use the editor's Help
- menu. Both methods open the Help window. To see
- instructions for using help, open the Help window, then
- choose Using Help from the Help window's Help menu.
-
-
- Dynamic Link Libraries
- ----------------------
-
- As stated in the manual, all the resource editors can
- modify resources from resource (RES) files and executable
- (EXE) files. In addition to these files, each editor can
- modify resources from a dynamic link library (DLL). This
- is not stated in the manual.
-
- A dynamic link library (DLL) is an executable module
- containing resources plus functions that can be called by
- Windows applications. A DLL is similar to a run-time
- library, except that it's linked to a program at run time
- rather than when conventional application files are
- linked. The library is activated when another module
- calls one of its functions, thus allowing it to be used
- by multiple applications or programs. This means common
- routines can be consolidated into a single module rather
- than duplicated in each program that uses them.
-
- Routines in a DLL can be modified without relinking the
- DLL to the programs that use it. This contrasts with
- normal object libraries, which have to be relinked
- whenever their routines are modified.
-
- To save a new or modified resource into an existing DLL,
- choose Save Into from the File menu.
-
-
- Opening and Saving Files
- ------------------------
-
- The dialog boxes used throughout the Resource Toolkit for
- opening or saving files have been modified since the
- manual went to print. The radio buttons that were
- formerly grouped together as File Extension radio buttons
- are now organized as File Type radio buttons. The File
- Type radio buttons slightly modify the dialog's
- functionality in order to simplify file selection.
-
- The principal change is that the File Type radio buttons
- limit the files that are displayed in the dialog's Files
- box, whereas the File Extension radio buttons didn't
- limit the file display. For example, to open an existing
- RES file, choose the RES button in the File Type field,
- and only RES files will be displayed in the Files box.
- To change the file display to EXE files, simply choose
- the EXE button from the File Type field. To save a new
- or modified resource into, say, an existing DLL file,
- choose the DLL button from the File Type field, then
- select an existing file. Thus, once the open or save
- dialog is on your screen, the first step is always to
- choose a radio button from the File Type field, unless,
- of course, the button you want is the dialog's default
- choice.
-
- The following summarizes the saving options available
- from the File menu in the Resource Toolkit's editors:
-
- Save saves the current resource under its original name.
- Thus, choosing Save from the File menu doesn't open a
- dialog unless the current resource is a new resource that
- wasn't opened from an existing file. For new resources,
- Save functions the same as Save As.
-
- Save As saves the current resource under a different
- name. Generally, use Save As to create a new file. The
- types of files you can create are BMP (Bitmap Editor),
- CUR (Cursor Editor), DLG (Dialog Editor), ICO (Icon
- Editor), RC (Accelerator, Menu, and String editors), and
- RES files (all editors). When saving a resource into a
- RES file, Save As lets you save the resource into a new
- or existing RES file. If you save the resource into an
- existing RES file, Save As functions the same as Save
- Into.
-
- Save Into saves the current resource into an existing
- RES, EXE, or DLL file. In addition, in the Bitmap
- Editor, Save Into can save the bitmap into an existing
- BMP file; in the Cursor Editor it can save a cursor into
- an existing CUR file; and in the Icon Editor it can save
- an icon into an existing ICO file.
-
- In BMP, CUR, or ICO files, Save Into writes over the
- existing resource stored in the file, replacing it with
- the current resource.
-
- RES, EXE, and DLL files, however, store multiple
- resources. Thus, you must assign a name to each
- resource you save into one of these file types. If you
- assign the resource a unique name, the new resource is
- added to the file. If you assign a name already used by
- another resource in the file, Save Into gives you the
- option of either replacing the existing resource, or
- preserving the existing resource by assigning a different
- name to the current resource.
-
- Save Into cannot be used to save a resource into a new
- file.
-
- NOTE. Adding a new resource to EXE and DLL files doesn't
- enable the resource. You must define functionality for
- the resource in the source code.
-
-
- Checking Free Memory
- --------------------
- Page 14 of the manual tells you how to check the amount
- of memory available to the Resource Toolkit and to
- Windows. It states that you can check free memory in
- either of two ways: open the Toolkit's About Box or
- press Ctrl+O. It should also mention that the About Box
- can be opened only from the Resource Manager, and that
- Ctrl+O works only from within one of the editors.
- Ctrl+O doesn't work from the Resource Manager.
