6874 lines
273 KiB
Plaintext
6874 lines
273 KiB
Plaintext
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TheDraw Version 4.30
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Color and Monochrome Screen Image Generator/Editor
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Operation Manual
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COPYRIGHT (C) 1986-1991 by
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TheSoft Programming Services and Ian E. Davis
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All Rights are Reserved
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TheSoft Programming Services
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1929 Whitecliff Court
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Walnut Creek, CA. 94596
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Written using Turbo Pascal v5.5
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P R E F A C E
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This document is 119 pages long.
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This document is Copyright (C) 1988-1991 by TheSoft Programming
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Services. All rights reserved.
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The software programs TheDraw (TM) and TheDrawR (TM) are
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Copyright (C) 1986-1991 by TheSoft Programming Services. All rights
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are reserved.
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TheDraw and TheDrawR are registered trademarks of TheSoft Programming
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Services. Other brand and product names are trademarks or registered
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trademarks of their respective holders.
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TheDraw v4.00 Preface i
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L I C E N S E
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TheDraw is not a Public Domain program and is not free. TheDraw is
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copyright (C) 1986-1991 by TheSoft Programming Services.
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Non-registered users of this program are granted a limited two-week
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license to TheDraw to evaluate the programs suitability for their
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requirements. Any usage of TheDraw beyond evaluation time period
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requires registration of each copy of the program used. Use of non-
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registered copies of TheDraw beyond the original evaluation period is
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prohibited.
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TheDraw may NOT be modified in any respect, for any reason, including
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but not limited to, de-compiling, disassembling, or reverse
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engineering of the program. The opening title screen, help screens,
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and all other proprietary program output must never be altered,
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removed, bypassed or modified by any means.
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You are free to distribute the PUBLICLY AVAILABLE shareware version of
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TheDraw to others subject to the above restrictions and also the
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following:
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A. No fee is charged for its use.
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B. No renumeration may be accepted for TheDraw. This does not
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apply to computer access charges the system operators (Sysops)
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of or organizations owning bulletin board systems, online
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services, etc... may charge subscribers.
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C. TheDraw must be copied in unaltered form, complete with files
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containing license information, the FULL documentation and
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all accompanying files. The self-extracting archive
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distributed by TheSoft must not be altered in ANY respect.
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D. All shareware houses/distribution firms must make explicitly
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clear that the diskette purchase containing any shareware
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program has NOT registered the shareware with TheSoft.
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System Operators may make TheDraw available for download only if the
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above conditions are met. The self-extracting archive (TDRAW400.EXE)
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distributed by TheSoft or an equivilant archive may be made available
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only in complete form. Refer to section FILE LISTING to verify
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complete package contents. If the contents appear altered or not
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complete, you may obtain the latest release of TheDraw directly from
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TheSoft by sending a formatted diskette labeled with the word
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"THEDRAW". Please include $5 for handling.
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TheDraw v4.00 License ii
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Commercial distributors of "Public Domain", "Shareware", and/or User
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Supported software may distribute TheDraw subject to the above
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conditions only after obtaining WRITTEN permission from TheSoft
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Programming Services. This condition statement supersedes all
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previous agreements.
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Please refer to the section entitled registration/ordering section for
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||
additional information on registration, corporate site-licensing and
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related topics.
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||
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-----
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The above license statement does not apply to the REGISTERED version
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of TheDraw. The registered software of TheSoft Programming Services
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is protected under United States Copyright and Trademark Laws. It
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must be treated just like a book with certain exceptions as follows:
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A. TheSoft Programming Services authorizes the making of archival
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copies of the registered software for the sole purpose of
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backing-up your software and protecting your investment from
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possible loss.
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B. The medium on which the registered software is recorded is
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||
transferred to the customer, but not the title to the software.
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C. The customer may resell or distribute unmodified copies of the
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registered software provided the customer has purchased from
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||
TheSoft Programming one copy of the registered software for each
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||
one sold or distributed. The provisions of this software license
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||
shall also be applicable to third parties receiving copies of the
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||
registered software from the customer.
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||
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D. By saying, "just like a book", TheSoft Programming means that the
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||
registered software may be used by any number of people and may be
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||
freely moved from one computer location to another so long as there
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||
is ABSOLUTELY NO POSSIBILITY of it being used at one location while
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||
being used at another. Just like a book that cannot be read by two
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||
different people in two different locations at the same time.
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||
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||
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TheDraw v4.00 License iii
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O R D E R I N G I N F O R M A T I O N
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Once a registered user of TheDraw, you are free to utilize the program
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as often as you wish. Other than having a clear conscience, there are
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||
many advantages to registered. You can opt to receive in the mail a
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registered version of TheDraw with configurable editor commands,
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enhanced editing facilities, context sensitive pop-up help, and macro
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keys. The registered version support utility routines (uncrunch and
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display) offer Bios write capability and snow/hash prevention. You
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||
are also notified via mail when significant enhancements have been
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made to the program. Once registered, all upgrades are available for
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a $5 upgrade fee plus the original TheDraw diskette (see below).
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There are two ways to register. The first is by sending $15 to
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TheSoft Programming Services along with a registration form. You do
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NOT receive the registered version of TheDraw for this registration,
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but are notified of upgrades. For an additional $5 plus $2
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shipping/handling, we send you the latest shareware and registered
|
||
versions of TheDraw on disk along with documentation (on disk) and
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utilities. If you want to receive TheDraw on a 3.5 inch diskette (720k
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format), add an additional $3 for each diskette ordered.
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||
|
||
If unsure, you can receive the latest shareware version of TheDraw for
|
||
evaluation by sending a formatted diskette plus $5 for handling.
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||
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||
Please use the following form or print the included file "MAILER" when
|
||
placing an order.
|
||
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||
-----
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||
NON U.S. residents, please send checks drawn on U.S. funds. We will
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accept non U.S. currency, but you must include an additional $5 (US)
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to cover exchange handling. Also add $5 overseas shipping/handling.
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||
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UPGRADING TO LATEST THEDRAW
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______________________________________________________________________
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Users who have registered (and received a diskette) may upgrade to the
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||
latest version of TheDraw by sending in their TheDraw ORIGINAL DISK,
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||
along with $5 (service and handling). Please use the following order
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||
form when upgrading. If there has been an address change, please
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||
indicate so on the order form.
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||
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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
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||
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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||
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TheDraw v4.00 Ordering iv
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Please Remit To: TheSoft Programming Services
|
||
1929 Whitecliff Court
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Walnut Creek, CA. 94596
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Qty. Description Each Total
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____ TheDraw Upgrade to version 4.00 $5.00 ________
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(You must return your original diskette
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||
containing your copy of the registered
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version of TheDraw)
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||
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____ TheDraw Evaluation Copy $5.00 ________
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||
(You supply diskette, no registration)
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||
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____ TheDraw Registration $15.00 ________
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||
(Does not include a new diskette with the
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||
registered version of TheDraw)
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||
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____ TheDraw Registration with 5.25" diskette $20.00 ________
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||
(Registration including diskette with the
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||
latest shareware and registered program
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||
versions along with manual on diskette)
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||
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____ TheDraw Registration with 3.5" diskette $23.00 ________
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||
(same as above except on new size media)
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||
Subtotal ________
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(Site License discount - see below) Discount [-________]
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||
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||
(U.S. orders add $2 shipping & handling) Shipping ________
|
||
(Foreign orders add $5 shipping)
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||
|
||
(Add $5 for Foreign Currency Exchange) Misc. Charges ________
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||
|
||
(CA residents please add 7.25% sales tax) Tax ________
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||
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||
TOTAL $________
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||
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||
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 v4.00 Ordering v
|
||
|
||
|
||
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||
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||
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S I T E L I C E N S E
|
||
|
||
|
||
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 5%
|
||
11 - 20 10%
|
||
21 - 30 15%
|
||
31 - 50 20%
|
||
51 - 100 30%
|
||
101+ 40%
|
||
|
||
|
||
NOTE: All prices and discounts 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.
|
||
|
||
|
||
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||
|
||
TheDraw v4.00 Site Licensing vi
|
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||
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||
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W A R R A N T Y
|
||
|
||
|
||
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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|
||
|
||
|
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|
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|
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|
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|
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|
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|
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|
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|
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TheDraw v4.00 Warranty vii
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T A B L E O F C O N T E N T S
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Preface ...................................................... i
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License
|
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Single User License ....................................... ii
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Giving out Copies ......................................... ii
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||
System Operators (Sysops) Info ............................ ii
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Software Distributors - Read this ......................... iii
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Registered Version License Agreement ...................... iii
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Ordering Information
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Registration .............................................. iv
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Upgrading to latest TheDraw ............................ iv
|
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Registration only (no diskette) ........................ iv
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Registration (diskette sent out) ....................... iv
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Getting a Trial Copy ................................... iv
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Getting a 3.5 inch diskette ............................ iv
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Invoice Order Form ........................................ v
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Site Licensing ............................................ vi
|
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Bulk Order Discounts ................................... vi
|
||
Purchase Order Terms and Requirements ..................... vi
|
||
Tax Exceptions ......................................... vi
|
||
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Warranty ..................................................... vii
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Introduction ................................................. 1
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Definitions .................................................. 3
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System Requirements .......................................... 4
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Multitasking Environments ................................. 4
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Get Running .................................................. 5
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Floppy Disk Installation .................................. 5
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Hard Disk Installation .................................... 5
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Make it Do Something ...................................... 6
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The Demo Files ............................................ 6
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Moving to TheDraw Version Three and Beyond ................ 7
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File Listing .............................................. 8
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The Setup Utility ............................................ 9
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Why Setup? ................................................ 9
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Windows and Selecting Options ............................. 10
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Saving and Aborting Changes ............................... 10
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Running Setup ............................................. 10
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Main Menu .............................................. 11
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Editor Configuration ................................ 11
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Changing a key entry ............................. 11
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Allowed Keystrokes ............................... 12
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TheDraw v4.00 viii
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The Setup Utility (cont)
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Keyboard Customize .................................. 12
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Screen Mode ......................................... 13
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Colors .............................................. 14
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Files Directory ..................................... 14
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Memory Usage ........................................ 15
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Defaults ............................................ 15
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Quit/Save ........................................... 16
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Starting TheDraw ............................................. 17
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Command Line Filespecs .................................... 17
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The Status Line ........................................... 17
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HELP! ..................................................... 18
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Cursor Control ............................................ 18
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||
Mouse Control ............................................. 19
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||
Command Summary ........................................... 20
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||
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||
Pull-Down Menu System ........................................ 21
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||
The FILES Menu ............................................ 21
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The GLOBAL Menu ........................................... 22
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||
The OPTIONS Menu .......................................... 23
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||
Setup Default Options .................................. 24
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The SCREEN Menu ........................................... 27
|
||
The ANIMATION Menu ........................................ 28
|
||
The COLOR Menu ............................................ 30
|
||
The TOGGLES Menu .......................................... 30
|
||
|
||
TheDraw Keyboard Commands .................................... 32
|
||
Alt-A Change Text Color Attributes ....................... 32
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||
Alt-B Block Action Commands .............................. 33
|
||
Copy a Block ..................................... 34
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||
Move a Block ..................................... 34
|
||
Fill a Block ..................................... 35
|
||
Block Text Operations ............................ 36
|
||
Delete a Block ................................... 37
|
||
Erase a Block .................................... 37
|
||
Block Replace Operations ......................... 37
|
||
Load a Block (normal mode only) .................. 38
|
||
Save a Block (normal mode only) .................. 38
|
||
Rescan a Block (animation mode only) ............. 38
|
||
Alt-C Clear Current Screen ............................... 38
|
||
Alt-D Set Default Clear Screen Color ..................... 39
|
||
Alt-E Change Page Layer Edit Screen ...................... 39
|
||
Sprite Editing ................................... 39
|
||
Alt-F View Function Key Sets ............................. 41
|
||
Alt-G Global Commands .................................... 41
|
||
Copy Screen ...................................... 42
|
||
Move/Rotate Screen ............................... 42
|
||
Fill Screen ...................................... 42
|
||
Global Text Operations ........................... 43
|
||
Global Replace Operations ........................ 44
|
||
|
||
|
||
TheDraw v4.00 ix
|
||
|
||
|
||
|
||
|
||
|
||
Alt-H Display Help Information ........................... 44
|
||
Alt-I Insert a Line ...................................... 45
|
||
ALT-J Animation Options .................................. 45
|
||
From Normal Edit Mode ............................ 45
|
||
From Animator Mode ............................... 47
|
||
Include - Specify Animation Include Files ...... 48
|
||
Ansi Music ................................... 49
|
||
User_Seq - Specify User Control Sequences ...... 49
|
||
Limit - Specify Animation Limiting ............. 50
|
||
Marker - Specify Animation Markers ............. 50
|
||
Movement - Toggle Storage of Cursor Movement ... 51
|
||
Normal - Convert to Normal Edit Mode ........... 51
|
||
Rescan - Rescan All Screens for New Sequence ... 52
|
||
Pause - Animation Pausing ...................... 52
|
||
Alt-K Delete a File ...................................... 53
|
||
Alt-L Load Screen from Disk .............................. 53
|
||
Alt-M Select Draw Mode (toggle) .......................... 54
|
||
Alt-N Ruler .............................................. 54
|
||
Alt-O Change Drive/Sub Directory ......................... 55
|
||
Alt-P Paint/Fill Commands ................................ 55
|
||
Alt-Q Redraw Screen (animator mode only) ................. 56
|
||
Alt-R Restore Current Line ............................... 56
|
||
Alt-S Save Screen to Disk ................................ 56
|
||
Alt-T Tab Setup .......................................... 62
|
||
Alt-U Use Color under Cursor ............................. 62
|
||
Alt-V View a Screen (not load) ........................... 62
|
||
Alt-W Edit Character (animator mode only) ................ 63
|
||
Alt-X Exit TheDraw ....................................... 63
|
||
Alt-Y Delete Current Line ................................ 63
|
||
Alt-Z Erase Cursor Character (animator mode only) ........ 64
|
||
|
||
ALT-[LEFT] Delete Current Column ......................... 64
|
||
ALT-[RIGHT] Insert a Column ............................... 64
|
||
|
||
Alt-- Toggle Color Draw Mode ............................. 64
|
||
Alt-= Toggle Macro Learning Mode ......................... 65
|
||
|
||
Alternate Color Change Options (CTRL-UP/DOWN/LEFT/RIGHT) .. 65
|
||
Solid Spaces (SHIFT-SPACE) ................................ 66
|
||
Full Screen Editing (CTRL-PRTSC) .......................... 66
|
||
|
||
The Animation System ......................................... 67
|
||
What is Ansi Animation? ................................... 67
|
||
Animation Basics .......................................... 68
|
||
A Simple Example .......................................... 68
|
||
How to Animate Something .................................. 69
|
||
Tricks of the Trade ....................................... 71
|
||
Limitations ............................................... 73
|
||
|
||
The Presentation Program (THEPP) ............................. 74
|
||
|
||
|
||
|
||
TheDraw v4.00 x
|
||
|
||
|
||
|
||
|
||
|
||
Appendix A: Setting up CONFIG.SYS ........................... 78
|
||
|
||
Appendix B: Programmers Programming Tips .................... 79
|
||
Programming in Assembler .................................. 79
|
||
Programming in Pascal ..................................... 81
|
||
Turbo Pascal v4.0 through v5.5 ......................... 83
|
||
Turbo Pascal Version 6.0 ............................... 85
|
||
Programming in C .......................................... 86
|
||
Using Object Files with C .............................. 88
|
||
Programming in Standard Basic ............................. 90
|
||
Programming in Microsoft QuickBasic v4.0 and v4.5 ......... 91
|
||
Programming in Clipper(tm) ................................ 94
|
||
|
||
Appendix C: Extended/Special Character Set .................. 96
|
||
|
||
Appendix D: Common Questions & Answers ...................... 97
|
||
|
||
Revision History ............................................. 100
|
||
|
||
The Future ................................................... 106
|
||
|
||
Comments ..................................................... 107
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 xi
|
||
|
||
|
||
|
||
|
||
|
||
I N T R O D U C T I O N
|
||
|
||
|
||
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 v4.00 Introduction 1
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw is now vastly improved over the abilities of AnsiDraw, and
|
||
most other screen editors. It is compatible with systems that have
|
||
250k of free memory available. Monochrome and Color monitor users are
|
||
supported, and a special keyboard driver allows you to redefine
|
||
keystrokes that do not operate properly or are used by other programs
|
||
(registered version). If you have an EGA or VGA video display,
|
||
TheDraw permits editing 43 or 50 line screens respectfully.
|
||
|
||
Another feature TheDraw fully supports is ANIMATION. With this
|
||
facility you can develop quick and dirty presentations, or simply make
|
||
a generic screen appear with pizzazz. You can either let TheDraw make
|
||
an animation sequence from a static image, or one can be made from
|
||
scratch; thus letting you fully control the appearance of your work.
|
||
TheDraw gives you a maximum of 16000 separate animation "entries" to
|
||
handle the most complex job. The final result can be saved either as
|
||
an ANSI file (Ansi Animation) or TheDraw format file. See the section
|
||
entitled "The Animation System" for more information.
|
||
|
||
To get started using TheDraw right away, refer to the section entitled
|
||
"Starting TheDraw". This section describes how to install and run
|
||
TheDraw.
|
||
|
||
Enjoy!
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Introduction 2
|
||
|
||
|
||
|
||
|
||
|
||
D E F I N I T I O N S
|
||
|
||
|
||
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] means to press the
|
||
'L' key.
|
||
|
||
Alt-[letter] - Alt- is always followed by another character.
|
||
Together, this symbol means to first press and
|
||
hold down the ALT key on the keyboard then type
|
||
the letter key following it. ie: Alt-A means
|
||
hold down ALT then press 'A'.
|
||
|
||
Ctrl-[letter] - This is executed the same as the ALT key.
|
||
or ^[letter] Press and hold down the CTRL then hit the
|
||
letter following. ie: CTRL-A and ^A mean the
|
||
same thing - hold CTRL then press 'A'.
|
||
|
||
[LEFT] [RIGHT] - Means to press the corresponding keypad arrow
|
||
[UP] [DOWN] key on your keyboard. Similar to the [letter]
|
||
example shown above. ie: [UP] means to press
|
||
then up arrow key.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Definitions 3
|
||
|
||
|
||
|
||
|
||
|
||
S Y S T E M R E Q U I R E M E N T S
|
||
|
||
|
||
TheDraw requires an IBM PC/XT/AT or close compatible running MsDos 2.0
|
||
or higher. In addition, a monochrome adapter or color graphics
|
||
display adapter (CGA, EGA, or VGA) plus monitor is needed to run
|
||
properly.
|
||
|
||
In a minimum configuration, 250 kilobytes of free memory are required.
|
||
The maximum memory usage is 410k of memory (8 page layers, 16000
|
||
animation entries). TheDraw will always attempt to allocate all
|
||
available memory up to the limits specified via the Setup utility.
|
||
|
||
|
||
|
||
MULTITASKING ENVIRONMENTS
|
||
______________________________________________________________________
|
||
|
||
TheDraw can be used under multitasking or windowing environments
|
||
provided the full video screen is allocated to it. The program
|
||
directly accesses video memory and the keyboard hardware for some
|
||
functions. TheDraw does not use any high resolution graphics in its
|
||
operation.
|
||
|
||
TheDraw is known to operate under Double Dos except for minor
|
||
problems. Double Dos disables certain keyboard sequences (notably
|
||
Ctrl-PrtSc). For this situation, people with the registered version
|
||
of TheDraw can use the Setup utility to redefine the function of Ctrl-
|
||
Prtsc to another key.
|
||
|
||
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 window environments if the
|
||
user wishes. Working in another window while TheDraw
|
||
attempts to refresh its screen will result in information
|
||
being overwritten. Be warned.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 System Requirements 4
|
||
|
||
|
||
|
||
|
||
|
||
G E T R U N N I N G
|
||
|
||
|
||
Setting up TheDraw to operate on your computer is not a great chore.
|
||
Refer to the section below that applies to you. If you received
|
||
TheDraw on diskette, it is suggested you backup the disk before
|
||
proceeding. It never hurts to play things safe. On diskettes
|
||
obtained from TheSoft a batch file called INSTALL.BAT is included to
|
||
simplify the initial setup (note: INSTALL.BAT is not included with
|
||
the shareware distributed version of TheDraw).
|
||
|
||
|
||
|
||
FLOPPY DISK INSTALLATION
|
||
______________________________________________________________________
|
||
|
||
If you obtained a diskette from TheSoft, you are almost set to go.
|
||
You will want to copy all the files onto the "work" diskette you will
|
||
be using frequently. To reduce space requirements, the setup utility,
|
||
documentation and demo files are compacted. Use the INSTALL batch
|
||
file to expand these files onto another diskette. ie:
|
||
|
||
A:INSTALL FLOPPY <enter>
|
||
|
||
Simply follow the online instructions presented. Once done, proceed
|
||
to the section "The Setup Utility".
|
||
|
||
|
||
|
||
HARD DISK INSTALLATION
|
||
______________________________________________________________________
|
||
|
||
Create a sub-directory of your choice to place TheDraw and files in.
|
||
Next, copy all files to the sub-directory. Example commands are:
|
||
|
||
MKDIR \THEDRAW Create a sub-directory THEDRAW in the root
|
||
directory of your hard drive.
|
||
|
||
CHDIR \THEDRAW Put Dos into the THEDRAW sub-directory.
|
||
|
||
COPY A:*.* Copy all files from diskette in drive A to the
|
||
sub-directory.
|
||
|
||
Details of the above commands will not be covered here. Please refer
|
||
to your Dos manual if you have questions. On the diskette obtained
|
||
from TheSoft, there is a batch file to simplify this process. With
|
||
the diskette in drive A, type:
|
||
|
||
A:INSTALL HD <enter>
|
||
|
||
This will do all of the above for you automatically.
|
||
|
||
|
||
TheDraw v4.00 Get Running 5
|
||
|
||
|
||
|
||
|
||
|
||
MAKE IT DO SOMETHING!
|
||
______________________________________________________________________
|
||
|
||
By this point you may be eager to start playing with TheDraw; by all
|
||
means do so. Use of the Setup utility is not absolutely necessary
|
||
unless TheDraw does not appear to run properly. To run TheDraw simply
|
||
type from the Dos prompt:
|
||
|
||
THEDRAW [ENTER]
|
||
|
||
People with the registered version type:
|
||
|
||
THEDRAWR [ENTER]
|
||
|
||
After a few seconds, TheDraw will start running and display its title
|
||
screen. Press a key, and TheDraw is ready. Quickly, two commands
|
||
you should be familiar with are:
|
||
|
||
ALT-S Save Screen to Disk
|
||
ALT-X Exit TheDraw
|
||
|
||
The former will save your efforts to disk. The latter will allow you
|
||
to exit TheDraw back to Dos. Have fun!
|
||
|
||
|
||
|
||
|
||
|
||
THE DEMO FILES
|
||
______________________________________________________________________
|
||
|
||
TheDraw comes with two demonstration files to help show some of its
|
||
capabilities; SHUTTLE2.ANS and DEMO.TD. SHUTTLE2.ANS is a simple
|
||
animation example which you can view from dos by entering:
|
||
|
||
TYPE SHUTTLE2.ANS [Enter]
|
||
|
||
Note: You must have the ANSI.SYS driver installed in your CONFIG.SYS
|
||
file for this to appear properly. See APPENDIX A for more
|
||
details on the CONFIG.SYS file. If you do not have ANSI.SYS,
|
||
THEPP (provided with registered version of TheDraw) can be used
|
||
alternatively (ie: THEPP SHUTTLE2.ANS [Enter]).
|
||
|
||
|
||
The second demo file, DEMO.TD, demonstrates the block and sprite
|
||
editing features of TheDraw. To use it, run TheDraw as described
|
||
above. Next, press ALT-L and type DEMO.TD [ENTER]. Instructions
|
||
will appear on screen showing what to do next.
