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- How To Use the Pointer Animator
- (READ ME FIRST)
-
- This file describes the pointer animator and how to call the pointer
- animator with a predefined animation sequence. For information on how
- to make your own animated pointers, read "READ ME SECOND".
-
-
- Introduction
-
- As the name implies, the pointer animator animates the Workbench pointer.
- It does this by substituting its own pointer for the default pointer and
- then rapidly changing the pointer image to cause the illusion of motion.
- The image sequences used are stored in standard IFF ILBM files. This
- allows you to easily edit predefined animations and create your own pointer
- animations. In addition to the normal three color pointer, the pointer
- animator also supports a fifteen color pointer.
-
- While at first this may seem like a frivolous workbench hack, it does have
- some useful applications. As well as giving you far more freedom of
- expression in your standard display, animation can cause the pointer to be
- much more visible.
-
- Our eyes are specially designed to detect motion. On a normal Workbench
- screen with a good contrast between the pointer colors and the display
- colors, you can easily distinguish the position of the pointer. On a 32
- color screen it can become much more difficult to identify the pointer at a
- glance. Even with very similar colors an animated pointer is easy to spot.
-
-
- Starting an Animation
-
- To run a pointer animation from the Workbench, all you need to do is double
- click on the animation's icon (you've probably already tried this). Running
- an animation from the CLI is only slightly more difficult. If the pointer
- will work with the default values (default values are the preset values in
- the pointer animator program), just type:
-
- pa <file>
-
- Where pa is the name of the pointer animator and <file> is the name of the
- animation file.
-
- If the pointer doesn't work well with the default values, you can change
- several parameters on the command line (or in the .info file, from the
- Workbench.) You can enter as many of the parameters as you need, as flags
- on the command line. The names and descriptions of the flags follow:
-
- s - speed. This determines the image update rate of the animation. 1 would
- be equivalent to 60 images per second (in Europe, and much of the rest of
- the world, this is 50 images per second.) This is the fastest speed
- possible. To determine the number of images per second, divide 60 (again 50
- in many places, all times given in the rest of this assume 60) by the speed.
- The default speed is 5. This is 12 images, or frames per second.
-
- h - height. The height of the pointer is measured in "pixels" (pixel is
- short for picture element: a pixel is a single dot). You can design a
- pointer for any height from 1 to 255 pixels. If you are using a predefined
- animation, it will already have a specific height. If you specify the wrong
- height, the animation will roll like a TV with the vertical sync adjusted
- incorrectly. The default height is 16 pixels.
-
- x - horizontal offset. Even though the pointer covers an area 16 pixels
- wide and many pixels high, there is only one pixel position where the pointer
- actually is. Commodore calls this position the "hot spot" of the pointer.
- On most standard pointers, the hot spot is near the upper left corner. You
- can put this spot wherever you want (but actually leaving it in the pointer
- image is a good idea.) The horizontal offset is measured in number of pixels
- right of the left side of the pointer. The default value is 0.
-
- y - vertical offset. This value, together with the horizontal position,
- determines the position of the hot spot. The vertical offset is measured in
- pixels down from the top edge. The default value is 0.
-
- Using these values from the CLI is easy. The command:
-
- pa shock -s3 -x1 -y1
-
- uses the animation sequence stored in the file "shock". It causes the
- animation speed to be 20 frames per second and the hot spot to be one pixel
- down and to the right of the top left corner of the pointer. This command
- could easily be inserted into your Startup-Sequence to cause the pointer
- animator to be automatically invoked when you turn on your Amiga.
-
- You can also set these parameters from the Workbench. First select the file
- by clicking once on the animation file's icon. Then select "Info" from the
- Workbench menu. The bottom line of the screen that appears should be
- labeled "TOOL TYPES". It will probably contain a line that says something
- like "SPEED=5". This line corresponds to the 's' flag. By using the up and
- down arrow gadgets you can step though all of the parameters. They should
- read something like this:
-
- SPEED=5
- HEIGHT=16
- X OFFSET=0
- Y OFFSET=0
-
- If any of these are missing, you can add them by clicking on the "ADD"
- gadget. When you are done, click on "SAVE" to keep the changes you made.
-
-
- Stopping the Animation
-
- If for some reason you need to stop an animation, double click on the
- "Kill Pointer" icon, or run "Kill Pointer" from the CLI. If you are just
- switching between animations, you don't need to stop the first animation
- before starting the second. It will be done automatically.
-
-
- For More Fun
-
- I strongly suggest you go make some of your own animations. It's very easy
- and the results are often better than you would have expected. For more
- information on making animations, read "READ ME SECOND"
-
-
- If You Use Pointer Animator...
-
- This program is shareware. Feel free to post copies of PNTANIM.ARC to
- bulletin boards, in user club libraries, in disk based magazines and
- wherever else you feel the urge. You may also distribute unARCed copies.
- But you must include "pa", "READ ME FIRST", "READ ME SECOND", "Kill Pointer",
- "Kill Pointer.info" ,"merge" and at least one pointer animation file with its
- ".info" file (the animation doesn't need to be one of mine.)
-
- If you use it please pay for it. If I distributed this commercially I would
- charge between $10 and $20. I won't ask for a particular amount, but please
- use these values as guidelines. In addition to the money, I would be glad to
- hear any comments or suggestions on any of my programs. Please send all
- correspondence to:
-
- Tim Kemp
- P.O. Box 23101
- Columbus, OH 43223
-
-
- Disclaimer
-
- It is sad but true, the Amiga is not very forgiving of software errors. I
- don't know of any bugs in my program. I have tried using it with several
- public domain and commercial programs, but as with any product, you can't
- test for every contingency. Therefore, in no event shall Tim Kemp be held
- liable for any damages whatsoever arising out of the use of the pointer
- animator program or any of its related programs.
-
- This means, for example, that if you are writing what is likely to become
- your third best selling novel on your favorite word processor with a pointer
- animation of four grapes paying homage to a zucchini installed and you start
- running a paint program to better conceptualize what a six dimensional war
- lord might look like when compressed along each of the possible combinations
- of four dimensions, and just as you are starting on the fifteenth drawing,
- four planets line up with a galaxy far far away and the pointer animator
- recognizes this for what it obviously is and prays to its idol the Guru, and
- seeing the animator's message of worship upon the screen you sit back too
- quickly in your chair, knocking the microwave oven you are using to heat
- Brie into your jacuzzi, which is full of attractive people of the opposite
- sex, which shorts out the oven and overloads your house's circuits and causes
- the pennies you replaced the fuses with to become slightly warm and a high
- voltage transformer miles away (but directly over major well-known fault
- line) explodes spectacularly, releasing a large amount of stored geological
- energy and a small but heavily populated section of California plunges into
- the Pacific, then I am not to blame.
-