-
-
- OS/2 Format Bitmaps
- -------------------
-
- Occasionally, a Windows program might contain a bitmap
- that was created in OS/2 format. In those instances, you
- should be able to edit the bitmap using the Resource
- Toolkit. However, OS/2 format bitmaps are not supported
- by the Resource Toolkit 3.0. Thus, you cannot create
- OS/2 format bitmaps, and though you should be able to
- edit existing OS/2 format bitmaps, the Resource Toolkit's
- capacity for editing them has not been fully tested and
- is not officially supported.
-
-
- ADDITIONS OR CHANGES TO THE EDITORS
-
-
- Dialog Editor
- -------------
-
- a) Pages 76-77 tell you how to create an owner-draw
- button. The information is correct; however, a new
- tool has been added to the Resource Toolkit to
- simplify the process. To create an owner-draw button,
- select the Owner Draw tool. Owner Draw is one of the
- tool styles available under the Button tool.
-
- b) Pages 76 and 78 both say that to define a logical
- group you use the Set Group item on the Dialog menu.
- This is a typing error. The correct item to use is
- Start Group on the Controls menu.
-
- c) Dialogs with menus don't display menus in the editor.
- The client area of the dialog will appear to be larger
- in the y direction than it really is due to the space
- reserved for the non-displaying menu.
-
- d) Group boxes don't need the group bit set. They
- exhibit the grouping behavior without setting the
- group bit. For this reason, Start Group in the
- Controls menu is always shown as checked and disabled
- for group boxes. The Group check box in the group
- box's Style dialog has no affect.
-
- e) The size of a control is determined by the values set
- in the (cx,cy) fields in its Attributes box. These
- values are set automatically if you size the control
- with the mouse; you can set them yourself by opening
- the control's Attributes box (double-click the
- control, or select it and choose Attributes from the
- Control menu) and entering values in the (cx,cy)
- fields.
-
- If a control's (cx,cy) values are set to (0,0), the
- control seemingly disappears from the dialog (except
- for an icon control, which still displays because
- Windows ignores the size information for icons).
- However, though the icon isn't visible on your screen,
- it is still in the dialog resource and will be defined
- in any file you save the resource into.
-
- To fix a control whose (cx,cy) fields are (0,0):
-
- > Choose Select All from the Edit menu. This selects
- all the dialog's controls -- including the
- "invisible" control.
-
- > De-select all visible controls by pressing the Shift
- key and clicking each control with the mouse
- pointer. Now the only control still selected is the
- "invisible" control.
-
- > Choose Attributes from the Controls menu, then enter
- positive integer values in the (cx,cy) fields. This
- gives the "invisible" control dimensions that allow
- the Dialog Editor to display it.
-
-
- Bitmap Editor
- -------------
-
- Page 99 of the manual states that the values you can
- specify for both height and width of a bitmap range from
- 1 to 200 pixels. This is no longer true. The values you
- can specify for both height and width are limited only by
- available memory.
-
- Page 94 of the manual states that two-color bitmaps in
- the Bitmap Editor are always black and white. This isn't
- true. You can edit the text and background colors for
- two-color bitmaps.
-
- To edit the text or background color for a two-color
- bitmap:
-
- > Choose either Text Color or Background Color from the
- Options menu. This opens a dialog that lets you
- change the color's RGB color number.
-
- > If you know the RGB color number you want, type it
- into the editing fields. Otherwise, use the scroll
- bars to scroll a color blend. The color box to the
- right of the scrolls shows the current blend of red,
- green, and blue.
-
- > Click Accept or Cancel:
-
- - Accept replaces the original color in the palette
- with the color you specified.
-
- - Cancel cancels the editing operation and restores
- the original color to the palette.
-
- NOTE. For a two-color bitmap, you can't save the
- modified palette as you can with a 16-color bitmap.
- However, saving the bitmap into a file also saves its
- color values. When you later open the bitmap file, the
- palette contains the edited rather than the default text
- and background colors.
-
-
- Bitmap, Cursor, and Icon Editors
- --------------------------------
-
- When pasting into the Bitmap, Cursor, or Icon editors, if
- the area you define for pasting isn't the same size as
- the contents of the Clipboard, a dialog now opens so you
- can choose one of two options:
-
- - Shrink/stretch the contents of the Clipboard so it fits
- within the area you've selected for pasting.
-
- - Clip contents of the Clipboard. Paste then copies
- whatever fits within the bounded area, measuring from
- the upper left corner of both the Clipboard and the
- selected area.