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Get Running 6
|
||
|
||
|
||
|
||
|
||
|
||
MOVING TO THEDRAW VERSION THREE, FOUR AND BEYOND
|
||
______________________________________________________________________
|
||
|
||
Users of TheDraw versions 2.0, 2.1, or 2.2 will be able to start using
|
||
version 4.0 right away. The only things the user should be aware of
|
||
are the revised ALT-E command, and the block copy/move "exchange"
|
||
command. To flip page layers, the wanted layer must be specified.
|
||
This differs from the older versions which merely toggle between the
|
||
available pages.
|
||
|
||
There are many new additions to TheDraw v4.00. Some will be apparent
|
||
(such as ability to edit EGA/VGA 43/50 line screens); some will not.
|
||
The following is a list of new features added:
|
||
|
||
o EGA and VGA screen support. TheDraw now permits editing 43/50
|
||
line screens.
|
||
|
||
o Supersized edit buffer, up to 160 characters by 50 lines,
|
||
available regardless of video display mode. Autoscrolling makes
|
||
maneuvering a breeze. User can select any combination of 80/160
|
||
character widths and 25/43/50 lines for the buffer.
|
||
|
||
o Built in setup screen for adjusting those frequently changed
|
||
default settings.
|
||
|
||
o Mouse aided line drawing. Pressing and holding the middle mouse
|
||
button (or both buttons for a two-button mouse), will make
|
||
TheDraw generate line/boxes easily.
|
||
|
||
o Several new animation scanners including: Doors, Diamond,
|
||
Circle, Clock, Checkerboard, and WiggleOut. Plus the ability to
|
||
reverse any given animation scan (ie: instead of left to right,
|
||
the scan goes right to left).
|
||
|
||
o User defined Ansi control sequences may be entered into an
|
||
animation sequence.
|
||
|
||
o ANY file format (except TheDraw .TD files) may be added to an
|
||
animation sequence. For non-Ansi/Ascii files, TheDraw will
|
||
prompt to an animation scanner to use.
|
||
|
||
o Two new varieties of COM files. TheDraw will try crunching a
|
||
COM file. If this does not succeed in reducing the screen
|
||
size, a second COM type specifically for screen-width images
|
||
might be used. The latter produces 80 by 25 screens under 4096
|
||
bytes, reducing wasted disk space due to cluster allocation.
|
||
|
||
o Backup files can optionally be generated.
|
||
|
||
o TheDraw optionally can be made to prompt on exit to save
|
||
modified screens.
|
||
|
||
|
||
TheDraw v4.00 Get Running 7
|
||
|
||
|
||
|
||
|
||
|
||
o Block or Global Character/Color Replace. Choose a character or
|
||
target color combination, position the cursor upon it, then
|
||
select a replacement. It is that simple.
|
||
|
||
o Ability to insert/delete COLUMNS using the ALT-left/right arrow
|
||
key combinations.
|
||
|
||
|
||
Plus much more!
|
||
|
||
|
||
FILE LISTING
|
||
----------------------------------------------------------------------
|
||
The following briefly lists those files included with the shareware
|
||
version of TheDraw:
|
||
|
||
READ.ME Contains last-minute notes and corrections, plus
|
||
any special instructions needed.
|
||
MAILER Prints out a registration form on your printer that
|
||
can be folded and mailed directly.
|
||
WHATSNEW.DOC Gives a brief listing of major additions to TheDraw
|
||
in this latest version.
|
||
DEMO.TD Example file. Refer to the section THE DEMO FILES.
|
||
SHUTTLE2.ANS " "
|
||
PRINTDOC.EXE Program to simplify printing of this documentation.
|
||
Type PRINTDOC [Enter] from Dos.
|
||
SETUP.EXE TheDraw Setup utility. Refer to section below.
|
||
THEDRAW.EXE Shareware version of TheDraw.
|
||
THEDRAW.DOC This documentation file.
|
||
UNCRUNCH.ASM These files contain implementations of the uncrunch
|
||
UNCRUNCH.PAS algorithm needed to display screen images crunched
|
||
UNCRUNCH.H by TheDraw.
|
||
UNCRUN_N.OBJ Near code model implementation for linking purposes.
|
||
UNCRUN_F.OBJ Far code model implementation for linking purposes.
|
||
QB4UTIL.BI QuickBasic v4.x display routine declarations.
|
||
QB4UTIL.LIB QuickBasic v4.x display routines in library form.
|
||
MAKEQLB.BAT Produces .QLB and .LIB files for QuickBasic. See
|
||
"Programmers Programming Tips" for more information.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Get Running 8
|
||
|
||
|
||
|
||
|
||
|
||
T H E S E T U P U T I L I T Y
|
||
|
||
This section describes how to customize TheDraw and install your
|
||
customizations in the THEDRAW.EXE or THEDRAWR.EXE (registered version)
|
||
files.
|
||
|
||
|
||
WHY SETUP?
|
||
______________________________________________________________________
|
||
|
||
Setup is the TheDraw installation program; used to customize the
|
||
TheDraw program (EXE) file. With this utility you can specify screen
|
||
modes, change edit colors and various other defaults. Setup allows
|
||
you to change the TheDraw environment in which you operate. It also
|
||
directly modifies various values within your copy of THEDRAW.EXE or
|
||
THEDRAWR.EXE.
|
||
|
||
Via Setup you can do the following:
|
||
|
||
o Setup the default video display mode
|
||
|
||
o Change screen colors
|
||
|
||
o Resize TheDraw's usage of available memory
|
||
|
||
o Change save screen default parameters.
|
||
|
||
o Specify initial default filespec wildcards.
|
||
|
||
|
||
In the registered version of TheDraw, the Setup utility can also:
|
||
|
||
o Customize or "remap" the editor command keys and mouse buttons.
|
||
|
||
o Setup a path to the directory where help files are stored.
|
||
|
||
|
||
TheDraw comes ready to run; there is no mandatory installation. After
|
||
setting up as specified in GET RUNNING, you can use TheDraw.
|
||
|
||
However, you will need to run Setup if you want to do any of the
|
||
following:
|
||
|
||
o Change TheDraw default colors.
|
||
|
||
o Force a display mode or "snow" checking
|
||
|
||
o Customize the editor commands to preferred sequences.
|
||
|
||
o Adjust memory usage to better suit your needs.
|
||
|
||
|
||
|
||
TheDraw v4.00 The Setup Utility 9
|
||
|
||
|
||
|
||
|
||
|
||
WINDOWS AND SELECTING OPTIONS
|
||
______________________________________________________________________
|
||
|
||
The setup utility operates in a windowing user environment. You
|
||
select commands by either pressing the highlighted capital letter of a
|
||
given option, or using the Up and Down arrow keys to move to your
|
||
selection and then pressing [ENTER].
|
||
|
||
For instance, from the main Setup installation menu you can select
|
||
Editor configuration (R), Keyboard customize, Screen mode, Colors,
|
||
Help and overlay file path (R), Memory usage, Defaults, or Quit/Save.
|
||
|
||
(R) Available while editing the registered version only.
|
||
|
||
|
||
SAVING AND ABORTING CHANGES
|
||
______________________________________________________________________
|
||
|
||
In general, pressing [ENTER] will save any changes. Pressing [ESC]
|
||
(as many times as needed) will abort a function and return you from a
|
||
submenu to the main installation menu. Where this convention is not
|
||
followed, instructions are displayed on screen for you.
|
||
|
||
|
||
RUNNING SETUP
|
||
______________________________________________________________________
|
||
|
||
To get started, type SETUP [ENTER] at the DOS prompt. Once the
|
||
utility runs, you will be prompted for the filename to modify. This
|
||
allows you to have several different customized copies of TheDraw on
|
||
your system. These various copies of THEDRAW.EXE can each have
|
||
different executable program names. This allows you to customize for
|
||
various editor command-keys, menu colors, etc... if you are so
|
||
inclined. The registered program version is called THEDRAWR.EXE.
|
||
|
||
After selecting a file to edit, SETUP determines what version of
|
||
TheDraw is being updated (shareware or registered). It then proceeds
|
||
to the main menu.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 The Setup Utility 10
|
||
|
||
|
||
|
||
|
||
|
||
RUNNING SETUP: MAIN MENU
|
||
______________________________________________________________________
|
||
|
||
The main menu presents several options. Each item on the menu is
|
||
described below:
|
||
|
||
|
||
EDITOR CONFIGURATION
|
||
|
||
The editor in TheDraw provides many features, including cursor
|
||
control, color changing, various text operations, etc... These
|
||
editing commands are assigned to certain keys, as described in this
|
||
documentation. This option allows you to change the default
|
||
assignments for each function.
|
||
|
||
When you select Editor Configuration from SETUP's main menu, the
|
||
editor installation screen appears. Three columns of information
|
||
will be immediately notable:
|
||
|
||
o The first (left-most) column describes each configurable
|
||
function available in the editor.
|
||
|
||
o The second column lists Primary keystrokes. These keys are
|
||
the defaults by which TheDraw normally operates.
|
||
|
||
o The third column lists Secondary keystrokes. These are
|
||
optional alternates keystrokes you may press to invoke a
|
||
given editor action. These keystrokes always take precedence
|
||
over the primary keystrokes described above.
|
||
|
||
Along the bottom of the screen is a list of the keys used to select
|
||
and modify entries.
|
||
|
||
Key Action
|
||
_______________________________________________________________
|
||
|
||
Up and Down Selects the editor command you wish to change.
|
||
arrow keys
|
||
|
||
PgUp/PgDn Scrolls up/down one full screen page.
|
||
|
||
[ENTER] Enters the secondary keystroke modify mode.
|
||
|
||
R Restore all editor commands to the original
|
||
default values.
|
||
|
||
[ESC] Returns to the main SETUP options menu.
|
||
_______________________________________________________________
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 The Setup Utility 11
|
||
|
||
|
||
|
||
|
||
|
||
After pressing [ENTER] to modify a command, the current secondary
|
||
definition disappears. You can then type in your new definition.
|
||
Anything may be used for redefining a key except Numbers (0-9),
|
||
Letters (A-Z,a-z), Enter, Esc, and Backspace. A maximum of four
|
||
keystrokes for any given editor command is allowed; however,
|
||
certain key combinations are equal to two keystrokes. These
|
||
include ALT-(key), cursor movement keys (up, PgDn, Home, etc...)
|
||
and any keystroke involving a function key (F1, CTRL-F4, etc...).
|
||
|
||
Upon pressing ESC, if anything has been changed you are prompted to
|
||
save the changes. Next, if there are any duplicate keystrokes
|
||
SETUP will point out the first occurrence so you can clear up the
|
||
problem (marked with an asterisk).
|
||
|
||
|
||
KEYBOARD CUSTOMIZE
|
||
|
||
The true IBM-PC and certain clones have a Bios omission preventing
|
||
the Ctrl-Up, Ctrl-Down, Alt-Left, and Alt-Right key combinations
|
||
from working properly. TheDraw gets around this by using a custom
|
||
keyboard driver. The factory defaults from TheSoft will work for a
|
||
good majority of all computers. However, if you have difficulties
|
||
try this configuration.
|
||
|
||
SETUP examines the keyboard hardware to see what happens when any
|
||
of the above are pressed. Upon selecting this option, the screen
|
||
clears and prompts if you wish to continue. Next you are asked to
|
||
press Ctrl-Up, Ctrl-Down, Alt-Left, Alt-Right in that order. SETUP
|
||
will display scan codes returned by your keyboard for those keys.
|
||
|
||
Next you can experiment to see that everything is indeed working
|
||
properly. Press Ctrl-Up/Down, Alt-Left/Right until satisfied you
|
||
programmed the correct keys. When ready press [ENTER] to return to
|
||
the main menu.
|
||
|
||
Note:
|
||
A very few computers react badly to this driver. If your
|
||
computer does not operate as expected when you run TheDraw, run
|
||
the setup utility from Dos as follows:
|
||
|
||
SETUP * [Enter]
|
||
|
||
Setup will display the current setting of the driver. Respond
|
||
Yes or No if the setting is correct. If after deactivating the
|
||
driver your computer still locks, please contact TheSoft.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 The Setup Utility 12
|
||
|
||
|
||
|
||
|
||
|
||
SCREEN MODE
|
||
|
||
Normally, THEDRAW will automatically determine the correct video
|
||
mode of your computer. You should only need to change the Screen
|
||
mode option if:
|
||
|
||
o you think TheDraw is incorrectly detecting your hardware.
|
||
|
||
o you have a Color Graphics Adapter (CGA) that does not produce
|
||
the "snow" or hashing effect.
|
||
|
||
o You have an EGA or VGA video card and wish to always start in
|
||
43/50 line edit mode.
|
||
|
||
o your computer has a composite video screen, appearing like a
|
||
CGA but with only one color. In this case, you want the
|
||
Black and White screen option.
|
||
|
||
Upon pressing S to select this option, a pop-up menu will appear
|
||
with the available options. These are fairly apparent:
|
||
|
||
|
||
DEFAULT
|
||
|
||
TheDraw will operate in the mode active when first run.
|
||
|
||
|
||
BLACK AND WHITE
|
||
|
||
TheDraw will use composite black and white mode (80 column),
|
||
regardless of the active mode when first run. The original
|
||
video mode will be selected when you exit TheDraw.
|
||
|
||
|
||
COLOR
|
||
|
||
TheDraw will use color mode (80 column), regardless of what mode
|
||
active when first run. The original video mode will be selected
|
||
when you exit TheDraw.
|
||
|
||
|
||
EGA/VGA
|
||
|
||
TheDraw will use color mode (80 column) and 43/50 lines,
|
||
regardless of what mode was active initially. Initial video
|
||
mode is restored upon exit from TheDraw.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 The Setup Utility 13
|
||
|
||
|
||
|
||
|
||
|
||
MONOCHROME
|
||
|
||
TheDraw uses monochrome video mode, and switches back to the
|
||
previous mode upon exiting.
|
||
|
||
After selecting one of the first three options above (Default, B&W,
|
||
or Color), SETUP checks the screen for snow. If you see snow or
|
||
hashing, respond Yes to the prompt that appears.
|
||
|
||
|
||
|
||
COLOR CONFIGURATION
|
||
|
||
TheDraw holds three complete sets of configurable colors. Which
|
||
color set is used depends on the initial screen mode specified
|
||
above. The sets are for Color, Black and White, and Monochrome
|
||
screen users. A pop-up window prompts for which set to edit.
|
||
|
||
After selecting a color set, another pop-up prompts for the item
|
||
type to configure. Options are the Edit Screen, Main Help Display,
|
||
Directory (Load/View) Screen, Pop-up help, and Pull-Down menu
|
||
display.
|
||
|
||
Next, a menu of configurable items under that type appears.
|
||
Selecting one displays a view port and list of available colors.
|
||
The view port shows an example of the screen item you chose. It
|
||
also reflects any changes in colors as you scroll through the color
|
||
palette.
|
||
|
||
Use the arrows keys to select a color to your liking from the
|
||
palette. Watch the view port to see how the item looks in that
|
||
color. Press [ENTER] or [ESC] to save your choice.
|
||
|
||
Now repeat this procedure for every screen color item you want to
|
||
customize. When done, press [ESC] until you return to the main
|
||
SETUP menu.
|
||
|
||
|
||
|
||
FILES DIRECTORY
|
||
|
||
The Files Directory is used by TheDraw to find its files. The
|
||
shareware version looks for the pick list file (THEDRAW.PCK) there.
|
||
The registered version of TheDraw looks for its help and macro key
|
||
files there in addition.
|
||
|
||
The current setting is displayed for you. To change it, simply
|
||
type in the new directory. Enter a period (.) by itself to use the
|
||
current directory of Dos when TheDraw is loaded. Press [ENTER]
|
||
without entry to leave unchanged.
|
||
|
||
|
||
|
||
TheDraw v4.00 The Setup Utility 14
|
||
|
||
|
||
|
||
|
||
|
||
MEMORY USAGE
|
||
|
||
TheDraw always tries to allocate all available memory up to limits
|
||
specified by this SETUP option. When fully configured, TheDraw can
|
||
use as much as 410k of memory. Memory is allocated first for
|
||
screen page layers and then for the animation system.
|
||
|
||
If you have limited memory, there might not be enough space for 8
|
||
page layers and 16000 animation entries (maximum usage). There may
|
||
however be enough space for 4 page layers and 5000 animation
|
||
entries, or just one layer, or anything in between.
|
||
|
||
This is when you may wish to override the automatic memory
|
||
allocation. To make TheDraw operate as in earlier versions, you
|
||
would want just 2 page layers and 5000 entries. Feel free to
|
||
experiment. Keep in mind that TheDraw will scale down all settings
|
||
when loaded if there is insufficient memory.
|
||
|
||
Upon selecting this option the current settings are displayed for
|
||
you. The amount of memory occupied by screen page layers and the
|
||
animation system is also indicated. If you wish to change them
|
||
answer Yes to the prompt. You can then enter new values for both.
|
||
|
||
|
||
|
||
DEFAULTS
|
||
|
||
TheDraw has certain default values used throughout the program.
|
||
Some of these are:
|
||
|
||
o Initial edit colors
|
||
o Default file extensions
|
||
o Default file save parameters
|
||
o Sticky directory wildcards
|
||
o Initial work file directory
|
||
etc...
|
||
|
||
Selecting Defaults from the main setup menu displays a screen with
|
||
several fields. Use the up and down arrow keys to select the field
|
||
you wish to change. PgUp/PgDn switches between the three screens
|
||
of options. To change a value follow the on screen directions.
|
||
Pressing "R" at any time restores all "factory" defaults. Press
|
||
[ESC] when satisfied with your changes.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 The Setup Utility 15
|
||
|
||
|
||
|
||
|
||
QUIT/SAVE
|
||
|
||
Once all changes are completed, select Quit/save at the main SETUP
|
||
menu. The message:
|
||
|
||
Save Changes? (Y/N)
|
||
|
||
appears along the bottom line of the screen. Reply Yes, and all
|
||
the changes you have made will be saved into TheDraw. Reply No,
|
||
and all your changes are ignored. After either reply, you return
|
||
to the operating system (Dos).
|
||
|
||
If you ever decide to reset TheDraw completely to factory defaults,
|
||
simply copy the EXE program file from your original disk (you did
|
||
make one right?) onto your work disk. If you just want the editor
|
||
commands restored, select the R command under Editor Configuration.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 The Setup Utility 16
|
||
|
||
|
||
|
||
|
||
|
||
S T A R T I N G T H E D R A W
|
||
|
||
|
||
COMMAND LINE FILESPECS
|
||
______________________________________________________________________
|
||
|
||
For convenience, TheDraw allows you to specify a filespec from Dos
|
||
when first running the program. ie:
|
||
|
||
THEDRAW DEMO.TD
|
||
|
||
Only one file may be specified this way. All files are loaded onto
|
||
page layer one (except for THEDRAW format files which may contain
|
||
multiple layers).
|
||
|
||
|
||
|
||
THE STATUS LINE
|
||
______________________________________________________________________
|
||
|
||
The status line of TheDraw shows various information about the state
|
||
of the program. Each structure in the status line is described below:
|
||
|
||
(xx,xx) Displays the current cursor position.
|
||
|
||
Color Indicates the current drawing color. This color is
|
||
used for any new characters placed onto the screen.
|
||
|
||
Text, The word displayed indicates if TheDraw is in normal
|
||
Attr, or text, color draw mode, or line draw mode. In color
|
||
Draw draw mode, moving the cursor changes characters to
|
||
the current colors. In Draw mode, moving the
|
||
cursor with the arrow keys draws a line in the moved
|
||
direction.
|
||
|
||
Ins Appears when TheDraw is in Insert keystroke mode.
|
||
When on, typing a character shifts everything to the
|
||
right to make room for the new character.
|
||
|
||
Page:x or Indicates the current screen page edit layer. In
|
||
Anim:x animation mode (see The Animation System for more
|
||
details), the word Anim appears. In addition, this
|
||
structure indicates when TheDraw is in sprite edit
|
||
mode (see ALT-E). In sprite mode, the structure
|
||
appears in capital letters. ie: PAGE or ANIM.
|
||
|
||
Set:xx Number of the current function key set. This set
|
||
appears immediately after this indicator.
|
||
|
||
|
||
Note: The symbol "x" or "xx" indicates a number of some value.
|
||
|
||
|
||
TheDraw v4.00 Starting TheDraw 17
|
||
|
||
|
||
|
||
|
||
|
||
HELP!!!
|
||
______________________________________________________________________
|
||
|
||
The shareware version of TheDraw contains three outline help screens
|
||
available from command mode (no sub-functions being used) by pressing
|
||
ALT-H. These outline screens display brief notes about all operations
|
||
available in the program.
|
||
|
||
The registered version of TheDraw supports context sensitive help. In
|
||
other words, pressing ALT-H anywhere in the program will bring up
|
||
specific information on that area of TheDraw. This can be very useful
|
||
during the learning stage or for rarely used functions.
|
||
|
||
|
||
|
||
CURSOR CONTROL
|
||
______________________________________________________________________
|
||
|
||
The cursor may be moved by using the following keys:
|
||
|
||
Key Action
|
||
_____________________________________________________
|
||
|
||
Up Arrow Up one line
|
||
Down Arrow Down one line
|
||
Left Arrow Left one position
|
||
Right Arrow Right one position
|
||
Home First column of current line
|
||
End Last column of current line
|
||
PgUp First line in current column
|
||
PgDn Last line in current column
|
||
Ctrl-Home First Character of current line
|
||
Ctrl-End Last Character of current line (plus 1)
|
||
Ctrl-PgUp Upper-left position of screen
|
||
Ctrl-PgDn Lower-right position of screen
|
||
Tab Next set Tab position (see Alt-T)
|
||
Shift-Tab Previous set Tab position (see Alt-T)
|
||
Enter First column of following line
|
||
_____________________________________________________
|
||
|
||
|
||
Naturally, if you attempt to move past the screen border no action
|
||
will be taken. If no tab position follows the current location,
|
||
pressing [TAB] will return you to column one of the current line.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Starting TheDraw 18
|
||
|
||
|
||
|
||
|
||
|
||
MOUSE CONTROL
|
||
______________________________________________________________________
|
||
|
||
TheDraw fully supports the use of a Microsoft Mouse or compatible
|
||
device. Pull down menus and other facilities are available (see
|
||
section PULL DOWN MENU SYSTEM). You may use either a two or three
|
||
button mouse with TheDraw.
|
||
|
||
The mouse operates differently depending on where you are in TheDraw.
|
||
At command mode (no sub-functions in use) the mouse functions are:
|
||
|
||
MOVEMENT: Moves cursor.
|
||
LEFT BUTTON: Marks a block.
|
||
MIDDLE BUTTON: Toggles line drawing mode
|
||
RIGHT BUTTON: Activates pull down menu system.
|
||
|
||
|
||
In any sub-function:
|
||
|
||
MOVEMENT: Moves cursor/block/screen/etc... If movement
|
||
is allowed, you can use the mouse.
|
||
LEFT BUTTON: Equivalent to pressing [ENTER].
|
||
MIDDLE BUTTON: Unused.
|
||
RIGHT BUTTON: Displays a small window with all current menu
|
||
options.
|
||
|
||
|
||
Someone comfortable with a mouse will find TheDraw easy to get used
|
||
to. The mouse is usable everywhere in the program. If no particular
|
||
mouse indicator appears, the RIGHT mouse button will generally pop up
|
||
a window with available options. Simply click the RIGHT button on
|
||
the wanted option to select it.
|
||
|
||
Users without a mouse will find TheDraw operates normally without
|
||
change.
|
||
|
||
Note: A Microsoft compatible mouse driver (MSMOUSE.SYS or similar
|
||
program) must be installed into your CONFIG.SYS file before
|
||
TheDraw will recognize the device. See APPENDIX A for
|
||
information on configuring Config.Sys. Once the driver is
|
||
installed, TheDraw auto-detects the presence of the mouse.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Starting TheDraw 19
|
||
|
||
|
||
|
||
|
||
|
||
COMMAND SUMMARY
|
||
______________________________________________________________________
|
||
|
||
TheDraw provides the following 37 command functions, available through
|
||
ALT-Letter or CTRL-Letter key sequences plus a pull-down menu system.
|
||
|
||
|
||
Alt-A Change Text Color Attributes
|
||
Alt-B Block Action Commands
|
||
Alt-C Clear Current Screen
|
||
Alt-D Set Default Clear Screen Color
|
||
Alt-E Select Screen Page Layers
|
||
Alt-F View Function Key Sets
|
||
Alt-G Global Commands
|
||
Alt-H Display Help Information
|
||
Alt-I Insert a Line
|
||
Alt-J Animation Options
|
||
Alt-K Delete a File
|
||
Alt-L Load Screen from Disk
|
||
Alt-M Select Draw Mode (toggle)
|
||
Alt-N Ruler
|
||
Alt-O Change Drive/Sub Directory
|
||
Alt-P Paint/Fill Commands
|
||
Alt-Q Redraw Screen (animator)
|
||
Alt-R Restore Current Line
|
||
Alt-S Save Screen to Disk
|
||
Alt-T Tab Setup
|
||
Alt-U Use Colors under Cursor
|
||
Alt-V View a Screen (not load)
|
||
Alt-W Edit Character (animator)
|
||
Alt-X Exit TheDraw
|
||
Alt-Y Delete Current Line
|
||
Alt-Z Erase Cursor Character (animator)
|
||
Alt-- Select Color Draw Mode (toggle)
|
||
Alt-= Toggle Macro Learning Mode (reg. version)
|
||
Ctrl-PrtSc Toggle Full Screen Editing mode
|
||
Alt-Left Arrow Delete column
|
||
Alt-Right Arrow Insert column
|
||
|
||
Ctrl-Up Arrow Increment Foreground Color
|
||
Ctrl-Down Arrow Decrement Foreground Color
|
||
Ctrl-Left Arrow Increment Background Color
|
||
Ctrl-Right Arrow Decrement Background Color
|
||
|
||
Shift-Space Put a "Solid" space on the Screen.
|
||
|
||
ESC Activate pull-down menu system from keyboard.
|
||
|
||
The section THEDRAW KEYBOARD COMMANDS on the following pages contains
|
||
explanations for each of the above.
|
||
|
||
|
||
|
||
TheDraw v4.00 Starting TheDraw 20
|
||
|
||
|
||
|
||
|
||
|
||
P U L L D O W N M E N U S Y S T E M
|
||
-----------------------------------------
|
||
|
||
TheDraw can be fully controlled via pull down menus. The menus
|
||
greatly simplify learning TheDraw by conveniently showing all related
|
||
commands.
|
||
|
||
The pull down menus are activated from command mode using one of two
|
||
ways. Pressing either the [ESC] key on the keyboard or if using a
|
||
mouse the RIGHT-most button. The following options bar will appear
|
||
across the top of the screen:
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> Files Global Options Screen Animation Color Toggles Help <20>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
Each heading is described briefly below. For full functional
|
||
descriptions, please refer to the appropriate section under THEDRAW
|
||
KEYBOARD COMMANDS.
|
||
|
||
|
||
The FILES Menu
|
||
----------------------------------------------------------------------
|
||
The Files pull-down menu offers assorted options for loading or
|
||
viewing existing files, deleting old files, and saving the screen
|
||
image currently being edited. When you load a file, it is read into
|
||
the screen edit area. When done with a file, you can save it to any
|
||
directory or file name. In addition, from this pull-down you can
|
||
change to another directory, temporarily go to a Dos Shell, or exit
|
||
TheDraw completely.
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> Load <20>
|
||
<20> View <20>
|
||
<20> Delete <20>
|
||
<20> Change Dir <20>
|
||
<20> Save <20>
|
||
<20> Quit <20>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
LOAD - Load a File (ALT-L)
|
||
|
||
Displays a list of files under the current directory. You can use
|
||
DOS-style wildcard masks for a listing of specific wanted files.
|
||
Simply type in the name of the file to load or use the arrow keys
|
||
to move the selector bar and press [ENTER]. Activate the pick list
|
||
by pressing the TAB key or the RIGHT-most mouse button.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Pull Down Menu System 21
|
||
|
||
|
||
|
||
|
||
VIEW - View a File (ALT-V)
|
||
|
||
Similar to LOAD, except the image is loaded only temporarily.
|
||
Pressing [ENTER] returns to command mode.
|
||
|
||
|
||
DELETE - Delete a File (ALT-K)
|
||
|
||
Allows files to be deleted from within TheDraw. The screen
|
||
operates identically to the LOAD option above. The difference
|
||
being TheDraw will attempt to delete any file you select.
|
||
|
||
|
||
CHANGE DIR - Change Working Directory (ALT-O)
|
||
|
||
Displays all subdirectories in the current directory. Select the
|
||
wanted directory by typing it in or using the arrow keys and
|
||
pressing [ENTER]. To change to another drive, simply type the
|
||
wanted drive followed by a colon. ie: "C:"
|
||
|
||
|
||
SAVE - Save Current Screen to a File (ALT-S)
|
||
|
||
Saves current screen image to one of a variety of file formats.
|
||
|
||
|
||
QUIT - Quit/Shell from TheDraw (ALT-X)
|
||
|
||
Allows you to either exit TheDraw completely or leave the program
|
||
just temporarily. In both cases, you end up at the Dos prompt.
|
||
|
||
To return to TheDraw from a Dos Shell, type EXIT. This is useful
|
||
when you want to run a DOS command without quitting TheDraw.
|
||
|
||
|
||
|
||
The GLOBAL Menu
|
||
----------------------------------------------------------------------
|
||
The global menu offers options that affect the entire edit screen.
|
||
These options include moving and copying the screen, plus global
|
||
screen fills and text operations.
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> Copy <20>
|
||
<20> Move <20>
|
||
<20> Fill <20>
|
||
<20> Text <20>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
Each function is described on the following page.
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Pull Down Menu System 22
|
||
|
||
|
||
|
||
|
||
COPY - Global Screen Copy (ALT-G,Copy)
|
||
|
||
Copies the current screen page to another page. You are prompted
|
||
for which destination page you want.
|
||
|
||
|
||
MOVE - Global Screen Movement (ALT-G,Move)
|
||
|
||
Allows the rotating of the screen around its borders. Use the
|
||
arrow keys or the mouse. Press [ENTER] or the LEFT mouse button to
|
||
save at the new location.
|
||
|
||
|
||
FILL - Global Fill Screen (ALT-G,Fill)
|
||
|
||
Fills the entire screen based on a specified sub-command. The
|
||
available options allow just the color attributes, just the
|
||
characters, or both to be changed at once.
|
||
|
||
|
||
TEXT - Global Text Operations (ALT-G,Text)
|
||
|
||
Performs various screen text operations. Available sub-options
|
||
are: Draw Box, Outline contents of screen, Center Justify screen
|
||
contents, Left Justify, and Right Justify.
|
||
|
||
|
||
|
||
The OPTIONS Menu
|
||
----------------------------------------------------------------------
|
||
The Options menu contains facilities to aid you in the layout of a
|
||
screen design. Commands affect things like the current character set,
|
||
the Tab line setup, and the on-screen ruler. A screen painting
|
||
function is available also.
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> Character Set <20>
|
||
<20> Tab Setup <20>
|
||
<20> Ruler <20>
|
||
<20> Paint/Fill <20>
|
||
<20> Setup Options <20>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
CHARACTER SET - Display and Select Character Set (ALT-F)
|
||
|
||
Shows a screen containing all special IBM extended character
|
||
symbols. From this you can select which character set you would
|
||
like to work with. Use the arrow keys or the mouse. Press [ENTER]
|
||
to save your choice.
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Pull Down Menu System 23
|
||
|
||
|
||
|
||
|
||
TAB SETUP - Adjust TheDraw Tab Stops (ALT-T)
|
||
|
||
This command permits the setting of tabs in the editor (positions
|
||
where the [TAB] key stops). Initially the positions are at every
|
||
tenth column. Sub-commands are available for setting, clearing,
|
||
and resetting tabs.
|
||
|
||
|
||
RULER - On-Screen Ruler (ALT-N)
|
||
|
||
Places a pair of lines on the screen which intersect at the cursor
|
||
position. Move the ruler using arrows or the mouse. [ENTER] or
|
||
LEFT mouse button saves the new cursor position. This command is
|
||
useful for aligning items of the screen. The ruler can be held on
|
||
the screen by selecting the [S]ticky option.
|
||
|
||
|
||
PAINT/FILL - Enclosed Area Painter (ALT-P)
|
||
|
||
Lets you fill an enclosed area easily with characters and/or color
|
||
attributes. An area is defined as any shape formed using line
|
||
characters (from function key sets 1-4). To use this command,
|
||
position the cursor inside the target area before activating the
|
||
pull down menus.
|
||
|
||
|
||
SETUP OPTIONS - Default Setup Configuration (no separate key sequence)
|
||
|
||
Provides access to many of the configurable defaults while using
|
||
TheDraw. The following options may be changed:
|
||
|
||
WORKSHEET WIDTH
|
||
Choose how wide the edit buffer should be. Either 80 or 160
|
||
characters.
|
||
|
||
WORKSHEET DEPTH
|
||
Choose how deep the edit buffer should be. Can be 25, 43, or 50
|
||
lines. Note the worksheet depth cannot be less than the video
|
||
mode in use. For example, if using 43 line EGA editing, the
|
||
worksheet depth cannot be less than 43 lines.
|
||
|
||
VIDEO SCREEN MODE
|
||
Choose one of the following video edit modes: Standard 80
|
||
character by 25 lines (80x25), 80x43 (if using EGA card) or
|
||
80x50 (if using VGA card).
|
||
|
||
MAINTAIN FILE DESCRIPTOR LISTING WILDCARD
|
||
Tells TheDraw to maintain wildcards specified in the directory
|
||
listing available during loading (or deleting). For example
|
||
entering "*.BIN" to see all binary files would normally be
|
||
forgotten, unless this option was turned on.
|
||
|
||
|
||
|
||
TheDraw v4.00 Pull Down Menu System 24
|
||
|
||
|
||
|
||
|
||
DEFAULT SAVE SCREEN FORMAT
|
||
Default file format TheDraw should select when saving a file.
|
||
Upon hitting ALT-S, you are present with many choices. Pressing
|
||
[ENTER] selects the default save screen format. If you find
|
||
yourself using a specific format often, changing the default
|
||
might prove a convenience.
|
||
|
||
DEFAULT LOAD SCREEN FORMAT
|
||
Similar to the above, but used during loading. If you are
|
||
working with a given file type regularly, changing the default
|
||
load format will save you from typing the file extension. For
|
||
example if set to Binary, "DEMO" becomes "DEMO.BIN" instead of
|
||
"DEMO.ANS".
|
||
|
||
CREATE BACKUP FILES
|
||
Instructs TheDraw to generate backup files when saving. If a
|
||
file already exists, TheDraw will change the existing file's
|
||
extension to .BAK, then continue the save.
|
||
|
||
SAVING FILENAME PICK LIST ON EXIT TO DOS
|
||
Controls the saving of the filename pick list to disk on exit.
|
||
When off, any accumulated filenames will be lost upon exit.
|
||
|
||
ASK TO SAVE CHANGES BEFORE EXITING
|
||
TheDraw can be made to prompt before allowing exit to Dos, if
|
||
changes were made to the current page or any page.
|
||
|
||
USE ALT-KEY HELP WINDOW
|
||
Holding down the ALT key for about three seconds displays a
|
||
brief pop-up of available commands. The feature may be disabled
|
||
by toggling this option.
|
||
|
||
BLANK SCREEN AFTER HOW MANY MINUTES
|
||
TheDraw will blank the screen by writing blanks if no action is
|
||
taken for a specified time. The time delay can be set from 1 to
|
||
255 minutes, or turned off completely.
|
||
|
||
DISK SWAP FILE PATHNAME
|
||
Used when doing a Dos Shell (see ALT-X,S). TheDraw attempts to
|
||
write all its data to expanded memory or a disk swap file to
|
||
provide more room during the shell. If insufficient expanded
|
||
memory (EMM or EMS) is available, the disk swap file is used at
|
||
the specified path. Leaving this option blank will prevent
|
||
TheDraw from using a swap file.
|
||
|
||
DEFAULT FILENAME EXTENSIONS
|
||
The default filename extensions TheDraw uses when saving a file.
|
||
Change to your preference. For instance, if saving an Ansi
|
||
file, TheDraw will change "DEMO" into "DEMO.ANS".
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Pull Down Menu System 25
|
||
|
||
|
||
|
||
|
||
DEFAULT ASM,PASCAL,C SAVE FORMAT
|
||
Controls if TheDraw defaults to Normal, Ascii, or Crunching of
|
||
screen data. See ALT-S for more information.
|
||
|
||
FILTER OUT SOLID SPACES ON ANSI/ASCII/ASM/PASCAL/C FILES
|
||
Occasionally solid spaces (entered with Shift-Space key
|
||
combination) cause prompts with other programs. This filter
|
||
will convert all solid spaces to normal spaces in the data
|
||
written to disk (for Ansi, Ascii, Asm, Pascal, and C formats).
|
||
|
||
FORCE CR/LF ON END OF LINES OF ASCII THAT ARE SCREEN WIDTH
|
||
TheDraw is faced with a dilemma when saving Ascii files. The
|
||
Dos TYPE command automatically wraps the cursor down a line when
|
||
screen width text (80 characters) is printed. TheDraw normally
|
||
handles this by not writing a carriage return sequence (CR/LF)
|
||
for those lines, as it is not needed. However, reading such an
|
||
Ascii file into other programs can cause problems. Therefore
|
||
this option forces TheDraw to always write the CR/LF regardless
|
||
of anything. A simple, yet effective, solution.
|
||
|
||
RESET COLORS TO WHITE ON END OF ANSI FILES
|
||
Controls if TheDraw resets the Ansi colors to white after all is
|
||
said and done. Generally of use in animation files, where the
|
||
last character printed is flashing magenta on a green background
|
||
(or some even worse color combination).
|
||
|
||
DEFAULT ANSI VIDEO PREPARATION
|
||
Choose if by default TheDraw does nothing, homes the cursor to
|
||
the upper left screen corder, or clears the screen before
|
||
displaying an Ansi file.
|
||
|
||
DEFAULT ANSI SLOW DOWN FACTOR
|
||
Choose how many delay elements TheDraw inserts by default into
|
||
an Ansi file. Normally used on faster machines to make
|
||
animation more appealing (ie: visible).
|
||
|
||
MAXIMUM ANSI LINE LENGTH
|
||
Controls the maximum line length TheDraw will permit a line of
|
||
Ansi to become. Some programs have line length limitations
|
||
(such as bulletin board systems). Since TheDraw can conceivable
|
||
generate lines thousands of characters long, this option allows
|
||
you to compensate. The setting can be between 32 and 255
|
||
characters, or set to Unlimited if no conflicts exist.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Pull Down Menu System 26
|
||
|
||
|
||
|
||
|
||
The SCREEN Menu
|
||
----------------------------------------------------------------------
|
||
Use items in the Screen menu to erase a page layer or select some
|
||
other page. Other options allow you to insert, delete, or restore the
|
||
contents of individual lines.
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> Clear Page <20>
|
||
<20> Select Page <20>
|
||
<20> Insert Line <20>
|
||
<20> Delete Line <20>
|
||
<20> Restore Line <20>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
CLEAR PAGE - Clear the Current or All Page Layers (ALT-C)
|
||
|
||
Erases the image in the current page. You may also opt to erase
|
||
all page layers in one fell swoop for a completely clean slate.
|
||
You will be prompted to save the current screen if changes have
|
||
been made.
|
||
|
||
|
||
SELECT PAGE - Choose a New Page to Work On (ALT-E)
|
||
|
||
TheDraw prompts for the page layer you wish to edit. Enter a
|
||
number between one (1) and the number of available pages. The
|
||
mouse can be used for selection by pressing the RIGHT button.
|
||
|
||
|
||
INSERT LINE (ALT-I)
|
||
|
||
Inserts a blank horizontal screen line at the position of the edit
|
||
cursor. This command is not reversible so use it carefully.
|
||
|
||
|
||
DELETE LINE (ALT-Y)
|
||
|
||
Similar to Insert, but deletes the line rather than inserts one.
|
||
|
||
|
||
RESTORE LINE - Recover from Unwanted Changes on the Screen (ALT-R)
|
||
|
||
Brings back the previous copy of the horizontal line currently
|
||
being worked on. Please note that once you leave a line, all
|
||
changes are permanent.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Pull Down Menu System 27
|
||
|
||
|
||
|
||
|
||
The ANIMATION Menu
|
||
----------------------------------------------------------------------
|
||
Provides various facilities for working with the TheDraw animation
|
||
system. Options allow the display and editing of the animation
|
||
sequence. The registered version of TheDraw adds Limiting and
|
||
animation markers (as shown below).
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> Screen Redraw <20>
|
||
<20> Change Character <20>
|
||
<20> Erase Character <20>
|
||
<20> <20>
|
||
<20> Include Files <20>
|
||
<20> Limiting <20>
|
||
<20> marKer <20>
|
||
<20> Movement Storage <20>
|
||
<20> Rescan Animation <20>
|
||
<20> Pause Animation <20>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
SCREEN REDRAW - Display the Entire Animation Sequence (ALT-Q)
|
||
|
||
Display the animation sequence as entered. The command is useful
|
||
for seeing how your work is progressing. The speed of the redraw
|
||
may be controlled by specifying a number between 0 (fastest) and
|
||
255 (slowest).
|
||
|
||
|
||
CHANGE CHARACTER - Edit a Character in Animation Sequence (ALT-W)
|
||
|
||
Allows the editing of a mistyped animation entry. Animation mode
|
||
differs from the normal edit mode in that simply overtyping a
|
||
character does not replace it. In animation mode, both entries are
|
||
remembered - the incorrect character, plus the wanted one. This
|
||
command permits you to edit something without adding unwanted
|
||
entries.
|
||
|
||
|
||
ERASE CHARACTER - Delete a Character from Animation Sequence (ALT-Z)
|
||
|
||
Deletes characters from the animation sequence. As stated above in
|
||
the CHANGE CHARACTER option, a character is not replaced or deleted
|
||
in animation mode by overtyping. To erase something this command
|
||
must be used. Only the top-most character (the one currently
|
||
visible) is removed; anything under it is left intact.
|
||
|
||
|
||
INCLUDE FILES - Ansi/Ascii Include Files (ALT-J,Include)
|
||
|
||
Allows text files created by programs other than TheDraw to be
|
||
inserted into Animation sequences. Particularly useful for Ansi
|
||
Music, BBS control codes, and often used sequences.
|
||
|
||
|
||
TheDraw v4.00 Pull Down Menu System 28
|
||
|
||
|
||
|
||
|
||
LIMITING - Animation Sequence Editing (ALT-J,Limit) - Registered
|
||
|
||
Limiting gives total control over the animation sequence, making
|
||
changes anywhere trivial. Normally all changes and additions are
|
||
done on the end of the animation sequence. By using limiting, you
|
||
can move the edit point to anywhere within the sequence.
|
||
|
||
Once the limit point has been set, TheDraw operates only up to that
|
||
point. All deletions, additions and correcting are done where the
|
||
limit is specified. Everything in the sequence above the limit is
|
||
protected, temporarily out of the way.
|
||
|
||
|
||
MARKER - Animation Markers (ALT-J,marKer) - Registered
|
||
|
||
Markers are used to "mark" or "tag" different places in the
|
||
animation sequence for later reference. Once set, markers can be
|
||
used for quickly changing the animation limit position (see above)
|
||
and viewing specific portions of the animation sequence.
|
||
|
||
|
||
MOVEMENT STORAGE - Cursor Movement Storage (ALT-J,Movement)
|
||
|
||
Controls whether or not cursor movement is stored in the animation
|
||
sequence. Normally only characters specifically typed are
|
||
recorded. With this option turned on however, movements of the
|
||
cursor are also saved (for example, using the mouse or arrow keys).
|
||
|
||
|
||
RESCAN ANIMATION - Animation Screen Rescanning (ALT-J,Rescan)
|
||
|
||
Creates a new animation sequence using the current screen image.
|
||
Any previous animation is lost (unless in animation limiting mode).
|
||
|
||
|
||
PAUSE ANIMATION - Animation Pausing (ALT-J,Pause)
|
||
|
||
Inserts either a keyboard or timed pause into the animation
|
||
sequence. Gives the opportunity to sit and reflect upon a certain
|
||
presentation. Note these pauses are truly functional only within
|
||
TheDraw or THEPP (The Presentation Program). In Ansi files, timed
|
||
pauses cannot be accurately saved. Keyboard pauses are flatly not
|
||
possible with standard Ansi.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Pull Down Menu System 29
|
||
|
||
|
||
|
||
|
||
The COLOR Menu
|
||
----------------------------------------------------------------------
|
||
Use this menu to select edit colors. Options are available for
|
||
setting normal edit foreground and background color, the default
|
||
background color used for erasing areas, and "picking up" colors
|
||
currently used underneath the cursor.
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> Fore/Back <20>
|
||
<20> Default <20>
|
||
<20> Under Cursor <20>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
FORE/BACK - Change New Character Fore/Background Color (ALT-A)
|
||
|
||
Displays a screen showing available colors. Simply select wanted
|
||
color using mouse, arrow keys, or directly typing the number. See
|
||
also CTRL-UP/DOWN.
|
||
|
||
|
||
DEFAULT - Change Default Erase Background Color (ALT-D)
|
||
|
||
Similar to above, except changes default color. This is used
|
||
whenever TheDraw must erase an area, or otherwise deal with a
|
||
"void" created by some operation.
|
||
|
||
|
||
UNDER CURSOR - Use Colors Currently Under Cursor (ALT-U)
|
||
|
||
Changes new character fore/background color attributes to those
|
||
under the edit cursor. Very useful for making quick updates and
|
||
fixes.
|
||
|
||
|
||
|
||
The TOGGLES Menu
|
||
----------------------------------------------------------------------
|
||
The Toggles menu contains settings for controlling how TheDraw
|
||
operates. The settings affect things like line draw or sprite mode,
|
||
animation mode toggling, character insert mode, and full screen
|
||
editing.
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> Draw Mode <20>
|
||
<20> Color Draw <20>
|
||
<20> Sprite Mode <20>
|
||
<20> Animation Mode <20>
|
||
<20> Insert Mode <20>
|
||
<20> Full Screen <20>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
The options are discussed on the following pages.
|
||
|
||
|
||
TheDraw v4.00 Pull Down Menu System 30
|
||
|
||
|
||
|
||
|
||
DRAW MODE - Line Draw Mode Toggle (ALT-M)
|
||
|
||
Turns on/off line drawing mode. Line drawing is accomplished using
|
||
characters from function key sets 1 to 4. In this mode, moving the
|
||
cursor draws a line. Useful for creating abstract shapes quickly
|
||
and easily.
|
||
|
||
|
||
COLOR DRAW - Color Draw Mode Toggle (ALT--)
|
||
|
||
Turns on/off color attribute drawing mode. Color drawing involves
|
||
simply changing characters to the current colors. A manual way of
|
||
easily painting an area a given color.
|
||
|
||
|
||
SPRITE MODE - Sprite Editing Toggle (ALT-E,Toggle)
|
||
|
||
Turns on/off TheDraw Sprite Editing Mode. Please refer to ALT-E
|
||
for discussion about this mode.
|
||
|
||
ANIMATION MODE - Animation Mode Toggle (ALT-J)
|
||
|
||
Changes TheDraw from Normal to Animation mode and visa versa. When
|
||
going from Normal to Animation mode, a list of available screen
|
||
scanners are presented. Refer to ALT-J for more details.
|
||
|
||
|
||
INSERT MODE - Character Insert Mode Toggle (INSERT)
|
||
|
||
Turns on/off character insert mode. In insert mode, typing
|
||
something bumps everything to the right to make room for the new
|
||
character.
|
||
|
||
|
||
FULL SCREEN - Full Screen Editing Toggle (CTRL-PRTSC)
|
||
|
||
Toggles using the entire screen for editing. In full screen edit
|
||
mode, the status line along with all indicators disappear. This
|
||
makes the full 80 by 25 screen available for editing.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Pull Down Menu System 31
|
||
|
||
|
||
|
||
|
||
|
||
T H E D R A W K E Y B O A R D C O M M A N D S
|
||
_________________________________________________
|
||
|
||
|
||
ALT-A: CHANGE TEXT COLOR ATTRIBUTES
|
||
|
||
This function allows you to change the current color attributes used
|
||
by TheDraw. These attributes "color" any new characters placed on the
|
||
screen. When you press ALT-A, the screen will change to a display of
|
||
the available and currently selected colors.
|
||
|
||
The lower portion of the screen contains two prompts:
|
||
|
||
Please Select Foreground Color (0-31):
|
||
Please Select Background Color (0-7):
|
||
|
||
The cursor will be flashing immediately after the first prompt. You
|
||
can now change the current foreground color via the Up/Down arrow keys
|
||
or by directly typing the number associated with a foreground color
|
||
(see table below). Mouse users can position the mouse on the wanted
|
||
color then press a button.
|
||
|
||
0 Black 8 Dark Gray
|
||
1 Blue 9 Light Blue
|
||
2 Green 10 Light Green
|
||
3 Cyan 11 Light Cyan
|
||
4 Red 12 Light Red
|
||
5 Magenta 13 Light Magenta
|
||
6 Brown 14 Yellow
|
||
7 Light Gray 15 White
|
||
|
||
Characters can be made to blink by selecting colors from the range 16
|
||
through 31. These match the above exactly, except they blink.
|
||
|
||
After changing the foreground color (or leaving it alone) you can
|
||
either proceed to the background colors by pressing [ENTER] or press
|
||
[ESC] to return to the edit screen. The background color is selected
|
||
in a fashion similar to the above. Allowed values are the first eight
|
||
(0 through 7) colors. There are no background colors available that
|
||
allow background blinking.
|
||
|
||
Pressing either [ENTER] or [ESC] at this point will return to the edit
|
||
screen.
|
||
|
||
Notes: It is possible to change the colors without using ALT-A.
|
||
Please see the Ctrl-Arrow Key commands for more details.
|
||
|
||
Monochrome screen users will find background colors generally
|
||
useless except when set to light gray (7) while using a black
|
||
foreground color of 0 or 16 (blinking black).
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 32
|
||
|
||
|
||
|
||
|
||
|
||
ALT-B: BLOCK ACTION COMMANDS
|
||
|
||
The Block Action Commands provide many facilities for editing the
|
||
current screen and making extensive changes. The following options
|
||
are available:
|
||
|
||
o Move or Copy blocks of text.
|
||
o Fill in areas with characters, colors or both.
|
||
o Perform left, right or center text justification.
|
||
o Draw boxes or outline text with lines quickly and easily.
|
||
o Delete or simply Erase blocks of text.
|
||
o Load a block of screen area from a file on disk.
|
||
o Save just a piece of the current screen to disk.
|
||
o Rescan an area into animation sequence (animation mode only).
|
||
|
||
The Block Action Commands in TheDraw are one of the more useful tools
|
||
available. After pressing ALT-B, you will see the following prompt:
|
||
|
||
Use [L]ast block or move to Upper-Left corner and press [SPACE].
|
||
|
||
Press [L] to use the last block specified. Otherwise define a new
|
||
block by indicating the upper-left and lower-right corners. Use the
|
||
arrow keys, PgUp, PgDn, Home or End keys on the keyboard to move the
|
||
cursor to the wanted locations, then press [SPACE] after you reach
|
||
each point.
|
||
|
||
The current block is highlighted (colors inverted) to make it obvious.
|
||
Once you define the upper-left corner of the block, moving above or to
|
||
the left of it will not invert any text. TheDraw will stop the block
|
||
marking if you press [SPACE] under this situation.
|
||
|
||
Upon pressing [SPACE] the second time (with an inverted block) you
|
||
will see the available block option commands. The items on the menu,
|
||
and their significance are described on the following pages.
|
||
|
||
-----
|
||
|
||
Mouse users may mark a block by pressing and holding the LEFT mouse
|
||
button, moving the mouse to wanted block size, and releasing the
|
||
button. Block option commands as described below will then appear.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 33
|
||
|
||
|
||
|
||
|
||
|
||
COPY - Copy a Block
|
||
|
||
Copies the marked block. Use mouse or normal cursor movement keys,
|
||
such as the arrow keys, Tab, PgUp, PgDn, Home or End to move the
|
||
block copy around. Available sub-commands are:
|
||
|
||
pagE - Change to a different page layer screen. With this
|
||
option you can choose to stamp (see below) copies of
|
||
the block on other layers. A small window appears
|
||
with a prompt for the new page layer. Enter a
|
||
number or press [ESC] to abort.
|
||
|
||
Toggle - Toggles between single layer and sprite editing
|
||
modes (see ALT-E for discussion on sprite editing).
|
||
In sprite mode, any text on a higher numbered page
|
||
layer will appear "under" text on the current page.
|
||
|
||
Stamp - Makes a copy of the current block at the current
|
||
position. Additional copies can be made as many
|
||
times as wished.
|
||
|
||
Under - Toggles between moving the block "above" or "under"
|
||
the current page layer. The block copy starts in
|
||
above mode. In above mode the entire block is
|
||
visible, no matter where it is moved. In under
|
||
mode, the block appears UNDER any other text on the
|
||
current page layer. It will only show through the
|
||
black spaces on the current layer.
|
||
|
||
Note: Under mode also allows an interesting
|
||
effect. If you are sprite editing (see
|
||
ALT-E command) the block will appear to
|
||
move -between- the current layer and those
|
||
below it.
|
||
|
||
[ENTER] Saves all changes made to all layers.
|
||
|
||
[ESC] Aborts and removes all changes made to all layers.
|
||
|
||
|
||
|
||
MOVE - Move a Block
|
||
|
||
Moving a block operates identically to copying a block (see above).
|
||
The only difference is the block is "cut" out from the current
|
||
screen, leaving a hole behind. This hole is filled with spaces and
|
||
the current default background color (see ALT-D regarding the
|
||
default background color). All sub-commands are identical to the
|
||
block copy described above.
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 34
|
||
|
||
|
||
|
||
|
||
|
||
FILL - Fill a Block
|
||
|
||
Fills the marked block based on a specified sub-command. The
|
||
available options are listed below:
|
||
|
||
Attribute - Changes both foreground and background color
|
||
attributes to current values shown in status
|
||
line.
|
||
|
||
Fore - Changes just the foreground color attributes to
|
||
current values shown in status line.
|
||
|
||
bacK - Changes just the background color attributes to
|
||
current values shown in status line.
|
||
|
||
Use - Changes both foreground and background color
|
||
attributes to those under the CURSOR when you
|
||
first pressed ALT-B. This is not the upper-left
|
||
block corner, but the position on the screen the
|
||
cursor was sitting when block commands were
|
||
first selected.
|
||
|
||
Character - Prompts for a keyboard character or special
|
||
function set symbol (see ALT-F command). Solid
|
||
spaces can be used by pressing Shift-Space. The
|
||
block is then overwritten using whatever was
|
||
selected. The color attributes at a given spot
|
||
are not changed, just the character there.
|
||
|
||
Both - Combines both the Attribute and Character fill
|
||
operations described above. A character is
|
||
prompted for, then everything in the block is
|
||
overwritten using that character with the current
|
||
color attributes from the status line.
|
||
|
||
|
||
These commands offer much flexibility; however, nothing will
|
||
satisfy everyone. For this reason, the "last block" option was
|
||
added. To perform multiple fill operations on a given block is now
|
||
done quickly and easily.
|
||
|
||
----
|
||
|
||
Note: In animation mode, the Attribute, Fore, bacK, and Use options
|
||
actually change characters in the animation sequence (no new
|
||
characters are added). Use of the Character or Both option
|
||
in Animator mode however WILL add additional characters to
|
||
the animation sequence.