-
-
- Accelerator Editor
- ------------------
-
- An Alt column has been added to the Accelerator Editor.
- The Alt column lets you include the Alt key as part of
- the accelerator definition.
-
- Generally, you can define any virtual key or any
- character key as an accelerator in your application.
- However, you should avoid conflicts with Windows's use of
- accelerators. For example, you shouldn't define F10 as an
- accelerator in your application because it conflicts with
- Windows's use of F10 to activate a menu bar. In
- addition, you should observe the standards accepted by
- most Windows applications. For example, if your
- application has an Edit menu, you should define Del as
- the accelerator for Cut, Shift+Del as the accelerator for
- Paste, and so on.
-
- For detailed guidelines to the conventions observed by
- Windows programs, consult the following IBM publication:
-
- "Systems Application Architecture:
- Common User Access
- Advanced Interface Design Guide"
- International Business Machines Corp., 1989
-
-
- Header Editor
- -------------
-
- Page 154 in the manual states that Put can place a new
- symbol into the currently selected row. That isn't true.
- Put can change the value of the currently selected
- symbol, without changing the symbol's position in the
- header file. If you type a unique symbol into the Symbol
- field and click on Put, Put functions the same as To End.
-
- CAUTION: If you click the Save button in the Header
- Editor, only #define statements are saved in the file.
- Any comments, structure definitions, conditional pre-
- processor commands, nested includes, etc., are stripped
- from the header file. If your header file contains
- anything other than #define statements, you can use the
- Header Editor to view defined symbols in the file.
- However, you may not want to use the Header Editor to
- save new or modified symbol definitions into that file.
-
-
- KNOWN ERRORS
-
- a) Text strings containing literal escape values
- shouldn't be written to RC or DLG files. This is
- because the escape values are written in hex format,
- which is incompatible with RC file format. The work
- around is to save resources containing literal escape
- value text strings directly into RES or EXE files.
-
- b) If you try to open or save a file when you don't have
- enough memory to do so, the Resource Toolkit displays
- an error box stating that dynamic memory is too low to
- implement your request. However, the Cursor and Icon
- editors sometimes display the wrong message. If
- either of these editors opens a dialog that says "WRT
- System Error #1 Name:height" or "WRT System Error #1
- Name:killDisplayBrush", the problem is that there
- isn't enough dynamic memory available to implement
- your request. To increase available dynamic memory,
- you can close some of the Toolkit editors that are
- currently open. Chapter 2 of the user's manual tells
- you how to increase available dynamic memory.
-
- c) The Dialog Editor lets you select the font and point
- size for all text displayed within the dialog.
- However, if you request a font/point size combination
- that isn't available or isn't installed on your
- system, the Dialog Editor accepts the request, but
- then reverts without warning to the default System
- font in 10 points.
-
- For example, assume the dialog is currently using
- Helvetica font in 24 point size. If you edit the font
- selection to Courier without changing the point size
- (Courier doesn't have 24 point type), the Dialog
- Editor accepts your request; however, without issuing
- a warning, it reverts all text in the dialog to the
- default System font in 10 points.
-
- e) The File Open, File Save As, and File Save Into
- dialogs let you use DOS conventions for changing the
- current directory. For example, to see a file display
- from the directory above the current directory, you
- can type .. into the Filename field and press Enter or
- click OK. However, these dialogs raise an error box
- if you type a request like the following into the
- Filename field:
-
- ..\TEST
-
- Correct behavior for the dialog would be to go to the
- parent directory, then if a TEST subdirectory exists,
- go down to that subdirectory. If no TEST subdirectory
- exists, select a file named TEST and append the file
- extension indicated in the File Type field.
-
- The work around depends on what you're trying to do:
-
- - To get to the TEST subdirectory, first go to the
- parent directory using the .. convention, then
- from there, go to the TEST directory.
-
- - To request a file in the parent directory, eliminate
- ambiguity from your request by including a file
- extension with the file name. For example, type
-
- ..\TEST.RES
-
- to request file TEST.RES in the parent directory.
-
- f) In the Menu Editor, \t in the Item Text field inserts
- a tab in the menu text and \a assigns the help
- attribute to the item. These are the only instances
- where the character \ can be used in the Menu Item
- field. If you attempt to use the character \ as part
- of the item text, the \ isn't saved properly.
-
-
- *****
- Thank you for purchasing the Whitewater Resource Toolkit 3.0.
-
- The Whitewater Group
-