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 35
|
||
|
||
|
||
|
||
|
||
|
||
TEXT - Block Text Operations
|
||
|
||
Performs various text operations on the specified block. Available
|
||
sub-commands are:
|
||
|
||
Box - Draws a box using the current function set. The
|
||
box border is defined by the edges of the block
|
||
area. The contents of the box are left unchanged,
|
||
however anything where the box lines are actually
|
||
drawn will be overwritten.
|
||
|
||
Outline - Operates similar to the Box command, except the
|
||
contents of the block are examined first. The box
|
||
border will be adjusted to just accommodate all
|
||
words either fully or partially contained by the
|
||
block area.
|
||
|
||
For instance, assume you just had one character in
|
||
the center of the edit screen. You then mark the
|
||
entire screen as a block, and select text outline.
|
||
The result would only be a small box around the
|
||
character. Going the other way, if you block
|
||
marked just the center letter of a long word (with
|
||
no spaces) the block edges would expand to
|
||
accommodate the entire word. Note: the expansion
|
||
is only done for words INITIALLY part of the block.
|
||
Any words the block expansion happens to go over
|
||
are ignored, and are not considered by Text
|
||
Outline.
|
||
|
||
Center - Text contained or partially contained by the block
|
||
is centered. The way this is done is similar to
|
||
the text Outline described above. Each line of
|
||
characters considered is expanded to just enclose
|
||
all words. The string of words is then centered on
|
||
the position of the block.
|
||
|
||
Left - Text contained or partially contained is moved to
|
||
the left edge of the block. Block expansion is
|
||
used so words are not split apart.
|
||
|
||
Right - Identical to Left except contained or partially
|
||
contained text is moved to the right edge of the
|
||
block.
|
||
|
||
|
||
These commands are useful making menu displays, short memos,
|
||
letters, etc...
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 36
|
||
|
||
|
||
|
||
|
||
|
||
DELETE - Delete a Block
|
||
|
||
This command is fairly intuitive. The block is completely removed.
|
||
Anything on the edit screen to the right of the block is shift over
|
||
to fill in the space. The area previously occupied by the shifted
|
||
text is erased using spaces and the default background color (see
|
||
the ALT-D).
|
||
|
||
|
||
ERASE - Erase a Block
|
||
|
||
Erases the block, without changing anything other portion of the
|
||
edit screen. The block is erased using spaces and the default
|
||
background color (see ALT-D).
|
||
|
||
|
||
REPLACE - Block Character/Color Replace
|
||
|
||
Performs character and/or color attribute replacement on block
|
||
based on specified sub-command. The pattern is whatever was under
|
||
the cursor when ALT-G was selected. The available options are
|
||
shown below (these are similar to the Fill options):
|
||
|
||
Attribute - Searches both foreground and background color
|
||
attributes, then replaces all matches with
|
||
current values shown on status line.
|
||
|
||
Fore - Searches and replaces just the foreground color
|
||
attributes with current value.
|
||
|
||
bacK - Searches and replaces just the background color
|
||
attributes with current value.
|
||
|
||
Character - Prompts for a keyboard character or special
|
||
function set symbol (see ALT-F command). Solid
|
||
spaces can be used by pressing Shift-Space.
|
||
The block is then searched and all characters
|
||
matching the pattern are replaced with the new
|
||
selection. Color attributes at any position
|
||
are not changed, just character values.
|
||
|
||
Both - Combines both the Attribute and Character
|
||
operations described above. A replacement
|
||
character is prompted for, then everything on
|
||
the screen matching the pattern (both character
|
||
and fore/back attributes) is replaced with the
|
||
character and current colors.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 37
|
||
|
||
|
||
|
||
|
||
The following commands are available only in normal (non-animation)
|
||
screen edit mode:
|
||
|
||
LOAD - Load a Block
|
||
|
||
Imports a block of data from another screen saved on disk. You are
|
||
first prompted for the import filespec (see ALT-L for details on
|
||
loading files).
|
||
|
||
The import image is then loaded onto the screen, and an inverted
|
||
area of the defined block size appears. Move this inverted area
|
||
using arrow keys, PgUp, PgDn, Home or End to the wanted portion.
|
||
Press [ENTER] to save a copy of the inverted area in the original
|
||
edit screen. The rest of the import image is discarded.
|
||
|
||
|
||
SAVE - Save a Block
|
||
|
||
Operates almost identically to the normal save screen command (see
|
||
ALT-S for information on saving edit screens). The difference
|
||
being the save is restricted to the defined block.
|
||
|
||
|
||
The following command is available only in animation edit mode:
|
||
|
||
RESCAN - Rescan a Block
|
||
|
||
Operates just like the ALT-J animator rescan option, except only
|
||
the marked block is rescanned. The marked block area is first
|
||
erased from the animation sequence, then the block is rescanned and
|
||
added onto the end of sequence.
|
||
|
||
|
||
|
||
|
||
ALT-C: CLEAR CURRENT SCREEN
|
||
|
||
The operation of this command should be apparent. Once selected, the
|
||
following prompt appears:
|
||
|
||
Do you want to CLEAR this Page or All Page Layers? (Yes/No/All)
|
||
|
||
Selecting [Y]es or pressing [ENTER] will clear the current page layer
|
||
and nothing else. Selecting [N]o or pressing [ESC] will abort the
|
||
command.
|
||
|
||
Selecting [A]ll will clear ALL page layers. You are prompted to
|
||
verify this request before continuing. Useful if you want a
|
||
completely clean slate.
|
||
|
||
The clearing of a given page layer is done by using spaces and the
|
||
default background color (see ALT-D below).
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 38
|
||
|
||
|
||
|
||
|
||
|
||
ALT-D: SET DEFAULT BACKGROUND COLOR
|
||
|
||
The default background color is used whenever TheDraw must erase a
|
||
portion of the screen. Examples of commands where this is used are:
|
||
|
||
o Clear Current Screen.
|
||
o Block Delete, Erase, and Move.
|
||
o Text Operations which move words.
|
||
o Use of the Backspace or Delete keys to remove characters.
|
||
o Inserting or Deleting of Lines.
|
||
|
||
All these commands "clear" an area of the screen in one way or
|
||
another. TheDraw does this using spaces and the default background
|
||
color specified.
|
||
|
||
When you select ALT-D, the screen changes to a display of available
|
||
colors and the current default background color. In the lower portion
|
||
of the screen is the prompt:
|
||
|
||
Please Select Background Color (0-7):
|
||
|
||
The cursor will be flashing after this prompt. Select the wanted
|
||
default background color via the Up/Down arrow keys or by directly
|
||
entering the number associated with a color (see ALT-A for available
|
||
colors). Mouse users simply position the mouse on the wanted color
|
||
and press a button.
|
||
|
||
Press [ENTER] or [ESC] to return to the edit screen.
|
||
|
||
|
||
|
||
|
||
ALT-E: EXCHANGE EDIT SCREENS
|
||
|
||
The exchange edit screen command allows you to select a different page
|
||
layer for editing. Up to eight simultaneous layers can be used at
|
||
once, in either normal or animation modes. With this facility, you
|
||
can load several images, copy/exchange parts and do much more.
|
||
|
||
After pressing ALT-E, the following prompt appears:
|
||
|
||
Display Page Layer (1-8), Toggle Single/Layers, or [ESC]?
|
||
|
||
The number of available layers (8 here) will vary depending on how
|
||
TheDraw has been configured. To select a different page layer, simply
|
||
press the number. The second option, [T]oggle Single/Layers, is to
|
||
toggle the sprite editing facility of TheDraw. Sprite mode is
|
||
indicated by the word "Page" or "Anim" appearing in capital letters
|
||
on the status line (ie: PAGE).
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 39
|
||
|
||
|
||
|
||
|
||
|
||
Sprite editing allows you to see everything "underneath" the current
|
||
page layer. Imagine several sheets of glass, stacked on top of one
|
||
another. If you look down from the top-most sheet, you can see
|
||
anything placed on a piece of glass lower down.
|
||
|
||
The sprite editing mode of TheDraw is akin to the layers of glass
|
||
described above. In this case, layer one is the top-most sheet of
|
||
glass. Page layer eight (8) is the bottom-most sheet of glass. ie:
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
.<2E> . <20>
|
||
. <20> . <20> Bottom-Most Layer
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ 8<>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20> <20> .
|
||
<20> <20> <20>3<EFBFBD> .
|
||
Top-Most Layer <20> <20>2<EFBFBD><32><EFBFBD>
|
||
<20> 1<><31><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
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 v4.00 TheDraw Command Functions 40
|
||
|
||
|
||
|
||
|
||
|
||
ALT-F: VIEW FUNCTION KEY SETS
|
||
|
||
This command simply shows a display of the 150 special characters
|
||
supported by TheDraw. These characters are stored in fifteen separate
|
||
"function key sets". The current set is displayed on the TheDraw
|
||
status line.
|
||
|
||
Selecting function key sets is divided between two commands. To use
|
||
function key sets 1 to 10, press ALT followed by a function key 1 to
|
||
10. To use function key sets 11 to 15, press CTRL followed by a
|
||
function key 1 to 5. ie:
|
||
|
||
ALT-F7 will select function key set 7
|
||
CTRL-F4 will select function key set 14
|
||
|
||
The actual characters are accessed using the function keys by
|
||
themselves. If function key set 7 was selected, pressing [F2] would
|
||
display the second character in that set (a smiley face).
|
||
|
||
Note: Appendix C contains a list of all special characters
|
||
supported by the IBM-PC extended character set in numeric
|
||
order. To access these characters -without- using the
|
||
function key sets, press and hold down the ALT key. Now
|
||
using the numeric keypad on the side of the keyboard, type in
|
||
the number associated with the wanted character. Once done,
|
||
release the ALT key. The character will then appear. ie:
|
||
press and hold ALT. Now type 65 on the numeric keypad, and
|
||
release ALT. The letter "A" will appear.
|
||
|
||
|
||
|
||
|
||
ALT-G: GLOBAL COMMANDS
|
||
|
||
The global commands offer many facilities for doing "global" changes
|
||
to the entire screen. All of these commands could be duplicated with
|
||
block operations; they exist for convenience. The following
|
||
selections are available:
|
||
|
||
o Copy the current screen to another page layer.
|
||
o Move/Rotate the current screen around its borders.
|
||
o Globally fill the screen with colors and/or characters.
|
||
o Perform text operations globally on the screen.
|
||
o Globally replace a character or color with something else.
|
||
|
||
After pressing ALT-G the available commands are listed. The menu
|
||
items are described on the following pages.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 41
|
||
|
||
|
||
|
||
|
||
|
||
COPY - Copy Screen
|
||
|
||
The command first prompts for the destination page. The current
|
||
screen is then copied to the specified page layer.
|
||
|
||
In animation mode, this deletes everything on the destination
|
||
layer. The current screen is then copied item by item to it.
|
||
|
||
|
||
MOVE - Move/Rotate Screen
|
||
|
||
Moves the entire screen around its borders. Use the arrows keys to
|
||
rotate the screen. Press [ENTER] when satisfied or [ESC] to leave
|
||
the screen as it was. ie: moving the screen upwards will "rotate"
|
||
the line at the top of the screen down to the bottom of the screen.
|
||
|
||
|
||
FILL - Fill Screen
|
||
|
||
Fills the entire screen based on a specified sub-command. The
|
||
available options are listed below (these are identical to the
|
||
block fill commands):
|
||
|
||
Attribute - Changes both foreground and background color
|
||
attributes to current values shown in status
|
||
line.
|
||
|
||
Fore - Changes just the foreground color attributes to
|
||
current values shown in status line.
|
||
|
||
bacK - Changes just the background color attributes to
|
||
current values shown in status line.
|
||
|
||
Use - Changes both foreground and background color
|
||
attributes to those under the CURSOR when you
|
||
first pressed ALT-G. This is the position on the
|
||
screen the cursor was sitting when global
|
||
commands were selected.
|
||
|
||
Character - Prompts for a keyboard character or special
|
||
function set symbol (see ALT-F command). Solid
|
||
spaces can be used by pressing Shift-Space. The
|
||
screen is then overwritten using whatever was
|
||
selected. The color attributes at any given
|
||
position are not changed, just the character at
|
||
that position.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 42
|
||
|
||
|
||
|
||
|
||
|
||
Both - Combines both the Attribute and Character fill
|
||
operations described above. A character is
|
||
prompted for, then everything on the screen is
|
||
overwritten using that character with the current
|
||
color attributes from the status line.
|
||
|
||
|
||
In animation mode, the Attribute, Fore, bacK, and Use options only
|
||
alter characters already in the animation sequence (no additional
|
||
characters are added). The Character or Both options however WILL
|
||
add additional characters to the animation sequence.
|
||
|
||
|
||
TEXT - Global Text Operations
|
||
|
||
Performs various text operations on the screen. Available sub-
|
||
commands are:
|
||
|
||
Box - Draws a box using the current function set. The
|
||
box border will be the defined by the edges of the
|
||
screen. The inside of the box is left unchanged,
|
||
however anything where the box lines are actually
|
||
drawn will be overwritten.
|
||
|
||
Outline - Operates similar to the Box command, however the
|
||
contents of the block are examined first. The box
|
||
border will be adjusted to just accommodate all
|
||
words contained by the screen.
|
||
|
||
For instance, assume you just had one character in
|
||
the center of the edit screen. The result of using
|
||
global text outline would only be a small box
|
||
around the character.
|
||
|
||
Center - Text in the screen is centered. The way this is
|
||
done is similar to the text Outline described
|
||
above. Each line of characters considered is
|
||
reduced to just enclose all words. The string of
|
||
words is then centered in the screen.
|
||
|
||
Left - Text is moved to the left edge of the screen.
|
||
|
||
Right - Identical to Left except text is moved to the right
|
||
edge of the screen.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 43
|
||
|
||
|
||
|
||
|
||
|
||
REPLACE - Global Character/Color Replace
|
||
|
||
Performs character and/or color attribute replacement on entire
|
||
screen based on specified sub-command. The pattern is whatever was
|
||
under the cursor when ALT-G was selected. The available options
|
||
are shown below (these are similar to the Fill options):
|
||
|
||
Attribute - Searches both foreground and background color
|
||
attributes, then replaces all matches with
|
||
current values shown on status line.
|
||
|
||
Fore - Searches and replaces just the foreground color
|
||
attributes with current value.
|
||
|
||
bacK - Searches and replaces just the background color
|
||
attributes with current value.
|
||
|
||
Character - Prompts for a keyboard character or special
|
||
function set symbol (see ALT-F command). Solid
|
||
spaces can be used by pressing Shift-Space.
|
||
The screen is then searched and all characters
|
||
matching the pattern are replaced with the new
|
||
selection. Color attributes at any position
|
||
are not changed, just character values.
|
||
|
||
Both - Combines both the Attribute and Character
|
||
operations described above. A replacement
|
||
character is prompted for, then everything on
|
||
the screen matching the pattern (both character
|
||
and fore/back attributes) is replaced with the
|
||
character and current colors.
|
||
|
||
These commands operate similar to the block action text commands.
|
||
|
||
|
||
|
||
|
||
ALT-H: DISPLAY HELP INFORMATION
|
||
|
||
The help screens provide a quick reminder for the various commands
|
||
supported by TheDraw. The three screens briefly describe most
|
||
available functions.
|
||
|
||
The registered version of TheDraw supports context sensitive pop-up
|
||
help for the ENTIRE program. Typing ALT-H at any position will
|
||
display specific help on what you are doing. Try it, you'll like it!
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 44
|
||
|
||
|
||
|
||
|
||
|
||
ALT-I: INSERT A LINE
|
||
|
||
Inserts a line at the current position. The current line and all
|
||
those below it are shifted down. The bottom line is lost. This
|
||
command is not reversible, so use with care.
|
||
|
||
|
||
|
||
|
||
ALT-J: ANIMATOR OPTIONS
|
||
|
||
The Animator Options command operates differently depending on which
|
||
mode you are currently in (normal or animator).
|
||
|
||
|
||
ALT-J FROM NORMAL MODE
|
||
______________________________________________________________________
|
||
|
||
When in normal mode, selecting ALT-J will put TheDraw into animation
|
||
mode. To convert the existing normal screen images (static images) to
|
||
animation entries, a "scan method" must be specified. The particular
|
||
scan method used tells TheDraw how to read your static images for
|
||
display. Ten different scan methods are available:
|
||
|
||
TOP - Scan Top to Bottom
|
||
|
||
The static page layers are scanned from their upper-left to lower-
|
||
right corners. The scan goes across the screen (left to right).
|
||
The next line down is then scanned, and so on.
|
||
|
||
|
||
LEFT - Scan Left to Right
|
||
|
||
Similar to TOP, except the scan goes down the screen (top to
|
||
bottom). The next column over is then scanned, and so on.
|
||
|
||
|
||
CLOCK - Clock Arm Scan
|
||
|
||
Scans in clockwise direction from center of screen to border edge
|
||
around screen. Appears somewhat like a growing pie-slice.
|
||
|
||
|
||
CIRCLES - Circular Ring Scan
|
||
|
||
Scans image in ever growing circles from center of screen outwards.
|
||
ie: small circle, then slightly larger encompassing circle, then
|
||
slightly larger again, etc...
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 45
|
||
|
||
|
||
|
||
|
||
|
||
CHECKERBOARD - Checkerboard Effect Scan
|
||
|
||
Scans alternating squares on first pass creating a checkerboard
|
||
appearance, then fills in all the gaps on the second pass.
|
||
|
||
|
||
ANGLE - Angle Scan
|
||
|
||
Scans each static page layer from upper-left to lower-right
|
||
corners, using a backward angle approach. ie: scan character then
|
||
move down to next line and backup one position.
|
||
|
||
AAAAAAAAAA
|
||
BBBBBBBBB
|
||
CCCCCCCC
|
||
DDDDDDD
|
||
etc...
|
||
|
||
GATE - Gated Scan
|
||
|
||
Alternating lines scan from opposite sides of the screen forwards
|
||
and backwards going across. The first line will scan left to
|
||
right going across the screen. The second line scans right to left
|
||
across the screen. The third line scans as the first, etc... All
|
||
lines are processed at once, so the screen appears "gated".
|
||
|
||
|
||
PYRAMID - Pyramid Scan
|
||
|
||
Scans in a "pyramid" shape, starting from bottom center of screen.
|
||
.
|
||
.D.
|
||
cDCD.
|
||
tDCBCD.
|
||
eDCBABCD.
|
||
|
||
|
||
SQUARES - Squares or Spiral Scan
|
||
|
||
Scans static screen images using squares. The border of the screen
|
||
is first scanned (progressing clockwise). The next smaller square
|
||
is then scanned, and so. Produces a spiral effect.
|
||
|
||
|
||
SCRAMBLE - Random Scramble Scan
|
||
|
||
Each static page layer is scanned in a completely random order.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 46
|
||
|
||
|
||
|
||
|
||
|
||
DOOR - Closing Door Scan
|
||
|
||
Screen is scanned from top to bottom, on both sides of screen at
|
||
once. Gives the impression of doors closing on the user.
|
||
|
||
|
||
DIAMOND - Growing Diamond Scan
|
||
|
||
Scans image using ever growing diamond shapes from center of screen
|
||
outwards. Mildly similar to the circle scan in operation.
|
||
|
||
|
||
WIGGLE - Wiggle Scan
|
||
|
||
Similar to GATE, except only one line is processed at a time.
|
||
Produces a snaking line appearance starting from the top of the
|
||
screen. Scan first goes across screen, then returns on next. The
|
||
cycle is then repeated.
|
||
|
||
|
||
WIGGLEOUT - Wiggle Out Scan
|
||
|
||
Starts in center of screen with wiggle operation going both up and
|
||
down at once.
|
||
|
||
|
||
Once the animation scan is completed, the screen is cleared and
|
||
redrawn. At this point TheDraw will operate normally, except all
|
||
entries are sequenced by the animation system. Please refer to the
|
||
section "The Animation System" for more details on its use.
|
||
|
||
If you have ideas for more animation scanners, please send them!
|
||
|
||
|
||
|
||
|
||
ALT-J FROM ANIMATOR MODE
|
||
______________________________________________________________________
|
||
|
||
Once in animator mode, selecting ALT-J presents several facilities for
|
||
managing the animation system. The following commands are available:
|
||
|
||
o Specify Animation Include Files
|
||
o Specify User Control Sequences
|
||
o Toggle storing of cursor movements
|
||
o Convert animation screens to normal mode static screen images
|
||
o Rescan current animation screen
|
||
o Enter a pause into the animation sequence
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 47
|
||
|
||
|
||
|
||
|
||
|
||
The registered version of TheDraw also supports:
|
||
|
||
o Animation Position Editing (Sequence Limiting)
|
||
o Specify Animation Markers
|
||
|
||
Each item on the menu is described below:
|
||
|
||
|
||
INCLUDE - Specify Animation Include File
|
||
|
||
When creating an ANSI file, TheDraw allows you to "include" text
|
||
from other files in the new one being created. Ten different files
|
||
can be included at various points in the sequence.
|
||
|
||
When TheDraw includes another file, its contents are copied into
|
||
the new output file TheDraw is making. Once the output Ansi file
|
||
is created, the include file is not needed again. The include file
|
||
need only be present when TheDraw is actually copying text from it.
|
||
|
||
Include files are only accessed when TheDraw is saving a file.
|
||
They are ignored by ALT-Q. If you wish to see what everything
|
||
looks like before saving, use the View option described below.
|
||
|
||
Upon choosing the INCLUDE option, a window will appear on the
|
||
screen. All currently defined include files will be listed, along
|
||
with their positions in the animation sequence. The following sub-
|
||
commands are available:
|
||
|
||
SET - Sets an include file at the current animation position.
|
||
In the shareware version of TheDraw, this will always be
|
||
the end of the current animation sequence.
|
||
|
||
In the registered version, this is the current animation
|
||
limit position. This allows include files to be easily
|
||
specified "after the fact", anywhere in the animation
|
||
sequence (see Limit below).
|
||
|
||
CLEAR - Erases the include file entry you specify. No verify is
|
||
done before the entry is deleted, so be warned.
|
||
|
||
VIEW - Displays the entire animation sequence, with all
|
||
specified include files. Very useful for testing the
|
||
appearance of things.
|
||
|
||
|
||
Press [ESC] once when done editing the include files. All changes
|
||
are saved.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 48
|
||
|
||
|
||
|
||
|
||
ANSI MUSIC
|
||
|
||
Animation include files are especially useful for including so
|
||
called "Ansi Music" sequences into a TheDraw image. Ansi Music
|
||
is not part of the standard Ansi driver. It is an extension
|
||
found in certain modem communication programs (such as Qmodem).
|
||
Please note that TheDraw cannot generate Ansi Music source
|
||
sequences. The code format of Ansi Music is as follows:
|
||
|
||
<esc>[MF<music control codes><ctrl-N>
|
||
<20> <20>
|
||
ascii 27 ascii 14
|
||
|
||
The <music control codes> is a string of music descriptors
|
||
identical to those used in the Basic PLAY command. Refer to a
|
||
Basic language reference manual for further information.
|
||
|
||
Other uses are often used images or complex BBS control code
|
||
sequences (for systems such as WildCat). The following option
|
||
is more suitable for the latter however.
|
||
|
||
|
||
USER_SEQ - Specify Animation User Control Sequence
|
||
|
||
Allows you to insert your own short control code sequences directly
|
||
into the Ansi file output TheDraw generates. Extremely useful for
|
||
BBS control codes (ie: for user names and such), or inserting
|
||
special extra Ansi codes into the animation (ie: clearing the
|
||
display midstream, or causing an image to scroll). User Sequences
|
||
are only referred to when TheDraw saves a file, and are not used
|
||
when redrawing (see ALT-Q).
|
||
|
||
Upon choosing the USER_SEQ option, a window will appear on the
|
||
screen. All currently defined user control sequences will be
|
||
listed, along with their positions in the animation sequence. The
|
||
following sub-commands are available:
|
||
|
||
SET - Sets a user sequence at the current animation position.
|
||
In the shareware version of TheDraw, this will always be
|
||
the end of the current animation sequence.
|
||
|
||
In the registered version, this is the current animation
|
||
limit position. This allows control codes to be easily
|
||
specified after a screen has been made, anywhere during
|
||
the display of the animation sequence (see Limit below).
|
||
|
||
CLEAR - Removes the user sequence entry you specify. No verify
|
||
is done before the entry is deleted, so be warned.
|
||
|
||
VIEW - Displays the animation sequence, up to the position
|
||
where the specified user sequence is to be output.
|
||
Useful for jogging your memory.
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 49
|
||
|
||
|
||
|
||
|
||
|
||
LIMIT - Specify Animation Limit (registered version only)
|
||
|
||
The animation limit facility of TheDraw provides for a powerful
|
||
animation editing system. You can easily correct mistakes, insert,
|
||
delete or do anything else in the MIDDLE of any animation sequence.
|
||
|
||
To use limiting, you tell TheDraw where to stop displaying the
|
||
animation sequence. For example, assume you had a sequence with
|
||
5000 entries. You could limit it to 2000, correct a spelling
|
||
mistake, then quickly reset the limit back to 5000. With limiting
|
||
turned on TheDraw operates as always, except everything above the
|
||
animation limit is temporarily held out of the way.
|
||
|
||
Upon choosing the LIMIT option, you can specify the animation limit
|
||
position by means of the following keys:
|
||
|
||
Up/Down Arrows Advance/Backup limit by one position.
|
||
PgUp/PgDn Advance/Backup limit by 100 positions.
|
||
Home Go to start of sequence (position = 0).
|
||
End Go to end of sequence (all entries).
|
||
|
||
marKer Move to the position of an animation marker.
|
||
Selecting this command displays a window of all
|
||
currently set animation markers. After
|
||
choosing a marker, the animation limit moves to
|
||
the position of the marker. Assuming you have
|
||
set markers in strategic places, this allows
|
||
you to quickly bounce around an animation
|
||
sequence looking for a particular spot.
|
||
|
||
Press [ENTER] to save the new animation limit. Pressing [ESC]
|
||
leaves the original animation limit position unchanged.
|
||
|
||
|
||
MARKER - Specify Animation Markers (registered version only)
|
||
|
||
Markers are used to "mark" different places in the animation
|
||
sequence for later reference. Once set, markers can be used for
|
||
changing the animation limit position (see above) and viewing just
|
||
portions of the animation sequence. They can be useful in
|
||
locating things forgotten or set aside until later, editing images
|
||
a page at a time, etc...
|
||
|
||
Upon choosing the MARKER option, a window will appear on the
|
||
screen. All currently defined markers are listed, along with their
|
||
position in the animation sequence.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 50
|
||
|
||
|
||
|
||
|
||
|
||
The following sub-commands are available:
|
||
|
||
SET - Sets a marker at the current animation limit position.
|
||
This allows markers to be easily specified anywhere in
|
||
the animation sequence. You are first be prompted for
|
||
which marker to change. If the marker is already set,
|
||
it will be erased before continuing. After you specify
|
||
a marker, you can then enter a comment (32 characters).
|
||
|
||
CLEAR - Erases the marker you specify. No verify is done before
|
||
the entry is deleted, so be warned.
|
||
|
||
VIEW - Displays the animation sequence, up to a specified
|
||
marker. Useful for reminding yourself of what happens
|
||
early in a 16000 entry animation sequence.
|
||
|
||
Press [ESC] once done editing markers. All changes are saved.
|
||
|
||
|
||
|
||
MOVEMENT - Toggle Storage of Cursor Movements
|
||
|
||
Toggles whether or not TheDraw stores actual movements of the
|
||
cursor. Normally only typed characters are recorded; however, if
|
||
the cursor movement toggle is on all movements of the cursor are
|
||
also stored. Cursor movements are being stored whenever the ANIM
|
||
symbol in the status line is flashing. If you are still in doubt,
|
||
watch the animation entry count. It will increase every time you
|
||
move the cursor.
|
||
|
||
|
||
NORMAL - Convert to Normal Edit Mode.
|
||
|
||
Converts what appears on the screen to normal mode images. All
|
||
animation is erased after executing this command. You are first
|
||
prompted to verify this before continuing.
|
||
|
||
In the registered version, anything not displayed because of
|
||
animation limiting is lost. Only what appears exactly on the
|
||
screen when you select this command is converted to normal mode
|
||
images.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 51
|
||
|
||
|
||
|
||
|
||
|
||
RESCAN - Rescan the Screens
|
||
|
||
Selecting this command prompts for an animation scan method as
|
||
described above in the ALT-J FROM NORMAL MODE section. Everything
|
||
in the animation sequence is first erased, then the images on the
|
||
screens are rescanned.
|
||
|
||
In the registered version, any animation sequence not displayed
|
||
because of animation limiting is NOT lost. It will still be
|
||
available after this operation is done. This differs from the
|
||
above sub-option and permits rebuilding something which did not cut
|
||
it the first time.
|
||
|
||
|
||
PAUSE - Animation Pausing
|
||
|
||
Allows for the putting of pauses into the animation sequence.
|
||
TheDraw can wait for either a key press or a specified number of
|
||
seconds. There is no limit on pauses and they may occur anywhere
|
||
in the animation sequence. This can be very useful in
|
||
presentations.
|
||
|
||
After selecting PAUSE, the following sub-commands are available:
|
||
|
||
TIME_PAUSE Creates a pause for a specified number of
|
||
seconds (the pause can be aborted by pressing
|
||
any key when actually displayed). You are
|
||
prompted for the number of seconds to delay.
|
||
|
||
KEY_ONLY_PAUSE Creates a pause for a key to be pressed.
|
||
|
||
CLEAR Erases pauses from the animation sequence.
|
||
TheDraw searches backwards from the current
|
||
animation position for a Pause. If one is
|
||
found, you can DELETE, VIEW up to this pause,
|
||
or scan for the NEXT pause before this one.
|
||
Press [ESC] to abort clearing a pause.
|
||
|
||
Pauses are observed whenever you redraw the animation sequence with
|
||
ALT-Q. When you save an ANSI file, it is not possible to produce
|
||
the exact pause equivalent (pauses for a key are impossible). For
|
||
this reason, a small separate presentation program (THEPP) is
|
||
included with registered copies of TheDraw. This program
|
||
duplicates the operation of the ALT-Q command, and uses THEDRAW
|
||
format data files. See section entitled "The Presentation Program"
|
||
for information on using THEPP.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 52
|
||
|
||
|
||
|
||
|
||
|
||
ALT-K: DELETE A FILE
|
||
|
||
Deletes a specified file from disk. Use this option to free up disk
|
||
space when the need arises. The directory file selector (see ALT-L
|
||
below) displays everything in the current directory. Use the arrow
|
||
keys to select a file to delete, or simply type in the filename at the
|
||
bottom of the screen. Press [ENTER] to select the file.
|
||
|
||
TheDraw will then check for the file. If it exists, you are prompted
|
||
to verify before continuing. This is your last chance before you
|
||
delete something you might regret later.
|
||
|
||
|
||
|
||
ALT-L: LOAD SCREEN FROM DISK
|
||
|
||
This command allows you to load any ANSI text, ANSI Animation, ASCII
|
||
text, BINARY dump, Basic BSAVE, TheDraw Object, TheDraw COM, or
|
||
TheDraw (.TD) format file.
|
||
|
||
You are prompted to continue if the current screen image has not been
|
||
saved. The directory file selector next displays all files in the
|
||
current directory for convenience. The selector cursor may be used to
|
||
choose a file, or a filename can be typed in directly. Move the
|
||
selector cursor via the arrow and PgUp/PgDn keys. To see the pick
|
||
list of last 10 files accessed, press the TAB key. Press [ENTER] to
|
||
load the file.
|
||
|
||
If there are many files in the directory, a wildcard filename can be
|
||
used to display a partial listing of those available. Wildcards
|
||
operate as found in Dos. Please refer to your Dos manual for
|
||
additional information. Wildcards are normally temporary, and are not
|
||
maintained between directory invocations. They can be made "sticky"
|
||
however by use of the Setup utility.
|
||
|
||
If you type in the filename, a file extension is assumed unless
|
||
otherwise specified. The assumed value is ".ANS" unless changed in
|
||
the setup options. The following file types require the specified
|
||
extensions for TheDraw to be able to load them:
|
||
|
||
Binary Dump .BIN
|
||
Basic BSAVE .BSV
|
||
TheDraw COM File .COM
|
||
TheDraw OBJ File .OBJ
|
||
TheDraw Format .TD
|
||
|
||
(Note: The above filename extensions can be changed in Setup Options
|
||
menu with TheDraw, or via the Setup Utility Defaults option).
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 53
|
||
|
||
|
||
|
||
|
||
A file without one of the above is assumed to be an ANSI file.
|
||
Assembler, Pascal, and C format files cannot be reloaded, except as
|
||
Ascii text. You must keep another copy of those screens safely
|
||
somewhere in one of the above loadable formats.
|
||
|
||
Binary, BSave, COM, Object (OBJ), and TheDraw format files are all
|
||
reloadable and may contain either a full screen or small block image.
|
||
Where a block is displayed depends upon the file format. Binary and
|
||
Object formats load in the upper-left corner. Formatting information
|
||
is not stored with binary blocks however, so TheDraw will prompt for
|
||
block width before loading.
|
||
|
||
BSave and COM formats load in the same locations they were originally
|
||
saved from. The TheDraw format is more flexible however, placing you
|
||
automatically into block copy/move mode to position the block.
|
||
|
||
When loading Ansi or Ascii, only the first screen full is stored. Any
|
||
extra lines below the first screen are discarded. Do not be alarmed
|
||
by Ansi files which might be hundreds (or thousands) of lines long.
|
||
So long as the cursor never goes below the bottom of the screen,
|
||
everything will load properly.
|
||
|
||
Ansi animation is automatically detected by TheDraw using the
|
||
following advanced system: If the cursor suddenly moves to a place it
|
||
normally could never go, the file must be animated.
|
||
|
||
|
||
|
||
|
||
ALT-M: SELECT DRAW MODE
|
||
|
||
TheDraw supports the "drawing" of lines. This is easily done using
|
||
the arrow keys while in Draw mode. The characters used in the lines
|
||
are those available via the function keys from the current function
|
||
key set. Only the first four sets of characters contain lines. If a
|
||
function key set without lines is selected, the first set (single
|
||
lines) is used. Draw mode is indicated by the word "Draw" at the
|
||
bottom of the screen.
|
||
|
||
In draw mode, everything operates without change. Typed characters
|
||
still appear. The only change is that using the arrow keys makes a
|
||
line appear in the direction moved.
|
||
|
||
|
||
|
||
|
||
ALT-N: RULER
|
||
|
||
The Ruler command places a pair of intersecting lines on the screen.
|
||
The point of intersection represents the position of the cursor. It
|
||
is useful for lining up rows or columns of text or figures.
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 54
|
||
|
||
|
||
|
||
|
||
|
||
The ruler can be moved using all normal cursor keys (ie: the arrow
|
||
keys, Tab, PgUp, PgDn, Home, End, etc...). Press [ENTER] to save the
|
||
new cursor location, or press [ESC] to return to the initial cursor
|
||
position.
|
||
|
||
The ruler can held on the screen during normal editing by selecting
|
||
[S]ticky mode. The ruler will appear under the current layer. To
|
||
turn off the sticky ruler, simply select ALT-N again then press [ESC].
|
||
|
||
|
||
|
||
ALT-O: CHANGE DRIVE/SUB DIRECTORY
|
||
|
||
This command allows you to change the Dos default directory or path
|
||
(displayed when loading or viewing a file). All sub-directories of
|
||
the current path are displayed for you. A new directory can be
|
||
selected by using the arrows keys or typing in the pathname. Press
|
||
[ENTER] to change to it. Note that the details of sub-directories are
|
||
not covered here. Please refer to your dos manual for that.
|
||
|
||
For example, if you were on drive C in a sub-directory named GAMES,
|
||
you could switch to the subdirectory UTILITY of drive D by entering
|
||
"D:\UTILITY". You could then get back to the directory GAMES by
|
||
simply entering "C:" (no backslash).
|
||
|
||
|
||
|
||
Alt-P: PAINT/FILL COMMANDS
|
||
|
||
This command allows enclosed areas to be easily filled with characters
|
||
and/or attributes. An enclosed area is made by using lines (from
|
||
function key sets 1-4) or using the Draw command (see ALT-M). To use
|
||
this command, position the cursor inside the area then press ALT-P.
|
||
|
||
The following sub-commands are available:
|
||
|
||
ATTRIBUTE Changes all foreground and background color attributes
|
||
within the enclosed area to those values shown in the
|
||
status line.
|
||
|
||
FORE Changes only the foreground color attributes within the
|
||
enclosed area to the current foreground value.
|
||
|
||
BACK Changes only the background color attributes within the
|
||
enclosed area to the current background value.
|
||
|
||
CHARACTER Prompts for a keyboard character or special function set
|
||
symbol (see ALT-F command). Solid spaces can be used by
|
||
pressing Shift-Space. All enclosed characters are then
|
||
overwritten using whatever was specified. No color
|
||
attributes are changed, just actual character symbols.
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 55
|
||
|
||
|
||
|
||
|
||
|
||
BOTH Combines both the Attribute and Character paint
|
||
operations above. A character is prompted for, then
|
||
everything in the area is overwritten using that
|
||
character with the current color attributes from the
|
||
status line.
|
||
|
||
In animation mode, the Character and Both options add new entries to
|
||
the animation sequence; nothing is deleted. The Attribute command
|
||
however only changes the color attributes of characters already in the
|
||
animation sequence. No new entries are added.
|
||
|
||
|
||
|
||
ALT-Q: REDRAW SCREEN
|
||
(available in animation mode only)
|
||
|
||
This command redraws the animation sequence on the screen. With this
|
||
you can see how your work is developing. You are prompted for the
|
||
display speed to redraw at. Available speeds are from 0 (fastest) to
|
||
255 (crawl). A value of about 40 is generally a good speed to view
|
||
at. Be warned that 255 literally is a crawl speed, displaying between
|
||
two and four characters per second (standard PC/XT). A slow redraw
|
||
can be broken out of by pressing any key.
|
||
|
||
|
||
|
||
ALT-R: RESTORE CURRENT LINE
|
||
|
||
Restores current line to original contents. Useful if you make a
|
||
mistake while entering text. Removes all changes to the line made by
|
||
the user. Once you move off to a new line however, any changes are
|
||
permanent.
|
||
|
||
|
||
|
||
ALT-S: SAVE SCREEN TO DISK
|
||
|
||
The Save Screen command offers many formats for saving the entire
|
||
current screen. The available formats are: Ansi, Ascii, Asm,
|
||
Binary, BSave, Com, C, Pascal, Object, and TheDraw. Please note that
|
||
all color attributes are lost in an Ascii file. All other formats
|
||
store the complete screen with color information (unless specified
|
||
otherwise).
|
||
|
||
The entire screen is saved when using this command. If you do not
|
||
require the full video, use a block save (see ALT-B). These can be
|
||
more effective at times.
|
||
|
||
You are first prompted for which storage format to use. In animation
|
||
mode, only ANSI and THEDRAW formats are available. The items on the
|
||
menu are discussed below.
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 56
|
||
|
||
|
||
|
||
|
||
|
||
ANSI - Ansi text file
|
||
|
||
You are first asked what initial screen preparation you want before
|
||
the image is displayed. Options are:
|
||
|
||
CLEAR - Clears the screen
|
||
HOME - Move cursor to upper-left corner of screen
|
||
NONE - Leave screen and cursor position as is.
|
||
|
||
The next prompt is for the maximum length of each line in the saved
|
||
file. TheDraw is capable of producing over 1300 characters per
|
||
screen line (if every character had a differing color combination).
|
||
Some applications and programs (ie: other text editors) cannot
|
||
handle so many characters per line. This option limits the output
|
||
line length sacrificing time to display the image. If length is no
|
||
problem, specify [N]one for the most efficient file.
|
||
|
||
Lastly, you are prompted for the Ansi display speed (a number from
|
||
0 to 50). The operation is similar to the ALT-Q animator redraw
|
||
screen function. Things are slowed down by adding redundant codes
|
||
after displayed characters. A value of 50 is approximately equal
|
||
to an ALT-Q speed of 255 (extremely slow). Experimentation will
|
||
find the most appropriate speed for your needs.
|
||
|
||
|
||
ASCII - Ascii Text (no colors)
|
||
|
||
If you select ASCII, you are prompted if you really want a non-
|
||
color image made before continuing. The Ascii file produced is
|
||
similar to any file produced by a normal text editor (ie: Turbo
|
||
Pascal or Sidekick editor).
|
||
|
||
There is one difference in the approach used by TheDraw however.
|
||
Lines of Ascii that are the full 80 character screen width, are
|
||
normally NOT terminated with a carriage return sequence (CR/LF).
|
||
Such Ascii files viewed via the Dos TYPE command display properly
|
||
but do not load correctly into most other software. Therefore, an
|
||
option to force CR/LF was added to the Setup Options menu within
|
||
TheDraw, and the Setup Utility Defaults area. Set this toggle if
|
||
you are having difficulties.
|
||
|
||
|
||
ASM - Assembly Language
|
||
|
||
ASM produces a list of DB data statements for use by assembly
|
||
language programmers. Additional sub-options are available to
|
||
specify the assembler data format. You can specify to Crunch,
|
||
output only Ascii characters, or generate a normal file. Crunching
|
||
uses a custom technique for compressing color changes and strings
|
||
of identical characters to make the smallest possible file. To
|
||
display a crunched file you must use the uncruncher routine
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 57
|
||
|
||
|
||
|
||
|
||
included separately with TheDraw (UNCRUNCH.ASM). This file has
|
||
comments explaining its use. It is compatible with Microsoft
|
||
(MASM) and Borland (TASM) assemblers. Simple formatting changes
|
||
may be required for other vendors assemblers.
|
||
|
||
The Ascii format saves all characters on the screen. No color
|
||
attribute information is stored however. The Normal format is a
|
||
pure binary dump of the screen, converted to an assembler
|
||
compatible format.
|
||
|
||
You are also prompted for a reference identifier to use. This will
|
||
be the name used to access the data within a program. TheDraw
|
||
takes this and generates statements to simplify programming. For
|
||
instance, assume a standard full screen with the default IMAGEDATA:
|
||
|
||
IMAGEDATA_WIDTH EQU 80
|
||
IMAGEDATA_DEPTH EQU 25
|
||
IMAGEDATA_LENGTH EQU 4000
|
||
IMAGEDATA LABEL BYTE
|
||
... data for screen image follows here ...
|
||
|
||
The width and depth statements reflect the character dimension of
|
||
the image saved. Saving a block changes them appropriately. This
|
||
facilitates easier program development. Instead of directly coding
|
||
block sizes refer to the above identifiers. Thus eliminating the
|
||
need to remember arbitrary block sizes.
|
||
|
||
|
||
BINARY - Binary Screen Dump
|
||
|
||
Produces a straight data byte dump of the video screen. This data
|
||
format is generic. It is useful for many things, such as loading
|
||
screen images directly to video ram, etc... This will be 4000
|
||
bytes for a standard 80x25 screen, larger for EGA/VGA displays.
|
||
|
||
|
||
BSAVE - Basic BSave Screen Dump
|
||
|
||
This file is identical to a binary screen dump, except loading
|
||
codes for Basic are placed at the front. These files can be loaded
|
||
from basic with:
|
||
|
||
DEF SEG = &HB800 : BLOAD"filespec.BSV",0
|
||
|
||
If you have a monochrome monitor, replace the B800 with B000 in the
|
||
above line.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 58
|
||
|
||
|
||
|
||
|
||
|
||
COM - Dos Executable COM Files.
|
||
|
||
Produces a truly separate program executable from Dos by typing the
|
||
program name. COM files are useful in batch files and the like
|
||
for -fast- displaying. COM file screen blocks (via ALT-B) display
|
||
only the block without changing anything else. You could
|
||
conceivably generate a "layering" windows effect if you so
|
||
desired. TheDraw has three different styles of COM file, and will
|
||
transparently select the most appropriate to minimize file size.
|
||
|
||
|
||
PASCAL - Turbo Pascal Compatible Screen Dump
|
||
|
||
This operates the same as the ASM option described above, except
|
||
the output is in a Turbo Pascal compatible CONST structure. See
|
||
Appendix B for the section entitled "Programmers Programming Tips".
|
||
To use the Crunched file format, use the file UNCRUNCH.PAS.
|
||
|
||
|
||
C - Modern C Formatted Compatible Screen Dump (Turbo C)
|
||
|
||
Again, this operates the same as the ASM option. The format is for
|
||
the new "modern C" string continuation structure. The data may be
|
||
uncrunched using routines in the two files UNCRUN_N.OBJ and
|
||
UNCRUN_F.OBJ (for near and far code models respectfully). The
|
||
header file UNCRUNCH.H contains instructions on their proper usage.
|
||
|
||
We are aware only of TurboC able to handle this structure. People
|
||
using other compilers should use the Object file format below.
|
||
|
||
|
||
OBJECT - Intel Compatible Object Code File
|
||
|
||
This is a format compatible with many high level language
|
||
compilers. Object files can be produced with screen information
|
||
crunched, ascii only, or binary normal (as in ASM format). Four
|
||
code/data models are supported:
|
||
|
||
Turbo Pascal v4.0 (and above)
|
||
Small Data
|
||
Large Data
|
||
QuickBasic v4.0 (and above)
|
||
|
||
The TP40 format is compatible with Turbo Pascal v4.0 through v6.0.
|
||
Data saved to these files is referenced by external procedure
|
||
calls and pointers. Refer to the topics "TURBO PASCAL v4.0
|
||
through v5.5" and "TURBO PASCAL VERSION 6.0" in the Programmers
|
||
Programming Tips section for examples.
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 59
|
||
|
||
|
||
|
||
|
||
|
||
The QB40 format is for use with QuickBasic v4.0 and higher. The
|
||
image data saved to these files are referenced by provided display
|
||
routines. The object files are linkable (if you use the BC
|
||
compiler), or can be incorporated into a Quick Library for use
|
||
within the QuickBasic environment. When linking separately, you
|
||
must include the file QBUTIL.LIB in addition to any TheDraw object
|
||
files. To simplify matters, you can merge the QBUTIL.LIB and
|
||
object files into one library.
|
||
|
||
A batch file MAKEQLB.BAT is provided to simplify the process of
|
||
creating Quick Library and the separate library files. To use, the
|
||
first parameter should be the name of the quick library to create.
|
||
The following parameters are TheDraw object files plus other object
|
||
(.OBJ) and library (.LIB) files you want included. ie:
|
||
|
||
MAKEQLB testlib IMAGE1.OBJ IMAGE2.OBJ USERCODE.LIB
|
||
|
||
This creates the files named TESTLIB.LIB and TESTLIB.QLB. Note no
|
||
file extension was specified on the "testlib" parameter above,
|
||
since the batch file adds ".LIB" and ".QLB" automatically. The
|
||
Quick Library contains the display routines (from QBUTIL.LIB, which
|
||
is always added by the batch file), plus the screen images in
|
||
IMAGE1.OBJ and IMAGE2.OBJ. Also included is a library of user code
|
||
you might optionally want in this quick library. See the topic
|
||
"MICROSOFT QUICKBASIC v4.0 AND v4.5" in the Programmers
|
||
Programming Tips section.
|
||
|
||
|
||
OBJECT FILE DATA FORMATS
|
||
------------------------
|
||
|
||
The data formats use the following identifiers:
|
||
|
||
Small Data Large Data
|
||
---------- ---------------
|
||
Segment: _DATA filename_DATA
|
||
Group: DGROUP filename_DATA
|
||
|
||
Where "filename" is the actual filename given the object file.
|
||
|
||
The last prompt under object files is for the data reference
|
||
identifier. This is the name you will use in your program to
|
||
access the object data. It defaults to IMAGEDATA (for TP40 and
|
||
QuickBasic) or _IMAGEDATA (Small or Large Data). The underscore is
|
||
usually required for small or large data formats, but is
|
||
application and compiler dependent.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 60
|
||
|
||
|
||
|
||
|
||
|
||
The above identifier is used to directly reference the image data
|
||
stored. In addition, TheDraw generates three additional
|
||
identifiers similar to the ASM case:
|
||
|
||
identifier_WIDTH
|
||
identifier_DEPTH
|
||
identifier_LENGTH
|
||
|
||
For QuickBasic users the following identifiers are used, called as
|
||
subroutine functions to obtain the wanted value:
|
||
|
||
identifierWIDTH
|
||
identifierDEPTH
|
||
identifierLENGTH
|
||
|
||
In all cases, these contain the dimensions of the block specified
|
||
(width and depth). The last identifier specifies how long the data
|
||
block is. The width/depth values are useful for drawing windows
|
||
and other related functions. The length parameter is useful for
|
||
displaying crunched images.
|
||
|
||
|
||
THEDRAW - TheDraw Setup Save
|
||
|
||
This format saves everything about the current configuration of
|
||
TheDraw. In normal edit mode, all occupied page layers are saved.
|
||
In animation mode, the complete animation sequence is stored. All
|
||
other parameters are saved also (ie: current colors, tab line,
|
||
cursor position, current page layer, etc...).
|
||
|
||
The TheDraw format file also has the benefit of being the fastest
|
||
way to load and retrieve screen images; eight page layers or 16000
|
||
animation entries take only seconds to load.
|
||
|
||
|
||
Following the above prompts, TheDraw prompts for a filename. If the
|
||
file already exists, you are prompted to verify the save. If you do
|
||
not specify a filename extension, TheDraw assumes the following:
|
||
|
||
.ANS ANSI compatible files
|
||
.ASC ASCII text files
|
||
.ASM Assembler files
|
||
.BIN Binary dumps
|
||
.BSV Bsave files
|
||
.COM COM files
|
||
.PAS Pascal files
|
||
.H C files
|
||
.OBJ Object files
|
||
.TD TheDraw format files.
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 61
|
||
|
||
|
||
|
||
|
||
|
||
A file without an extension can be specified by placing a period as
|
||
the last character of the filename (ie: TESTFILE. ). After entry of a
|
||
valid filename, the screen is saved to disk.
|
||
|
||
For information and suggestions on using the screen files created by
|
||
TheDraw see Appendix B (Programmers Programming Tips).
|
||
|
||
|
||
|
||
ALT-T: TAB SETUP
|
||
|
||
This command allows you to set tabs in the editor (positions where the
|
||
[TAB] key stops). Initially the positions are at every tenth column.
|
||
Available sub-commands are:
|
||
|
||
SET - Set a new tab position. Move the cursor to the wanted
|
||
position then press 'S'.
|
||
CLEAR - Clears tab at current cursor position
|
||
RESET - Resets tab line to initial settings (every ten spaces).
|
||
ERASE - Delete all current tab setting for a clean slate.
|
||
INCREMENT - Prompts for a step size. From the current cursor
|
||
position, every nth location is then set. This allows
|
||
you to quickly specify, say every fourth position if
|
||
your need requires it.
|
||
|
||
Press [ESC] to leave the tab set command.
|
||
|
||
|
||
|
||
ALT-U: USE COLORS UNDER CURSOR
|
||
|
||
Changes current edit colors (seen on status line) to those currently
|
||
under the cursor. This provides a fast method to change to colors
|
||
already displayed on the screen.
|
||
|
||
|
||
|
||
ALT-V: VIEW A SCREEN
|
||
|
||
This command allows you to look at an image saved on disk. Nothing is
|
||
altered by this command. This might be used in conjunction with the
|
||
block load/import function (see ALT-B).
|
||
|
||
Viewing a screen is similar to loading (see ALT-L) except the loaded
|
||
image is not remembered. Once the image is fully displayed, a window
|
||
appears with instructions. Press [ENTER] to exit view mode.
|
||
Pressing any other key will make the window disappear to facilitate
|
||
viewing. After about 30 seconds the window reappears to remind you
|
||
about view mode (in case you leave the computer unattended).
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 62
|
||
|
||
|
||
|
||
|
||
|
||
ALT-W: EDIT CHARACTER
|
||
(available in animation mode only)
|
||
|
||
Allows the editing of a mistyped animation entry. This command exists
|
||
because simply overwriting an incorrect character does not delete it.
|
||
In animation mode, both entries are remembered - the incorrect
|
||
character, plus the wanted one. Upon redisplaying the animation
|
||
sequence (see ALT-Q), both characters would be seen (the former for
|
||
only a millisecond perhaps, but it would appear).
|
||
|
||
Another way is using ALT-Z to delete the incorrect entry. The wanted
|
||
character could then be typed in. This works perfectly well, and some
|
||
people may prefer it; however, to quickly change an entry ALT-W is
|
||
more convenient.
|
||
|
||
After pressing Alt-W you are prompted to type the new character. The
|
||
current position will flicker. All color changing commands are
|
||
available (ALT-A and the Ctrl-Arrow keys) while editing.
|
||
|
||
|
||
|
||
|
||
ALT-X: EXIT THEDRAW
|
||
|
||
Prompts if you wish to exit TheDraw or execute a shell to DOS.
|
||
Responding Yes exits the program. No cancels the command.
|
||
|
||
Shell also exits to Dos, however TheDraw remains in memory. All
|
||
screen page layers and animation entries are retained. To free up
|
||
memory for the Dos Shell, TheDraw will try temporarily saving its data
|
||
to expanded memory/EMS or a disk swap file (if insufficient EMS
|
||
exists). Typing the command "EXIT" at the Dos prompt will return
|
||
control to TheDraw.
|
||
|
||
|
||
|
||
ALT-Y: DELETE CURRENT LINE
|
||
|
||
Deletes the current line on the screen. All lines below are shifted
|
||
up one line position. The bottom line is cleared using spaces and the
|
||
default background color. This command is not reversible, so use it
|
||
carefully.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 63
|
||
|
||
|
||
|
||
|
||
|
||
ALT-Z: ERASE CURSOR CHARACTER
|
||
(available in animation mode only)
|
||
|
||
Erases the top-most character from the animation sequence at the
|
||
current cursor position. Only the last character typed at the cursor
|
||
position is deleted, everything typed before is unchanged.
|
||
|
||
This differs from the Backspace key which deletes everything at a
|
||
cursor position.
|
||
|
||
|
||
|
||
ALT-[left]: DELETE CURRENT COLUMN
|
||
|
||
Deletes the current column on the screen. Everything to the right of
|
||
the current column is shift over one position. The right-most column
|
||
is cleared using spaces and the default background color. This
|
||
command is equivalent to using Block Delete (ALT-B,D) on the current
|
||
column. In any case, the action is not reversible so use carefully.
|
||
|
||
|
||
|
||
|
||
ALT-[right]: INSERT A COLUMN
|
||
|
||
Inserts a column at the current position. The current column and all
|
||
those to its right are shifted over. The right-most column is lost.
|
||
This command is not reversible, so use with care.
|
||
|
||
|
||
|
||
|
||
ALT-- TOGGLE COLOR DRAW MODE
|
||
|
||
Toggles color attribute drawing. In this mode, moving the cursor
|
||
updates the new character position to the current edit colors. This
|
||
permits easy manual color painting of a given area. In animation
|
||
mode, only those locations with characters in the animation sequence
|
||
will be altered. Unused locations will not be affected.
|
||
|
||
Operation of TheDraw is not changed by this mode. Moving the cursor
|
||
will simply change colors.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 64
|
||
|
||
|
||
|
||
|
||
|
||
ALT-= TOGGLE MACRO LEARN MODE
|
||
(registered version only)
|
||
|
||
Activates the macro learning mode of TheDrawR. You are prompted for
|
||
which macro key to program (0-9). After specifying the macro, TheDraw
|
||
remembers everything you type. This is somewhat akin to animation
|
||
mode; however, macro learn mode literally remembers everything. All
|
||
editing commands performed, any characters typed, etc... Up to 512
|
||
characters will be recorded.
|
||
|
||
Once satisfied with the macro, type ALT-= again to save it. To use
|
||
the macro, press ALT followed by the proper number key 0 through 9
|
||
(do not use the numbers on the keypad).
|
||
|
||
While programming a macro, selecting another macro chains the two
|
||
together. Chaining a macro in this fashion permits you to create
|
||
longer macros than available otherwise. When you specify the second
|
||
macro, the one being programmed is saved and learn mode is turned off.
|
||
|
||
To program the second macro (and continue the sequence), select Alt-=
|
||
from command mode again.
|
||
|
||
You can create an "endless" macro quite easily. Simply have a macro
|
||
call itself. For instance, if programming macro 0, type ALT-0. ie:
|
||
|
||
ALT-= 0 [Enter] Start programming macro 0.
|
||
<macro contents>Alt-0
|
||
|
||
TheDraw would repeat the macro contents until ESC was pressed.
|
||
|
||
|
||
|
||
|
||
ALTERNATE COLOR CHANGE OPTIONS
|
||
|
||
For the experienced user, TheDraw provides a more convenient way of
|
||
adjusting the current status line colors.
|
||
|
||
Pressing Ctrl-Up increments the current foreground color number (found
|
||
in ALT-A) and Ctrl-Down decrements it. These two key combinations do
|
||
not always work reliably on all computers (a Bios flaw exists). To
|
||
get around this, TheDraw incorporates a special keyboard driver to
|
||
handle these two keys. If they do not work on your machine run the
|
||
SETUP utility and use "Keyboard Customize" to configure TheDraw to
|
||
your keyboard.
|
||
|
||
Pressing Ctrl-Right increments the current background color number;
|
||
Ctrl-Left decrements it.
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 65
|
||
|
||
|
||
|
||
|
||
|
||
SHIFT-SPACE: SOLID SPACE CHARACTER
|
||
|
||
As stated elsewhere in this documentation (see ALT-E), the sprite mode
|
||
of TheDraw makes lower page layers appear through "black spaces" on
|
||
the current page layer. This can sometimes be convenient and
|
||
sometimes not. There are instances when you want to have a non-
|
||
transparent black space on the screen.
|
||
|
||
The Solid Space performs this function (non-transparent black space).
|
||
Moving the cursor onto a solid space will cause the background color
|
||
to flicker as an indicator. A Solid space is nothing more than a
|
||
character #255 (which is a blank IBM extended character).
|
||
|
||
|
||
|
||
|
||
CTRL-PRTSC: FULL SCREEN MODE TOGGLE
|
||
|
||
This command toggles screen usage in TheDraw between 23 lines
|
||
(regular) and 25 lines (full-screen). In full-Screen mode the status
|
||
line disappears so you can fully use the screen. TheDraw also makes
|
||
heavy use of pop up windows for prompts and messages in this mode.
|
||
While useful, it can be awkward since YOU must remember where you are
|
||
at all times. For instance, block marking and etc... It is easy to
|
||
become confused unless you are careful. If all else fails, hit ESC a
|
||
few times to abort the current command. Some people may prefer this
|
||
mode which is fine. Nothing forces you to use either screen size for
|
||
anything.
|
||
|
||
Ctrl-PrtSc only operates from command mode. It is not available under
|
||
any sub commands (such as Block, Global, etc...). There are no
|
||
restrictions on full screen use in animation modes.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 TheDraw Command Functions 66
|
||
|
||
|
||
|
||
|
||
|
||
THE ANIMATION SYSTEM
|
||
____________________
|
||
|
||
|
||
WHAT IS ANSI ANIMATION?
|
||
______________________________________________________________________
|
||
|
||
The animation system of TheDraw allows the user to create screens with
|
||
movement, adding excitement to your presentations. In animation mode,
|
||
TheDraw basically remembers the exact order in which you enter
|
||
something. This involves what you type, and more significantly, where
|
||
you typed it. For comparison, TheDraw normally saves a static image
|
||
from the Top to Bottom of the screen -- just like any typical text
|
||
file would be displayed.
|
||
|
||
Animation or sequencing allows a screen to be displayed bottom to
|
||
top, totally against the natural order of things (so far as Dos is
|
||
concerned anyway). With the animation sequence you put characters in
|
||
exact locations in any order you want. Those keystrokes are repeated
|
||
in the same order when played back. For example typing the numbers 0
|
||
through 9 backwards along the screen. ie:
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> <20>
|
||
<20> <20>
|
||
<20> 9 8 7 6 5 4 3 2 1 0 <20>
|
||
<20> <20>
|
||
<20> ( <--- typed this direction ) <20>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
Upon replay, the "0" would appear first, followed by the "1", "2",
|
||
etc... Exactly as was typed. Note in this example movement of the
|
||
cursor was not stored, although it could be. Storing cursor movements
|
||
will be discussed later.
|
||
|
||
Animation sequences can be saved in two different formats: ANSI (.ANS)
|
||
and THEDRAW (.TD). A sequence saved in Ansi can be displayed using
|
||
the Dos TYPE command on any computer with the ANSI.SYS driver
|
||
installed (see Appendix A on how to install it). Ansi files are also
|
||
used widely on bulletin board systems. TheDraw is not needed to
|
||
display Ansi files once created.
|
||
|
||
The THEDRAW format is used for quickly saving and loading animation
|
||
sequences to disk. The Presentation Program (THEPP) can be used to
|
||
display an animation sequence saved in TheDraw format.
|
||
|
||
For an example of Ansi Animation, enter "TYPE SHUTTLE2.ANS" from the
|
||
Dos prompt (once the ANSI.SYS driver is installed).
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 The Animation System 67
|
||
|
||
|
||
|
||
|
||
|
||
ANIMATION BASICS
|
||
______________________________________________________________________
|
||
|
||
TheDraw never physically "moves" anything when animating something.
|
||
This is an illusion created by careful placement of characters (which
|
||
as you remember can be placed anywhere we want). The "animation" of a
|
||
display is done manually; moving objects step by step.
|
||
|
||
The illusion of movement is simple to describe: Draw an object.
|
||
Erase it, then redraw it moved over slightly. Repeat the above. If
|
||
done properly, the object will appear to move. Nothing is really
|
||
"moving" per say, we are just simulating it.
|
||
|
||
For an example, imagine an asterisk in the center of the screen. We
|
||
wish to have this asterisk move to the right. To do this, first we
|
||
put a space over the existing asterisk (thus erasing it), then display
|
||
a new asterisk over to the right (redrawing it). Repeating this will
|
||
"animate" the asterisk, since it appears to move. ie:
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> <20> <20> <20>*<2A> <20> <20> <20> Asterisk as it initially was drawn.
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> <20> <20> <20>_<EFBFBD> <20> <20> <20> Asterisk has been erased
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> <20> <20> <20>_<EFBFBD>*<2A> <20> <20> A new asterisk has been drawn shifted over.
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> <20> <20> <20>_<EFBFBD>_<EFBFBD>*<2A> <20> Above two steps repeated.
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
Do the above process quickly, and the user effectively sees movement
|
||
because the eye smoothly connects the old asterisk position with the
|
||
new one for us.
|
||
|
||
|
||
A SIMPLE EXAMPLE
|
||
______________________________________________________________________
|
||
|
||
The easiest animation example under TheDraw to play with is a snake.
|
||
Our snake, we'll call him Slither from now on, will be a simple life
|
||
form, growing each time he is moved. In effect, Slither's tail is
|
||
never shifted since he grows so rapidly. To create this peculiar life
|
||
form, enter animation mode (ALT-J,T). Next, turn on line drawing mode
|
||
(ALT-M; "Draw" appears on status line).
|
||
|
||
To give arise to Slither, move the cursor using the arrow keys. Keep
|
||
moving in the same direction and low and behold there he is. Change
|
||
direction, and move for a while. Make Slither do as many twists and
|
||
turns as you like, since he really enjoys a good run (or crawl?)
|
||
|
||
|
||
TheDraw v4.00 The Animation System 68
|
||
|
||
|
||
|
||
|
||
|
||
(example run of Slither)
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> <20>
|
||
<20> <20>Ŀ <20><><EFBFBD>Ŀ <20> <20>
|
||
<20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20> <20> <20> <20>
|
||
<20> <20> <20> <20> <20> <20> <20>
|
||
<20> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ <20><> <20> <20><> <20> <20>
|
||
<20> <20> <20> <20>Ŀ <20> <20> <20> <20>Ŀ <20> <20>
|
||
<20> <20><><EFBFBD> <20> <20> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20> <20>
|
||
<20> <20> <20> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20>
|
||
<20> *<2A><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20> <20> <20>
|
||
<20> (start) <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
Now for the moment of truth. Make Slither repeat what he just did by
|
||
using animation redraw (ALT-Q). Enter a delay of about 100, then sit
|
||
back and watch Slither perform for you exactly as he did before.
|
||
|
||
Hopefully this example shows just how little effort it takes to
|
||
produce simple animation. Even this uncomplicated approach will add
|
||
the extra pizzazz a presentation needs. Possibilities include drawing
|
||
charts, graphs, outline figures, backdrops, etc... Your imagination
|
||
is the only limiting factor.
|
||
|
||
The next section describes how to move objects (such as the asterisk
|
||
example shown previously).
|
||
|
||
|
||
|
||
HOW TO ANIMATE SOMETHING
|
||
______________________________________________________________________
|
||
|
||
The asterisk example showed the classic method for moving small
|
||
objects. ie: draw, erase, draw, repeat... However, the Ansi driver
|
||
under which our animation special effects operate is quite limited.
|
||
The illusion of movement is lost with large objects because too much
|
||
time is spent erasing and redrawing them. A better way is needed.
|
||
|
||
For larger objects, we can use the block copy facility. Draw the
|
||
object, and decide what direction things will move. Now, mark a
|
||
block over the object -plus- an extra blank line on the side opposite
|
||
to the direction of movement. ie:
|
||
|
||
block outline --> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> OBJECT<43>--> movement will be this way
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
^
|
||
<20><><EFBFBD><EFBFBD><EFBFBD> extra blank line
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 The Animation System 69
|
||
|
||
|
||
|
||
|
||
|
||
The complicated bit follows: Choose block copy. Move the block once
|
||
in the direction of movement and Stamp it. Move it again, and Stamp.
|
||
Repeat as much as desired. On the last shift, press [ENTER] instead
|
||
of stamp. That's it! Now try redrawing with ALT-Q. You have created
|
||
a moving object.
|
||
|
||
This new approach is similar to the asterisk example, but notice we do
|
||
not explicitly erase the object before shifting and redrawing. A good
|
||
improvement making each shift almost twice as fast!
|
||
|
||
Objects are generally larger than the distance moved between shifts,
|
||
and afterwards occupy most of the same space as before. Thus, why you
|
||
may ask, bother erasing an area if it will immediately be overwritten
|
||
again? We can avoid wasting time and things will go faster.
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۳
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۳
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Object <20><><EFBFBD><EFBFBD>۳
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۳
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۳
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
^ ^ ^
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> old portion of object,
|
||
"erased" by blank line
|
||
|
||
The extra blank line erases what needs erasing, and the redrawn
|
||
object simply overwrites the rest. By using more than one blank line
|
||
(and stepping more than one line between stamps), the movement appears
|
||
to go faster still.
|
||
|
||
Notice that block copy was used, not block move. In animation mode,
|
||
the block move relocates animation entries in the block. Copying
|
||
leaves the original in place, and -overwrites- it with the moved copy.
|
||
Just like the asterisk example, we didn't move it, we overwrote it.
|
||
See example shown above.
|
||
|
||
Block move physically moves the object to the first stamp location.
|
||
If you redraw the animation sequence, you would find no "movement".
|
||
The object is drawn only once, where it was moved over to (at least on
|
||
the first stamp). Additional stamps would behave as expected, only
|
||
the first stamp would not be right.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 The Animation System 70
|
||
|
||
|
||
|
||
|
||
|
||
TRICKS OF THE TRADE
|
||
______________________________________________________________________
|
||
|
||
Once the above mentioned animation skills are down, certain easy
|
||
special effects will help liven up a display. Care given to color
|
||
selection, shading, and use of shadowing to furnish a three
|
||
dimensional feel can perform wonders. Animation is also improved on
|
||
occasion by pausing the display slightly.
|
||
|
||
|
||
USE OF COLORS
|
||
|
||
Good color selection is as important as the display content being
|
||
viewed. Colors should be high contrast, but not so as to distract
|
||
the viewer. For example, Yellow on Cyan go well together, however
|
||
Magenta on Green do not. Extensive theory exists to predict which
|
||
color to use with what, but for our purposes some experimenting
|
||
will suffice. Simply look for combinations which are easy to read
|
||
and do not strain the eyes. Observing other peoples work is a good
|
||
teacher as well.
|
||
|
||
Background colors should be used to your advantage. For example,
|
||
look closely at the TheDraw title screen and note how the layering
|
||
was achieved. Half block characters (such as "<22>" and "<22>") 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 ("<22>"). Now select flashing gray (color 23) on a
|
||
red background (color 4). Put another block character next to the
|
||
first. What you see is the block colors alternating between red
|
||
and gray, each block opposite of one another. Repeating this
|
||
pattern produces a moving effect.
|
||
|
||
|
||
SHADING
|
||
|
||
Shading and shadowing discussed below are both used for adding
|
||
texture and three dimensional quality to a display. Shading is the
|
||
process of gradually changing visual intensity. This can be done
|
||
using bright colors then more subdued colors, or using different
|
||
characters with different density such as "<22><><EFBFBD><EFBFBD>".
|
||
|
||
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 v4.00 The Animation System 71
|
||
|
||
|
||
|
||
|
||
Example of how color changes on a curved object:
|
||
|
||
|
||
brightest here
|
||
|
||
darker <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> darker
|
||
<20><> <20><>
|
||
<20> <20>
|
||
darkest here <20> <20> darkest here
|
||
<20><> <20><>
|
||
|
||
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۲<EFBFBD><DBB2><EFBFBD><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۲<EFBFBD><DBB2><EFBFBD><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۲<EFBFBD><DBB2><EFBFBD><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۲<EFBFBD><DBB2><EFBFBD><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
|
||
The above character shading example shows one attempt at matching
|
||
the curvature example. You can obtain more gradations by using
|
||
high intensity and low intensity color in combination. For
|
||
instance, coloring the following blocks as indicated yields
|
||
eight shades of blue:
|
||
|
||
light
|
||
blue
|
||
<20>
|
||
light <20><>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> blue
|
||
cyan ۲<><DBB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
|
||
SHADOWING
|
||
|
||
This effect gives the appearance of an object throwing a "shadow"
|
||
onto something. Many popular programs use shadowing to highlight
|
||
menu or other box structures. Shadows are made by duplicating an
|
||
object shifted down and over slightly, in a darkened color. ie:
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۰
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۰
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۰
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۰
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
The most effective shadow colors are the light and dark grays.
|
||
|
||
|
||
|
||
TheDraw v4.00 The Animation System 72
|
||
|
||
|
||
|
||
|
||
|
||
PAUSING
|
||
|
||
TheDraw directly supports two types of animation pause: timed and
|
||
keyboard. Unfortunately, there is no way to implement a keyed
|
||
response in an Ansi file. The keyboard option is operable only if
|
||
TheDraw or THEPP (see following section in documentation) is used
|
||
for displaying the animation. Timed pauses can be approximated
|
||
however, by inserting redundant codes into the Ansi file.
|
||
|
||
One application might be slowing down steps of an animated object.
|
||
The object is shifted once, then a short pause occurs before the
|
||
object is shifted again. The relative speed difference (ie: object
|
||
redrawn faster than shifting occurs) could help smooth the
|
||
animation in some situations.
|
||
|
||
Another application of course, is placing a delay after a message
|
||
appears. Whisking something away too quickly might frustrate some
|
||
users. The SHUTTLE2.ANS example has a couple of delays used. Can
|
||
you find them?
|
||
|
||
|
||
Ideally from the above you'll notice the "tricks" are not really
|
||
tricks at all, but rather easy skills to master. A little practice
|
||
will put you firmly on the right track.
|
||
|
||
|
||
|
||
LIMITATIONS
|
||
______________________________________________________________________
|
||
|
||
You will discover a few limitations of Ansi animation as you progress.
|
||
Large objects tend to "ripple" as they move. ie:
|
||
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
||
<20> <20> <-- ripple effect
|
||
<20> <20>
|
||
<20> <20>
|
||
<20> <20>
|
||
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
|
||
Large object also use a significant portion of the available animation
|
||
space. You will be amazed how quickly even 16000 entries disappear.
|
||
Objects up to 30 character by 10 lines (30x10) in size generally work
|
||
with minimal difficulty. Faster computers can get away with slightly
|
||
larger blocks.
|
||
|
||
Since only one character point can change at any given time, having
|
||
multiple objects move simultaneously will slow performance.
|
||
|
||
As with everything, experience will tell you what is best for a given
|
||
situation. Good luck, and enjoy being a qualified TheDraw hacker!
|
||
|
||
|
||
TheDraw v4.00 The Animation System 73
|
||
|
||
|
||
|
||
|
||
|
||
THE PRESENTATION PROGRAM
|
||
________________________
|
||
|
||
The Presentation Program (THEPP) included with the registered version
|
||
of TheDraw is a command line driven utility intended to simplify
|
||
displays and demonstrations. It is flexible and easy to use. THEPP
|
||
can display any file loadable by TheDraw (Ansi, Ascii, Binary, BSave,
|
||
Object and TheDraw formats). As with TheDraw, the filename extensions
|
||
tell THEPP what format a given file is saved in. The following
|
||
extensions are used (but changeable via the SETUP utility):
|
||
|
||
Binary Dump .BIN
|
||
Basic BSAVE .BSV
|
||
TheDraw COM Files .COM
|
||
TheDraw OBJ Files .OBJ
|
||
TheDraw Format .TD
|
||
|
||
Any other file is assumed to be either Ansi or Ascii. TheDraw format
|
||
files store which page layer was being edited. THEPP displays only
|
||
this page layer. If sprite mode was turned on, any page layers below
|
||
the current one will appear also ("under" the current layer).
|
||
|
||
THEPP takes as its parameters a list of filenames to display on the
|
||
screen. This it will do as fast and efficiently as possible unless
|
||
otherwise stated (on other words, you will probably want to slow
|
||
things down a bit).
|
||
|
||
The following options may be interspersed anywhere in the command
|
||
line, before between or after, any filenames. Options are specified
|
||
by using a slash followed by one of these characters:
|
||
|
||
Character Action
|
||
|
||
p Stops THEPP the display of pause messages on the
|
||
screen. Note the pauses are still performed.
|
||
|
||
k Pause for a key to be pressed by user. This is
|
||
useful for placing between files, so you can stop
|
||
to appreciate what is shown. See also /i command.
|
||
|
||
t<num> Pauses for <num> number of seconds. Valid numbers
|
||
for <num> are 1 to 255 seconds. ie:
|
||
|
||
/t10 (pause for ten seconds)
|
||
|
||
s<num> Animation display speed. This is a slowdown factor
|
||
identical to the value you enter when using ALT-Q.
|
||
It is used whenever THEPP displays a Ansi, Ascii,
|
||
or TheDraw format file. ie: s10 slows down the
|
||
file display equivalent to an ALT-Q value of 10.
|
||
|
||
|
||
|
||
TheDraw v4.00 The Presentation Program 74
|
||
|
||
|
||
|
||
|
||
|
||
Character Action (continued)
|
||
|
||
b Produces a beep on the computer speaker.
|
||
|
||
c Clears the screen. THEPP by default does nothing
|
||
before displaying a file. If you wish to clear the
|
||
screen beforehand use this option.
|
||
|
||
m<x>,<y> Moves the cursor to horizontal position <x> and
|
||
vertical position <y>. Useful if you want to
|
||
control where an Ansi or Ascii file will start to
|
||
appear on the screen, or wish to display a message
|
||
using the command below. ie:
|
||
|
||
/m40,12 (move cursor to center of screen)
|
||
|
||
a<f>,<b> Changes text output color to the specified
|
||
foreground and background colors. Colors are the
|
||
same as listed under ALT-A, but are repeated below:
|
||
|
||
Black DGray (Dark Gray)
|
||
Blue LBlue (Light Blue)
|
||
Green LGreen (Light Green)
|
||
Cyan LCyan (Light Cyan)
|
||
Red LRed (Light Red)
|
||
Magenta LMagenta (Light Magenta)
|
||
Brown Yellow
|
||
LGray (Light Gray) White
|
||
|
||
Foreground colors may be any of the above.
|
||
Background colors are restricted to the first eight
|
||
however (Black to LGray). ie:
|
||
|
||
/aYellow,Cyan (Yellow on Cyan background)
|
||
|
||
"text" Displays any message or text between the quotes.
|
||
The message MUST be terminated by a quote,
|
||
otherwise THEPP assumes the rest of the command
|
||
line is a message. This is useful if you wish to
|
||
display your own "Press any key to continue" style
|
||
message, etc... Use the "m" option described above
|
||
to position messages anywhere on the screen, and
|
||
"a" option to select appropriate colors. ie:
|
||
|
||
/"Hello World"
|
||
|
||
Prints message "Hello World" (without quotes
|
||
naturally) at cursor position.
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 The Presentation Program 75
|
||
|
||
|
||
|
||
|
||
|
||
v<size> Specify video size to use. Either 25, 43, or 50
|
||
vertical lines. Note the 43 & 50 parameters
|
||
operate identically (43 lines always selected for
|
||
EGA adapter, 50 for VGA). ie:
|
||
|
||
/v50 (select VGA 50 line display)
|
||
|
||
f<filename> Directs THEPP to obtain more commands from the
|
||
specified file. This command file simply contains
|
||
a list of the above commands. In addition, the
|
||
command file may call upon another command file.
|
||
Once that nested command file is finished,
|
||
execution returns to the following instruction in
|
||
the first file. Up to ten levels of nesting may
|
||
be active at once. ie:
|
||
|
||
/fCOMMANDS.FIL
|
||
|
||
Use file COMMANDS.FIL as source for next commands.
|
||
|
||
|
||
If you do not give any parameters, THEPP will display an abbreviated
|
||
help screen for convenience. Examples of THEPP usage and explanations
|
||
are given below:
|
||
|
||
|
||
THEPP /c/p SHUTTLE2.ANS /m34,25 /aYellow,Black /"Press a key" /k/c
|
||
|
||
Clears the screen, and turns off the display of pause messages.
|
||
The Ansi text demo file SHUTTLE2.ANS is displayed, followed by the
|
||
message "Press a key" in Yellow approximately in the center of the
|
||
bottom line. THEPP then waits for a key to be pressed before
|
||
clearing the screen and returning to Dos.
|
||
|
||
|
||
THEPP DEMO.TD /c /m38,12 /"BLIP" /b/p/t10 /m1,20
|
||
|
||
Displays the current page layer of DEMO.TD, then immediately clears
|
||
the screen, displays "BLIP" in the middle of the screen, and sounds
|
||
the speaker. The cursor is then placed at the beginning of line 20
|
||
and THEPP exits.
|
||
|
||
|
||
THEPP SOMEFILE.ASC
|
||
|
||
Displays the contents of the Ascii file SOMEFILE.ASC on the screen.
|
||
Equivalent to using "TYPE SOMEFILE.ASC".
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 The Presentation Program 76
|
||
|
||
|
||
|
||
|
||
|
||
THEPP /fCOMMAND1.FIL /m1,6 /"All done!"
|
||
|
||
Makes THEPP obtain its next commands from the file COMMAND1.FIL.
|
||
This file simply contains a list of command line parameters. An
|
||
example might be:
|
||
|
||
Filename #1: COMMAND1.FIL
|
||
/m1,1
|
||
/"Command file 1 running - Running command file 2"
|
||
/fCOMMAND2.FIL
|
||
/m1,5
|
||
/"Command file 1 resumed."
|
||
|
||
|
||
Filename #2: COMMAND2.FIL
|
||
/m1,2
|
||
/"Command file 2 running - Running command file 3"
|
||
/fCOMMAND3.FIL
|
||
/m1,4
|
||
/"Command file 2 resumed."
|
||
|
||
|
||
Filename #3: COMMAND3.FIL
|
||
/m1,3
|
||
/"Command file 3 running"
|
||
|
||
In this example, command files are nest two levels deep. In other
|
||
words, COMMAND1.FIL calls COMMAND2.FIL which calls COMMAND3.FIL
|
||
which then exits back to COMMAND2.FIL which then exits finally back
|
||
to COMMAND1.FIL. THEPP allows nesting to go ten (10) levels deep
|
||
for a large amount of complexity. Running the above example would
|
||
produce the output:
|
||
|
||
Command file 1 running - Running command file 2
|
||
Command file 2 running - Running command file 3
|
||
Command file 3 running
|
||
Command file 2 resumed
|
||
Command file 1 resumed
|
||
All done!
|
||
|
||
Note: Conceivably, an semi-endless loop is possible. In this
|
||
case, a command file would call itself (ie: replace /fCOMMAND2.FIL
|
||
with /fCOMMAND1.FIL in the above example). If this occurred, THEPP
|
||
would open the same command file 10 times then stop with an error
|
||
message.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 The Presentation Program 77
|
||
|
||
|
||
|
||
|
||
|
||
APPENDIX A
|
||
__________
|
||
|
||
SETTING UP CONFIG.SYS
|
||
|
||
|
||
The ANSI driver must be installed to display Ansi color images and
|
||
Ansi animation files via the Dos TYPE command. This can be done by
|
||
adding a 'DEVICE=ANSI.SYS' statement to your CONFIG.SYS file. If you
|
||
do not have a CONFIG.SYS file, you can create one by typing the
|
||
following in your root directory:
|
||
|
||
COPY CON CONFIG.SYS<enter>
|
||
DEVICE=ANSI.SYS<enter>
|
||
^Z<enter> ( <-- press CTRL and Z )
|
||
|
||
If you have a CONFIG.SYS file, append the sequence with:
|
||
|
||
EDLIN CONFIG.SYS<enter>
|
||
#I<enter>
|
||
DEVICE=ANSI.SYS<enter>
|
||
^Z<enter> ( <-- press CTRL and Z )
|
||
E<enter>
|
||
|
||
For this to work properly, the ANSI.SYS file must also be in the root
|
||
directory of your boot disk or hard drive (whichever is applicable).
|
||
|
||
People wanting to use a mouse with TheDraw may have to install an
|
||
additional file in their CONFIG.SYS file. If a driver must be
|
||
installed, follow the above instructions using the name of your mouse
|
||
driver (ie: MSMOUSE.SYS or MOUSE.SYS, etc...) instead of ANSI.SYS.
|
||
Additional parameters may be required. Please refer to the manual
|
||
that came with your mouse for more details.
|
||
|
||
There are many other useful statements that can be placed in your
|
||
CONFIG.SYS file. Two which can dramatically improve the performance
|
||
of DOS are:
|
||
|
||
BUFFERS=10
|
||
FILES=10
|
||
|
||
Add these as stated above. If you created a new CONFIG.SYS for the
|
||
DEVICE=ANSI.SYS clause by COPY CON, then append these using the second
|
||
method. Enjoy!
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix A 78
|
||
|
||
|
||
|
||
|
||
|
||
APPENDIX B
|
||
__________
|
||
|
||
PROGRAMMERS PROGRAMMING TIPS
|
||
|
||
|
||
This section is for individuals writing programs who are interested in
|
||
using TheDraw. Effort was put forth to make TheDraw a convenient
|
||
utility. Registered users get several ready to use program routines
|
||
(in addition to standard Uncrunch code). Routines supporting Bios
|
||
display, direct video display with/without snow checking, and several
|
||
screen access routines are included. Seperate documentation for those
|
||
routines is included for registered users.
|
||
|
||
|
||
PROGRAMMING IN ASSEMBLER
|
||
------------------------
|
||
|
||
Assembly programmers will find ASM formatted files in standard data
|
||
byte format, using the DB operator. Asm files can have varying sizes
|
||
depending upon the save mode used (Ascii/Normal/Crunched). The
|
||
dimensions and length of the save are displayed at the top of all
|
||
assembler dumps. If you crunched the screen, you will have to use
|
||
the uncrunch routine provided in ASM source code (UNCRUNCH.ASM).
|
||
Values required in the CPU registers are documented in the file.
|
||
|
||
Ascii formatted files must be read as bytes and saved on the screen as
|
||
words. This can be achieved using LODSB and STOSW instructions.
|
||
LODSB loads into AL the character. You store into AH the desired
|
||
screen color attributes. STOSW then writes the two bytes onto the
|
||
screen. An alternate method would be to use the Bios or Dos, however
|
||
these methods are considerably slower.
|
||
|
||
A normal 4000 byte dump (80x25 screen) is the easiest to display via
|
||
the REP MOVSW instruction. To display the image, point the ES:DI pair
|
||
to B800:0000 (for color screens; B000:0000 monochrome) and DS:SI to
|
||
the screen in your program. Also load CX with the number of video
|
||
words to display (2000 - A total of 4000 bytes). ie:
|
||
|
||
MOV AX,0B800h
|
||
MOV ES,AX
|
||
MOV DI,0
|
||
MOV SI,offset ImageData
|
||
MOV CX,2000
|
||
CLD ;Make MOVSW go forward.
|
||
REP MOVSW
|
||
|
||
If writing to a EGA screen (80x43), CX would need 3440. If to a VGA
|
||
screen (80x50), CX would need 4000.
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix B 79
|
||
|
||
|
||
|
||
|
||
|
||
As shown above, the ImageData is written directly onto the screen.
|
||
This will cause hashing or "snow" on some color video displays. You
|
||
may want to move only one video word at a time, pausing until the
|
||
video hardware is in horizontal or vertical retrace. This can be
|
||
accomplished with the following routine.
|
||
|
||
Example:
|
||
|
||
MOV AX,0B800h
|
||
MOV ES,AX
|
||
MOV DI,0
|
||
MOV SI,offset ImageData
|
||
MOV CX,2000
|
||
CLD
|
||
|
||
MOV DX,03DAh ;Save i/o address of CGA status register
|
||
|
||
LOOPA:
|
||
LODSW ;Read data to be written
|
||
MOV BX,AX ;Save for later.
|
||
|
||
MOV AH,9 ;Test mask for Vertical/Horizontal retrace
|
||
|
||
IN AL,DX ;Read the status register
|
||
TEST AL,8 ;See if in vertical retrace?
|
||
JNZ WRITE_IT ;Jump if so. No need to wait here.
|
||
|
||
LOOPB:
|
||
IN AL,DX ;Read the status register
|
||
RCR AL,1 ;Test bit1. Make sure we are not in the
|
||
JC LOOPB ;middle of a horizontal retrace.
|
||
|
||
LOOPC:
|
||
IN AL,DX ;Read the status register
|
||
TEST AL,AH ;Wait until in either vertical or
|
||
JZ LOOPC ;horizontal retrace.
|
||
|
||
WRITE_IT:
|
||
MOV AX,BX ;Retrieve the character we loaded before.
|
||
STOSW ;Save it.
|
||
|
||
LOOP LOOPA
|
||
|
||
|
||
The above is a fairly complex mess, but will reliably place a screen
|
||
image snow free onto the display. This routine is not needed on a
|
||
monochrome video since such hardware does not suffer from snow.
|
||
|
||
Notice the entry code is identical to the previous simple example.
|
||
The REP MOVSW is has been replaced with extensive checks on the video
|
||
hardware however.
|
||
|
||
|
||
TheDraw v4.00 Appendix B 80
|
||
|
||
|
||
|
||
|
||
PROGRAMMING IN PASCAL
|
||
---------------------
|
||
|
||
Pascal programmers have equal ease with displaying screens. Images
|
||
can be flashed to the screen using the Turbo Pascal "MOVE" procedure.
|
||
A pascal NORMAL save can be displayed with the following program:
|
||
|
||
{$I image.pas}
|
||
type ScreenType = array [0..3999] of Byte;
|
||
var Screen : ScreenType absolute $B800:0000;
|
||
|
||
begin
|
||
Move (ImageData,Screen,4000);
|
||
end.
|
||
|
||
The above defines a variable at the absolute address of the video
|
||
memory. The importance of defining such an array will become obvious
|
||
below. IMAGEDATA is assumed to be the name of the pascal image dump,
|
||
but is easily altered when saving the file from TheDraw. The MOVE
|
||
procedure puts ImageData onto the screen. Please note this is only
|
||
for a full screen. To display a screen block is slightly more
|
||
difficult. Our program now becomes:
|
||
|
||
{$I image.pas}
|
||
type ScreenType = array [0..3999] of Byte;
|
||
var Screen : ScreenType absolute $B800:0000;
|
||
X,Offset : Integer;
|
||
begin
|
||
Offset := ???; {Replace ??? with position to display block}
|
||
|
||
for X := 0 to IMAGEDATA_DEPTH-1 do
|
||
Move (ImageData[1+X*IMAGEDATA_WIDTH*2],
|
||
Screen[X*160+Offset],IMAGEDATA_WIDTH*2);
|
||
end.
|
||
|
||
The constants IMAGEDATA_DEPTH and IMAGEDATA_WIDTH specify the block
|
||
dimensions of IMAGEDATA, and are generated by TheDraw automatically.
|
||
If you change the name identifier, the width and depth names are
|
||
updated also. The depth is the number of vertical lines in the block.
|
||
Width is the number of character across the block. OFFSET is the
|
||
video address you want the block to appear at. It is computed with:
|
||
|
||
(column*2)+(row*160)-162
|
||
|
||
Column varies 1..80
|
||
Row varies 1..25
|
||
|
||
Notice in this example we are using a loop and moving one line at a
|
||
time. Lines from ImageData are placed on the video at OFFSET. The
|
||
address in ImageData is advanced to the location of the next line in
|
||
each loop. The video address advances 160 characters each time (the
|
||
byte width of the video display).
|
||
|
||
|
||
TheDraw v4.00 Appendix B 81
|
||
|
||
|
||
|
||
|
||
|
||
Turbo Pascal v3.0 users also have another interesting option. You can
|
||
include a .BIN file into a turbo program and then display it using the
|
||
above techniques.
|
||
|
||
The file actually becomes part of your compiled pascal program. Once
|
||
your program is compiled, you no longer need to have the DEMO.BIN file
|
||
present.
|
||
|
||
procedure DummyProc; external 'DEMO.BIN';
|
||
|
||
type ScreenType = array [0..3999] of Byte;
|
||
var Screen : ScreenType absolute $B800:0000;
|
||
X,Depth,Width,Offset : Integer;
|
||
ImageDataPtr : ^ScreenType;
|
||
begin
|
||
Depth := ???; {Replace ???'s with actual block dimensions}
|
||
Width := ???; {as specified by TheDraw after .BIN save.}
|
||
Offset := ???; {Replace ??? with position to display block}
|
||
|
||
ImageDataPtr := Addr(DummyProc);
|
||
|
||
for X := 0 to Depth-1 do
|
||
Move (ImageDataPtr^[1+X*Width*2],Screen[X*160+Offset],Width*2);
|
||
end.
|
||
|
||
In the above program, we create a pointer (IMAGEDATAPTR) pointing at
|
||
the address of DUMMYPROC. The rest of the program is similar to the
|
||
previous example, except all occurrences of IMAGEDATA are replaced
|
||
with IMAGEDATAPTR^. Also, since the block dimensions are not
|
||
available, you must specify them.
|
||
|
||
The up arrow symbol at the end is very important. If you don't use
|
||
it, Turbo will copy the -value- of your pointer to the screen. This
|
||
will generally appear as garbage. It can be fun playing with this
|
||
concept, you simply must be careful with the pointers.
|
||
|
||
Pascal ASCII saves are used similar to strings. Since the ImageData
|
||
arrays created do not have color attributes, we cannot directly move
|
||
them to the video. The following shows two techniques for displaying
|
||
these images.
|
||
|
||
--- Pascal ASCII Save Example 1 ---
|
||
|
||
{$I image.pas}
|
||
var X:Integer;
|
||
begin
|
||
ClrScr;
|
||
for X := 1 to IMAGEDATA_LENGTH do Write (ImageData[X]);
|
||
end.
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix B 82
|
||
|
||
|
||
|
||
|
||
|
||
--- Pascal ASCII Save Example 2 ---
|
||
|
||
{$I image.pas}
|
||
type ScreenType = array [0..3999] of Byte;
|
||
var Screen : ScreenType absolute $B800:0000;
|
||
X:Integer;
|
||
begin
|
||
ClrScr;
|
||
for X := 1 to IMAGEDATA_LENGTH do
|
||
Screen[X*2-2] := ImageData[X];
|
||
end.
|
||
|
||
The first example is easiest to understand. All we are doing is
|
||
displaying each character in IMAGEDATA on the screen using the pascal
|
||
WRITE function. This works because the IMAGEDATA block (in this case)
|
||
is 80 characters wide, so there is no need for a WRITELN. The cursor
|
||
will automatically be bumped down to the next line. IMAGEDATA_LENGTH
|
||
is another constant automatically generated by TheDraw.
|
||
|
||
The second example is similar to the first, but directly stuffs the
|
||
characters onto the screen. This will be faster than the first
|
||
method. Notice the Screen[X*2-2]. The multiplication is done because
|
||
each character occupies two bytes of video memory. Since the first
|
||
video address is 0, we add -2 to the offset to keep things aligned.
|
||
|
||
To use pascal images CRUNCHED by TheDraw requires use of the
|
||
UNCRUNCH.PAS file included with the package. The file contains
|
||
details and instruction on using crunched images.
|
||
|
||
|
||
TURBO PASCAL v4.0 through v5.5
|
||
------------------------------
|
||
|
||
The above examples will all work for Turbo Pascal v4.0 to v5.5 users,
|
||
with exception to the external .BIN file example. The newer compilers
|
||
do not support the old format. Instead you must use TheDraw's Turbo
|
||
Pascal compatible Object (.OBJ) files.
|
||
|
||
To use the object file do the following:
|
||
|
||
{$L DEMO.OBJ }
|
||
procedure ImageData; external;
|
||
procedure ImageData_Width; external;
|
||
procedure ImageData_Depth; external;
|
||
procedure ImageData_Length; external;
|
||
|
||
The procedure name (ImageData here) is specified when making the
|
||
object file. All four external procedure definitions must be
|
||
specified (Turbo requires it). Although these are "procedures" you
|
||
MUST NOT execute them. They only contain image data which must be
|
||
referred to via pointers. The modified .BIN example follows:
|
||
|
||
|
||
TheDraw v4.00 Appendix B 83
|
||
|
||
|
||
|
||
|
||
|
||
{$L DEMO.OBJ}
|
||
procedure ImageData; external;
|
||
procedure ImageData_Width; external;
|
||
procedure ImageData_Depth; external;
|
||
procedure ImageData_Length; external;
|
||
|
||
type ScreenType = array [0..3999] of Byte;
|
||
var Screen : ScreenType absolute $B800:0000;
|
||
X,Offset : Integer;
|
||
ImageDataPtr : ^ScreenType;
|
||
ImageDataWidthPtr : ^Integer;
|
||
ImageDataDepthPtr : ^Integer;
|
||
ImageDataLengthPtr : ^Integer;
|
||
|
||
begin
|
||
Offset := ???; {Replace ??? with position to display block}
|
||
|
||
ImageDataPtr := @ImageData;
|
||
ImageDataWidthPtr := @ImageData_Width;
|
||
ImageDataDepthPtr := @ImageData_Depth;
|
||
ImageDataLengthPtr := @ImageData_Length;
|
||
|
||
for X := 0 to ImageDataDepthPtr^-1 do
|
||
Move (ImageDataPtr^[1+X*ImageDataWidthPtr^*2],
|
||
Screen[X*160+Offset],ImageDataWidthPtr^*2);
|
||
end.
|
||
|
||
The above is for a generalized block of any dimension. A pointer to
|
||
the IMAGEDATA_LENGTH is initialized but not used. It is there for
|
||
example usage only. The above program can be simplified somewhat for
|
||
an entire screen. ie:
|
||
|
||
{$L DEMO.OBJ}
|
||
procedure ImageData; external; {All of these are needed,}
|
||
procedure ImageData_Width; external; {otherwise Turbo v4.0-v5.5}
|
||
procedure ImageData_Depth; external; {get upset.}
|
||
procedure ImageData_Length; external;
|
||
|
||
begin
|
||
Move (pointer(@ImageData)^,ptr($B800,0)^,4000);
|
||
end.
|
||
|
||
Note the usage of typecasting to eliminate the pointer to ImageData.
|
||
This cleans up the program appearance somewhat. In addition, the
|
||
value of 4000 could be replaced with a pointer to IMAGEDATA_LENGTH.
|
||
However, since this is an entire screen why bother initializing a
|
||
pointer. A full 80 by 25 screen is always 4000 bytes in length.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix B 84
|
||
|
||
|
||
|
||
|
||
|
||
TURBO PASCAL VERSION 6.0
|
||
------------------------
|
||
|
||
Everything shown thus far for Turbo Pascal v4.0 to v5.5 works
|
||
perfectly well in TP 6.0. However, the newest release allows a more
|
||
relaxed preinitialized constant definitions. The previous examples
|
||
can be shorten to:
|
||
|
||
{$L DEMO.OBJ}
|
||
procedure ImageData; external;
|
||
procedure ImageData_Width; external;
|
||
procedure ImageData_Depth; external;
|
||
procedure ImageData_Length; external;
|
||
|
||
type ScreenType = array [0..3999] of Byte;
|
||
var Screen : ScreenType absolute $B800:0000;
|
||
X,Offset : Integer;
|
||
|
||
const
|
||
ImageDataPtr : ^ScreenType = @ImageData;
|
||
ImageDataWidthPtr : ^Integer = @ImageData_Width;
|
||
ImageDataDepthPtr : ^Integer = @ImageData_Depth;
|
||
ImageDataLengthPtr : ^Integer = @ImageData_Length;
|
||
|
||
begin
|
||
Offset := ???; {Replace ??? with position to display block}
|
||
|
||
for X := 0 to ImageDataDepthPtr^-1 do
|
||
Move (ImageDataPtr^[1+X*ImageDataWidthPtr^*2],
|
||
Screen[X*160+Offset],ImageDataWidthPtr^*2);
|
||
end.
|
||
|
||
|
||
In addition, all the external definitions for public identifiers are
|
||
no longer mandatory. Thus the full screen example reduces to:
|
||
|
||
{$L DEMO.OBJ}
|
||
procedure ImageData; external;
|
||
|
||
begin
|
||
Move (pointer(@ImageData)^,ptr($B800,0)^,4000);
|
||
end.
|
||
|
||
People casually reviewing the literature for v6.0 may note initialized
|
||
data is permitted within object files now. Although a definite vast
|
||
improvement, the data is still private to the object file. Assuming
|
||
the designers of Turbo Pascal eventually add external variable
|
||
declarations (similar to C), presumably the Large object file data
|
||
model TheDraw currently supports should be compatible. Until then we
|
||
must bear with the current approach for accessing image data.
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix B 85
|
||
|
||
|
||
|
||
|
||
|
||
PROGRAMMING IN C
|
||
----------------
|
||
|
||
C programmers have support similar to that for pascal. TheDraw
|
||
creates the Normal, Ascii, and Crunched file formats using modern C
|
||
code definitions. The ImageData arrays are used similar to the pascal
|
||
case. Please note, in the following examples it will be assumed the
|
||
programs are compiled in a state supporting 32-bit data pointers.
|
||
|
||
A C NORMAL save is the easiest to display. For instance:
|
||
|
||
#include <stdio.h>
|
||
#include <mem.h>
|
||
#include "image.h"
|
||
main () {
|
||
/* Kludge a pointer at video memory (segment 0xB800, offset 0) */
|
||
void far *screen = (void far *) 0xB8000000;
|
||
memcpy (screen,IMAGEDATA,4000); /* Move image to screen */
|
||
}
|
||
|
||
The <mem.h> file reference contains the definition of the memcpy
|
||
routine. Users of Microsoft C should reference the <memory.h> file.
|
||
IMAGE.H is assumed to contain the array IMAGEDATA created by TheDraw
|
||
(the name may be changed to anything else naturally). The void data
|
||
type used is a modern C convention. If your compiler does not support
|
||
it, use type char instead (or whatever type your compiler wants for
|
||
parameters to memcpy).
|
||
|
||
Reminder:
|
||
Be absolutely sure you are using the proper code/data model. It is
|
||
very easy to write the above program, only to have the compiler
|
||
complain about incompatible pointer sizes and other nastiness. The
|
||
function memcpy MUST accept full 32 bit data pointers. In TurboC
|
||
for instance, you must use memory models Compact, Large, or Huge.
|
||
|
||
The above is for a full screen image. To display a block involves a
|
||
little more work, as in the pascal example.
|
||
|
||
#include <stdio.h>
|
||
#include <mem.h>
|
||
#include "image.h"
|
||
main () {
|
||
void far *screen;
|
||
int offset = ???; {Replace ??? with position to display block}
|
||
int x;
|
||
|
||
for (x=0; x<IMAGEDATA_DEPTH; x++) {
|
||
(long) screen = 0xB8000000+x*160+offset;
|
||
memcpy (screen,&IMAGEDATA[x*IMAGEDATA_WIDTH*2],IMAGEDATA_WIDTH*2);
|
||
}
|
||
}
|
||
|
||
|
||
TheDraw v4.00 Appendix B 86
|
||
|
||
|
||
|
||
|
||
|
||
As before, the variables IMAGEDATA_DEPTH and IMAGEDATA_WIDTH specify
|
||
the block size saved in IMAGEDATA, and are generated by TheDraw. The
|
||
depth is the number of vertical lines in the block. Width is the
|
||
number of characters across the block. OFFSET contains the video
|
||
address the block is to appear at. It is computed with:
|
||
|
||
(column*2)+(row*160)-162
|
||
|
||
Column varies 1..80
|
||
Row varies 1..25
|
||
|
||
A loop is used in this example to move one line at a time. Lines
|
||
from IMAGEDATA are placed on the video at OFFSET. The address into
|
||
IMAGEDATA is advanced to the location of the next line in each loop.
|
||
The video address advances 160 characters for each line (the byte
|
||
width of the video display).
|
||
|
||
Programmers with TurboC can also use the function puttext. This
|
||
handles everything the previous example did and is called with the
|
||
following parameters:
|
||
|
||
XUL = X coordinate of upper-left corner.
|
||
YUL = Y coordinate of upper-left corner.
|
||
XLR = X coordinate of lower-right corner.
|
||
YLR = Y coordinate of lower-right corner.
|
||
source = address pointer to data
|
||
|
||
Examples of usage are:
|
||
|
||
puttext (1,1,80,25,IMAGEDATA);
|
||
/* full screen display */
|
||
|
||
puttext (1,1,IMAGEDATA_WIDTH,IMAGEDATA_DEPTH,IMAGEDATA);
|
||
/* display block in upper-left corner of screen */
|
||
|
||
puttext (81-IMAGEDATA_WIDTH,26-IMAGEDATA_DEPTH,80,25,IMAGEDATA);
|
||
/* display block in lower-right corner of screen */
|
||
|
||
|
||
In addition to simplifying the code, this function can be used from
|
||
ANY memory model. You are not restricted to the larger memory models.
|
||
However, remember this function will only work for NORMAL screen saves
|
||
(not Ascii or Crunched).
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix B 87
|
||
|
||
|
||
|
||
|
||
|
||
The ASCII format is a bit easier to use in C than Pascal. By taking
|
||
advantage of the 0 terminated strings of C, we can display an ASCII
|
||
image by simply doing the following:
|
||
|
||
#include <stdio.h>
|
||
#include "image.h"
|
||
main () {
|
||
printf ("%s",IMAGEDATA);
|
||
}
|
||
|
||
An alternate technique for displaying ASCII format files is similar to
|
||
the second pascal example (for doing the same thing). ie:
|
||
#include <stdio.h>
|
||
#include <mem.h>
|
||
#include "image.h"
|
||
main () {
|
||
void far *screen;
|
||
|
||
int x;
|
||
|
||
for (x=0; x<4000; x++) {
|
||
(long) screen = 0xB8000000 + x*2;
|
||
memcpy (screen,&IMAGEDATA[x],1);
|
||
}
|
||
}
|
||
|
||
Characters are copied one at a time from the IMAGEDATA array to the
|
||
video memory. This is significantly faster than the printf example,
|
||
since the overhead of going through the operating system is removed.
|
||
|
||
To use C images CRUNCHED by TheDraw, you must use the code in either
|
||
UNCRUN_N.OBJ or UNCRUN_F.OBJ (depending if you are using a Small/Near
|
||
or Large/Far code model). The file UNCRUNCH.H contains examples on
|
||
their usage.
|
||
|
||
|
||
|
||
USING OBJECT FILES WITH C
|
||
-------------------------
|
||
|
||
C is normally implemented to smoothly interface with object files.
|
||
There are two steps to using TheDraw object files with C.
|
||
|
||
1) Specify external variables referencing the screen image.
|
||
2) Tell the compiler make/project utility to link the wanted file
|
||
with your program.
|
||
|
||
The following example will help show this.
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix B 88
|
||
|
||
|
||
|
||
|
||
|
||
Notice in the following program that no include is made. The file
|
||
containing the image is not C source code. It is a prepared object
|
||
file merely needing to be linked. Therefore, we tell the compiler
|
||
what to expect via EXTERN definitions.
|
||
|
||
#include <stdio.h>
|
||
#include <mem.h>
|
||
main () {
|
||
extern int IMAGEDATA_WIDTH;
|
||
extern int IMAGEDATA_DEPTH;
|
||
extern int IMAGEDATA_LENGTH;
|
||
extern unsigned char IMAGEDATA [];
|
||
|
||
void far *screen;
|
||
int offset = ???; {Replace ??? with position to display block}
|
||
int x;
|
||
|
||
for (x=0; x<IMAGEDATA_DEPTH; x++) {
|
||
(long) screen = 0xB8000000+x*160+offset;
|
||
memcpy (screen,&IMAGEDATA[x*IMAGEDATA_WIDTH*2],IMAGEDATA_WIDTH*2);
|
||
}
|
||
}
|
||
|
||
Notice the image dimensions (width,depth,length) are stored as
|
||
variables for easy reference. The length parameter is not used here,
|
||
but included to show its availability.
|
||
|
||
The second step is largely dependent on the compiler setup. You must
|
||
create or update a make file to link the necessary TheDraw object
|
||
(.OBJ) file with your program. If you use Turbo C, simply list the
|
||
file in the project listing.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix B 89
|
||
|
||
|
||
|
||
|
||
|
||
PROGRAMMING IN STANDARD BASIC
|
||
-----------------------------
|
||
|
||
Basic programmers are a little more limited, not because they lack
|
||
commands, but lack speed. Therefore TheDraw creates the BSave files
|
||
with all addressing information already programmed. All you have to
|
||
do is type 'BLOAD "filename.BSV"'. The screen segment is
|
||
automatically set, so you don't have to bother with DEF SEG=etc...
|
||
However, if you wish to override the display segment default, try the
|
||
following:
|
||
|
||
DEF SEG=&HB800 : BLOAD"filename.BSV",0
|
||
|
||
For monochrome video users, replace the B800 with B000.
|
||
|
||
TheDraw allows partial block saves for basic files. These files will
|
||
always be 80 characters wide. This is a limitation of BLOAD which we
|
||
all must live with. They can start and end on any vertical line
|
||
however, so you could load a full screen then just load small block
|
||
images to update those parts of the screen needing it. Make sure you
|
||
build the partial-block images in TheDraw in the exact screen location
|
||
you want them to finally appear. If you save a block starting on line
|
||
5, and ending on line 8 that is where Basic will display it.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix B 90
|
||
|
||
|
||
|
||
|
||
|
||
PROGRAMMING IN MICROSOFT QUICKBASIC v4.0 AND v4.5
|
||
-------------------------------------------------
|
||
|
||
All the techniques mentioned for Standard Basic above are valid for
|
||
Microsoft's QuickBasic compiler. However, in QuickBasic v4.0 and v4.5
|
||
additional means are at our disposal.
|
||
|
||
TheDraw produces QuickBasic compatible object files (.OBJ) which are
|
||
directly linkable. Each TheDraw QuickBasic object file contains the
|
||
screen image data plus four functions for referencing that data.
|
||
These are shown below as used from within QuickBasic (assuming the
|
||
default identifier of IMAGEDATA):
|
||
|
||
DECLARE FUNCTION IMAGEDATA!
|
||
DECLARE FUNCTION IMAGEDATAWIDTH%
|
||
DECLARE FUNCTION IMAGEDATADEPTH%
|
||
DECLARE FUNCTION IMAGEDATALENGTH%
|
||
|
||
Changing the identifier when saving the object file alters the above
|
||
accordingly. ie: an identifier of TEST would be:
|
||
|
||
DECLARE FUNCTION TEST!
|
||
DECLARE FUNCTION TESTWIDTH%
|
||
DECLARE FUNCTION TESTDEPTH%
|
||
DECLARE FUNCTION TESTLENGTH%
|
||
|
||
The functions are used in conjunction with the QB4UTIL.LIB file
|
||
containing subroutines for displaying the screen image data. The
|
||
first function, IMAGEDATA (or whatever identifier chosen), returns
|
||
information regarding the location of the data. It is used as a
|
||
parameter to one of the display subroutines. ie:
|
||
|
||
CALL UNCRUNCH (IMAGEDATA!, 0) Use whichever is
|
||
CALL ASCIIDISPLAY (IMAGEDATA!, 0) <- appropriate to the
|
||
CALL NORMALDISPLAY (IMAGEDATA!, 0) file created by TheDraw
|
||
|
||
The next two functions return the width and depth dimensions of the
|
||
screen image block. For instance, a full screen would typically
|
||
return 80 and 25 respectfully (unless a EGA/VGA display was in use
|
||
causing the depth to increase). These parameters are useful for
|
||
determining window and viewport sizes, computing area, etc...
|
||
|
||
The last function returns the length of the data as stored in your
|
||
program. A crunched image or a small data block could be quite small.
|
||
A 80x25 normal binary screen image would be 4000 bytes.
|
||
|
||
To use TheDraw object files within the QuickBasic integrated
|
||
environment requires the making of a Microsoft Quick Library. If
|
||
linking together your program externally, the QB4UTIL.LIB file must be
|
||
included as it contains the required Uncrunch, AsciiDisplay, and
|
||
NormalDisplay routines.
|
||
|
||
|
||
TheDraw v4.00 Appendix B 91
|
||
|
||
|
||
|
||
|
||
|
||
To ease the use of TheDraw object files, a batch file called
|
||
MAKEQLB.BAT is included. The batch file creates both the Quick
|
||
Library files (.QLB extension) and the separate library files (.LIB
|
||
extension). The idea being to put everything in one place.
|
||
|
||
Once MAKEQLB has run successfully, you can use the Quick Library
|
||
within the environment. ie:
|
||
|
||
QB /L testfile.QLB
|
||
|
||
In addition, linking at the Dos prompt is simplified since all you
|
||
need include is the one file. ie:
|
||
|
||
LINK program.OBJ+testfile.LIB
|
||
|
||
(program.OBJ is assumed created by the BC.EXE compiler)
|
||
|
||
MAKEQLB.BAT must be in the same directory as LINK.EXE, LIB.EXE and
|
||
BRUN40.LIB or BRUN45.LIB (depending on your version of QuickBasic),
|
||
plus naturally the TheDraw object files. The parameters to the batch
|
||
file are:
|
||
|
||
MAKEQLB <targetlib> <objectfile1> <objectfile2> etc...
|
||
|
||
The <targetlib> is any library filename you want. Do -not- put a file
|
||
extension on this! (see example below) The batch adds the extensions
|
||
.QLB and .LIB automatically for you. The <objectfile> parameters are
|
||
the names of object files you created with TheDraw.
|
||
|
||
-------------------- Example run --------------------
|
||
|
||
THEDRAW
|
||
....assume users creates the QB object files
|
||
IMAGE1.OBJ and IMAGE2.OBJ
|
||
|
||
MAKEQLB IMAGES IMAGE1.OBJ IMAGE2.OBJ
|
||
....creates the files IMAGES.QLB & IMAGES.LIB
|
||
containing the two above object files plus
|
||
the required display routines.
|
||
|
||
QB /L IMAGES.QLB
|
||
|
||
----------------------------------------------------
|
||
|
||
Once the Quick Library is created, using the screen images is a simple
|
||
matter of calling a display routine. The display routines must be
|
||
declare within QuickBasic before they can be called. The file
|
||
QB4UTIL.BI lists those declaratations for convenience. Simply include
|
||
it with the following meta command:
|
||
|
||
REM $INCLUDE: 'QB4UTIL.BI'
|
||
|
||
|
||
TheDraw v4.00 Appendix B 92
|
||
|
||
|
||
|
||
|
||
|
||
Example program using images screens. Assume two screens are
|
||
available with the identifiers IMAGE1 and IMAGE2. IMAGE1 was crunched
|
||
and IMAGE2 saved as Ascii.
|
||
|
||
------------------
|
||
|
||
REM $INCLUDE: 'QB4UTIL.BI' ' Get display routine declarations
|
||
|
||
DECLARE FUNCTION Image1! ' Important! Do not neglect
|
||
DECLARE FUNCTION Image1Width% ' either the "!" or "%" symbols
|
||
DECLARE FUNCTION Image1Depth% ' on the function declarations.
|
||
DECLARE FUNCTION Image1Length%
|
||
|
||
DECLARE FUNCTION Image2!
|
||
DECLARE FUNCTION Image2Width%
|
||
DECLARE FUNCTION Image2Depth%
|
||
DECLARE FUNCTION Image2Length%
|
||
|
||
COLOR 15,0
|
||
CLS ' Clear screen to black
|
||
CALL UNCRUNCH (IMAGE1!,0) ' Go uncrunch first image.
|
||
WHILE INKEY$="" : WEND ' Pause until user hits a key
|
||
|
||
CLS ' Clear screen again
|
||
CALL ASCIIDISPLAY (IMAGE2!, 5*160 + 40*2) ' Ascii display second
|
||
' image.
|
||
WHILE INKEY$="" : WEND
|
||
END
|
||
|
||
------------------
|
||
|
||
The second parameter of each display call is the video location the
|
||
image will appear. The upper left screen corner is offset 0 with each
|
||
line taking 160 bytes (each screen character uses two bytes). ie:
|
||
|
||
line 1 = offset 0
|
||
line 2 = offset 160
|
||
line 3 = offset 320
|
||
line 4 = offset 480
|
||
etc...
|
||
|
||
Thus the first call (to Uncrunch) displays IMAGE1 in the upper left
|
||
corner. The second call (to AsciiDisplay) displays IMAGE2 on the
|
||
sixth line down, in the center of the screen (40 characters over).
|
||
The file QB4UTIL.BI contains a complete description of all the display
|
||
routines for you.
|
||
|
||
Note in the above example, everything available in a TheDraw object
|
||
file was declared (the Image, the width, depth, and data length) for
|
||
example purposes. In normal use you need only declare what you wish
|
||
to take advantage of (naturally).
|
||
|
||
|
||
TheDraw v4.00 Appendix B 93
|
||
|
||
|
||
|
||
|
||
|
||
PROGRAMMING IN CLIPPER (courtesy of Larry Stewart)
|
||
--------------------------------------------------
|
||
|
||
The Clipper(tm) compiler uses the same format as TheDraw's BINARY save
|
||
for it's "SAVE SCREEN to memvar" and SAVESCREEN() functions. The code
|
||
example that follows shows how to retrieve a .BIN file and display it
|
||
in your compiled EXE program.
|
||
|
||
FUNCTION SHOW_BIN
|
||
|
||
* SYNTAX: SHOWBIN( <name> [, <expN1>, <expN2>, <expN3>, <expN4> ] )
|
||
* PURPOSE: Display a full or partial screen from a .BIN file
|
||
* ARGUMENTS: <name> contains the name of the .BIN file from TheDraw
|
||
* If <expN1> through <expN4> are not present, the routine
|
||
* assumes a full screen display will be restored.
|
||
* <expN1> is the top row for a partial screen
|
||
* <expN2> is the left column for the partial screen
|
||
* <expN3> is the bottom row for the partial screen
|
||
* <expN4> is the right column for the partial screen
|
||
|
||
PARAMETER binfile,t,l,b,r
|
||
PRIVATE m_buffer,m_handle,m_bytes,m_size
|
||
|
||
IF ! ("." $ binfile) && Does file have an extension?
|
||
binfile = binfile+".BIN" && No, default to .BIN
|
||
ENDIF
|
||
|
||
IF ! FILE(binfile) && Does file exist on disk?
|
||
RETURN .F. && No, return FAIL value.
|
||
ENDIF
|
||
|
||
IF PCOUNT() = 1 && Any border dimensions passed?
|
||
m_buffer = SPACE(4000) && If not, assume full screen.
|
||
m_handle = FOPEN(binfile,0)
|
||
m_bytes = FREAD(m_handle,@m_buffer,4000)
|
||
FCLOSE(m_handle)
|
||
IF m_bytes = 4000
|
||
RESTORE SCREEN FROM m_buffer
|
||
RETURN .T.
|
||
ELSE
|
||
RETURN .F. && Error if .BIN file did not
|
||
ENDIF && contain 4000 bytes.
|
||
ENDIF
|
||
|
||
IF PCOUNT() != 5 && Check for correct number of
|
||
RETURN .F. && parameters.
|
||
ENDIF
|
||
|
||
m_size = 2*((r-l+1)*(b-t+1)) && Compute number of bytes in
|
||
m_buffer = SPACE(m_size) && box. Allocate space for it.
|
||
m_handle = FOPEN(binfile,0)
|
||
|
||
|
||
TheDraw v4.00 Appendix B 94
|
||
|
||
|
||
|
||
|
||
m_bytes = FREAD(m_handle,@m_buffer,m_size)
|
||
FCLOSE (m_handle)
|
||
IF m_bytes = m_size
|
||
RESTSCREEN (t,l,b,r,m_buffer)
|
||
RETURN .T.
|
||
ELSE
|
||
RETURN .F. && Error if file not big enough.
|
||
ENDIF
|
||
|
||
Please note: When you save a box (binary block save) with TheDraw,
|
||
the screen position and dimensions are not recorded in the .BIN file.
|
||
The box may be restored to your screen at any position you choose;
|
||
however, the dimensions of the box -cannot- be changed. If you try,
|
||
the box will appear distorted or the above routine will generate an
|
||
error.
|
||
|
||
Examples:
|
||
|
||
SHOWBIN ("EXAMPLE1")
|
||
Displays the full screen image in the file EXAMPLE1.
|
||
|
||
SHOWBIN ("EXAMPLE2",10,20,20,60)
|
||
Displays the 40 by 10 block in EXAMPLE2 at screen position
|
||
(20,10).
|
||
|
||
------------------------
|
||
If you have additional ideas for this section, please send them in!
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix B 95
|
||
|
||
|
||
|
||
|
||
|
||
APPENDIX C
|
||
__________
|
||
|
||
EXTENDED/SPECIAL CHARACTER SET
|
||
|
||
|
||
The following lists everything available in the IBM extended character
|
||
set. These are all found in the 15 special character function key
|
||
sets supported by TheDraw.
|
||
|
||
|
||
Code Symbol Code Symbol Code Symbol Code Symbol
|
||
|
||
128 <20> 160 <20> 192 <20> 224 <20>
|
||
129 <20> 161 <20> 193 <20> 225 <20>
|
||
130 <20> 162 <20> 194 <20> 226 <20>
|
||
131 <20> 163 <20> 195 <20> 227 <20>
|
||
132 <20> 164 <20> 196 <20> 228 <20>
|
||
133 <20> 165 <20> 197 <20> 229 <20>
|
||
134 <20> 166 <20> 198 <20> 230 <20>
|
||
135 <20> 167 <20> 199 <20> 231 <20>
|
||
136 <20> 168 <20> 200 <20> 232 <20>
|
||
137 <20> 169 <20> 201 <20> 233 <20>
|
||
138 <20> 170 <20> 202 <20> 234 <20>
|
||
139 <20> 171 <20> 203 <20> 235 <20>
|
||
140 <20> 172 <20> 204 <20> 236 <20>
|
||
141 <20> 173 <20> 205 <20> 237 <20>
|
||
142 <20> 174 <20> 206 <20> 238 <20>
|
||
143 <20> 175 <20> 207 <20> 239 <20>
|
||
144 <20> 176 <20> 208 <20> 240 <20>
|
||
145 <20> 177 <20> 209 <20> 241 <20>
|
||
146 <20> 178 <20> 210 <20> 242 <20>
|
||
147 <20> 179 <20> 211 <20> 243 <20>
|
||
148 <20> 180 <20> 212 <20> 244 <20>
|
||
149 <20> 181 <20> 213 <20> 245 <20>
|
||
150 <20> 182 <20> 214 <20> 246 <20>
|
||
151 <20> 183 <20> 215 <20> 247 <20>
|
||
152 <20> 184 <20> 216 <20> 248 <20>
|
||
153 <20> 185 <20> 217 <20> 249 <20>
|
||
154 <20> 186 <20> 218 <20> 250 <20>
|
||
155 <20> 187 <20> 219 <20> 251 <20>
|
||
156 <20> 188 <20> 220 <20> 252 <20>
|
||
157 <20> 189 <20> 221 <20> 253 <20>
|
||
158 <20> 190 <20> 222 <20> 254 <20>
|
||
159 <20> 191 <20> 223 <20> 255 solid spc
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix C 96
|
||
|
||
|
||
|
||
|
||
|
||
APPENDIX D
|
||
__________
|
||
|
||
COMMON QUESTIONS & ANSWERS
|
||
|
||
In an attempt to help users with commonplace difficulties, this
|
||
section answers some of the more frequent questions.
|
||
|
||
Q: Why does TheDraw display garbage when I load captures graphics
|
||
screens?
|
||
|
||
A: TheDraw is not designed to handle high resolution graphics per
|
||
say. TheDraw handles only text images. It is similar to a word
|
||
processor in that regard.
|
||
----
|
||
Q: How can TheDraw support imbedded Ansi BBS control sequences?
|
||
|
||
A: Previously users had to resort to Animation Include files,
|
||
however with TheDraw v4.00, user control sequences are directly
|
||
supported. Refer to command ALT-J,User-Seq for more information.
|
||
----
|
||
Q: How can I control the location of the cursor after an Ansi file
|
||
is displayed?
|
||
|
||
A: The easiest way is to convert your Ansi screen to Animation.
|
||
Select the ALT-J, and the "Top" scanner. The top scanner will
|
||
make your Ansi file display as before. You could choose some
|
||
other if you like. Next, move the cursor where you would like to
|
||
appear after the display is finished, and press the [SPACE] bar.
|
||
|
||
The space will become the last character displayed and the
|
||
position where TheDraw leaves the cursor.
|
||
----
|
||
Q: How do I upload Ansi files to another computer (a bulletin board
|
||
system)?
|
||
|
||
A: Ansi files are sent identically to regular text messages, using
|
||
your communication programs Ascii upload option. Before doing
|
||
so, be aware some BBS's explicitly do not support Ansi. If you
|
||
pass the first hurdle, note some BBS's feature automatic text
|
||
wrap-around for lines which are too long. Other's simply refuse
|
||
to accept more than a maximum line length. Either of the latter
|
||
cases will disrupt the appearance of your Ansi files.
|
||
|
||
To avoid difficulties, find the maximum line length enterable
|
||
before the above problems occur (generally 70 characters is about
|
||
average). Next, when saving your Ansi files using TheDraw,
|
||
specify the number determined (70 here) for the maximum output
|
||
line length. TheDraw will limit lines to that length, and there
|
||
should be no problems uploading the image.
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix C 97
|
||
|
||
|
||
|
||
|
||
Q: Can I use images created with this software in my own programs
|
||
for public use (or sale)?
|
||
|
||
A: Yes. There are absolutely no restrictions on work you create.
|
||
You might add a mention "Screens produced by TheDraw", but
|
||
certainly do not ask for or require it.
|
||
----
|
||
Q: How do I draw circles/ovals/etc?
|
||
|
||
A: Smooth circles & ovals are not possible using text graphics.
|
||
Approximations are possible by careful selection of characters
|
||
and symbols. For instance:
|
||
<20><><EFBFBD><EFBFBD>
|
||
<20><><EFBFBD> <20><><EFBFBD>
|
||
<20> <20>
|
||
<20><> <20><>
|
||
<20> <20>
|
||
<20><><EFBFBD> <20><><EFBFBD>
|
||
<20><><EFBFBD><EFBFBD>
|
||
The above was produced using symbols from function key set #6.
|
||
----
|
||
Q: I get disk full error messages when I try saving an Ansi file to
|
||
an empty diskette. The file is large, very close to the 16000
|
||
animation limit. Is this a bug?
|
||
|
||
A: Seems unlikely a bug exists. The Ansi produced is probably
|
||
larger than your diskette. Try splitting it into two smaller
|
||
chunks. Although dependant primarily on the application, the
|
||
largest Ansi file we know of TheDraw producing was about 7.9
|
||
million bytes (a test of 16000 random entries, 32 char/line,
|
||
ansi pause of 50). Even larger files might be possible.
|
||
----
|
||
Q: How can I combine two Ansi files together?
|
||
|
||
A: There are three ways. Either load them both into TheDraw under
|
||
animation mode (you will be prompted if to append the second
|
||
file), or use the Dos COPY command. ie:
|
||
|
||
COPY FILE1.ANS+FILE2.ANS FILE3.ANS
|
||
|
||
The above will create a new file "FILE3.ANS" containing the
|
||
complete contents of FILE1.ANS and FILE2.ANS.
|
||
|
||
The last method involves using a 50 line buffer mode, loading
|
||
each target Ansi file into appropriate portions (an ideal use of
|
||
Block Load), then saving as one file.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix C 98
|
||
|
||
|
||
|
||
|
||
Q: Why can't I change the video size from 25 lines to 43 or 50 lines
|
||
as the manual suggests?
|
||
|
||
A: You must have an EGA or VGA video card adapter installed in order
|
||
to use these video modes. If you have a EGA/VGA card and
|
||
TheDraw is not recognizing your hardware, then please contact
|
||
TheSoft describing the situation.
|
||
----
|
||
Q: My mouse will not go below line 25 when using the 43/50 line
|
||
video mode. I can use the cursor keys fine, but the mouse gets
|
||
stuck. What is wrong?
|
||
|
||
A: TheDraw requires a mouse driver (ie: MOUSE.SYS, MOUSE.COM, or
|
||
similar variation) be installed which is compatible with the
|
||
EGA/VGA video card. Please contact your mouse manufacturer or
|
||
check local computer bulletin board systems for an update.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 Appendix C 99
|
||
|
||
|
||
|
||
|
||
|
||
R E V I S I O N H I S T O R Y
|
||
|
||
|
||
05/01/86 - Version 1.00 - Program completed.
|
||
______________________________________________________________________
|
||
|
||
05/05/86 - Version 1.01
|
||
|
||
Carl Ehmann noticed a glitch in text creation that caused highlighting
|
||
and blinking attributes changes to go unnoticed. This has been
|
||
corrected.
|
||
______________________________________________________________________
|
||
|
||
06/05/86 - Version 1.02
|
||
|
||
Steven Mills discovered a bug in the file loading routine that caused
|
||
TheDraw to flag valid filenames as invalid. It has been squashed.
|
||
|
||
Changed the program to not allow the user to enter a code #26 or code
|
||
#27 into a text screen. A code #26 is the Dos end of file marker, and
|
||
entering it means loss of all following text upon displaying the file
|
||
or reloading it back into TheDraw. A code #27 is the ANSI driver
|
||
signal character. Supposedly ANSI ignores invalid sequences, but
|
||
allowing the code created "false" ANSI codes which caused loading
|
||
problems.
|
||
______________________________________________________________________
|
||
|
||
07/31/86 - Version 1.03
|
||
|
||
Upon prompting from Carl Ehmann, output line length limiting has been
|
||
added. This will facilitate other programs which cannot load lines
|
||
conceivably going over 1300 characters (such as RBBS). Color changes
|
||
can now be accomplished using the Ctrl-Left and Right arrow keys to
|
||
increment the fore and background colors respectively.
|
||
______________________________________________________________________
|
||
|
||
08/15/86 - Version 1.10 (later changed to v2.00)
|
||
|
||
Changes in a big way. New features include:
|
||
ANSI Animation, Line Drawing, Ruler, movement of
|
||
blocks UNDER other text and much more!!
|
||
|
||
Quick color change keys have been expanded to use the Ctrl-Up, Down,
|
||
Left, and Right keys in a more logical manner.
|
||
______________________________________________________________________
|
||
|
||
09/13/86 - Version 2.01
|
||
|
||
A few more enhancements. Pop-Up help, and macros have been added to
|
||
the new registered version of the program. Also a few aspects of the
|
||
animation editor have been sped up.
|
||
|
||
|
||
TheDraw v4.00 History 100
|
||
|
||
|
||
|
||
|
||
|
||
R E V I S I O N H I S T O R Y (cont):
|
||
|
||
|
||
09/19/86 - Version 2.02
|
||
|
||
Fixed a slight bug which was causing TheDraw to display the wrong Help
|
||
Screen (in registered version). Also, the registered version wasn't
|
||
keeping track of where its overlay was.
|
||
______________________________________________________________________
|
||
|
||
09/27/86 - Version 2.03
|
||
|
||
Carl Ehmann noticed yet another glitch (what would I do without him?).
|
||
The Ascii save routine was using ANSI codes to advance the cursor to
|
||
the next line.
|
||
______________________________________________________________________
|
||
|
||
11/28/86 - Version 2.04
|
||
|
||
Ray Buti discovered an oddity with the Pascal screen save. If you
|
||
used a single quote "'" TheDraw didn't compensate for it. Therefore
|
||
when Turbo Pascal compiled that screen it complained. Ray also
|
||
noticed that characters under #32 were missing the "#" required by
|
||
Turbo. These have both been cured.
|
||
|
||
In addition, the animation load routine has been made more reliable.
|
||
Occasionally movement just involving the cursor (no text) would be
|
||
lost. Other improvements were made to make animation screen files
|
||
smaller and display faster.
|
||
______________________________________________________________________
|
||
|
||
03/06/87 - Version 2.10
|
||
|
||
Support for monochrome monitors has finally been added. Don't ask why
|
||
I never did it before... The glitches Paul Pacter (and many other
|
||
people) found with IBM PC Ctrl-Up/Down keys has been eliminated. I
|
||
would have never noticed that glitch, so many thanks! Kent Godding
|
||
made an excellent suggestion for a ansi-file slow down routine. This
|
||
has been added. Lastly, a few changes were made to the command
|
||
structure to clarify things and many prompts were cleaned up.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 History 101
|
||
|
||
|
||
|
||
|
||
|
||
R E V I S I O N H I S T O R Y (cont):
|
||
|
||
|
||
06/20/87 - Version 2.20
|
||
|
||
BSave saves fixed to operate properly for monochrome monitors. Ansi
|
||
files now output <esc>[40m color sequences to clear screen to black
|
||
color before doing anything else. Thanks to Barry Simon for bringing
|
||
this oversight to my attention and also suggesting command line
|
||
filespecs. Some new items were added, most notably full screen
|
||
editing. Thank Ray Buti for finally bugging me enough to add it.
|
||
Also extended options for Asm, Pascal, and new C storage modes to
|
||
crunch and store only Ascii in addition to the original normal (4000
|
||
byte) mode. Thanks to Douglas A. Nicklow for suggesting the C storage
|
||
capacity.
|
||
______________________________________________________________________
|
||
|
||
08/22/87 - Version 2.21
|
||
|
||
Fixed a minor glitch with window sizes being slightly off. Also I
|
||
missed a problem in the registered version. TheDraw was not using the
|
||
overlay path entered by the Setup utility when initializing. So much
|
||
for learning from mistakes (ie: it happened before). In addition,
|
||
using a command line filespec sometimes loaded a Ansi or Ascii image
|
||
with a random background color. Needless to say, everything has been
|
||
fixed.
|
||
______________________________________________________________________
|
||
|
||
04/28/88 - Version 3.00
|
||
|
||
Many, MANY changes. TheDraw totally rewritten to take advantage of
|
||
Turbo Pascal v4.0. A new title screen, dynamic allocation of screen
|
||
layers and animation space (up to 16000 animation entries and 8 page
|
||
layers can now be used), multi-layer Sprite editing, dos shelling
|
||
(suggestion from Billy Noto), and a new high-speed TheDraw format data
|
||
file have all been added. TheDraw now incorporates its own Ansi
|
||
driver so Ansi/Ascii file loading is much faster.
|
||
|
||
The animation system has been greatly expanded. Five new animation
|
||
scanners have been added (ANGLE, GATE, PYRAMID, SQUARES, and WIGGLE).
|
||
Animation markers(R), "include files", animation pausing, support of
|
||
animation on multiple page layers (no longer restricted to just one
|
||
page), global animation screen copies, and more have all been added.
|
||
Animation sequences can now be appended together. The registered
|
||
version supports easy animation editing.
|
||
|
||
A couple of bugs were fixed. The pascal saver was leaving spurious
|
||
single entries on the end of lines (yet another discovery of Ray Buti
|
||
<grin>). The Ascii Save no longer outputs spaces on the end of every
|
||
line.
|
||
|
||
|
||
|
||
TheDraw v4.00 History 102
|
||
|
||
|
||
|
||
|
||
|
||
R E V I S I O N H I S T O R Y (cont):
|
||
|
||
(cont)
|
||
|
||
The Setup utility has been vastly overhauled and now allows
|
||
configuring of the TheDraw edit screen colors, TheDraw keyboard
|
||
commands(R), and many other parameters.
|
||
______________________________________________________________________
|
||
|
||
09/09/88 - Version 3.10
|
||
|
||
Support for the Microsoft Mouse has been added, making cursor movement
|
||
and the marking of blocks easier. Five additional character sets have
|
||
been added. These are accessed via CTRL-F(1-5). With this revision
|
||
goes a new function key screen (ALT-F). Finally, a few bugs were
|
||
eradicated. Many people reported CTRL-Up/Down keys were not working.
|
||
They did work, however the status display was not always updated (thus
|
||
causing the following confusion). TheDraw now allows filespecs
|
||
without extensions to be used again. In addition, the default
|
||
filespec extensions can be changed using the Setup utility (Ray Buti
|
||
can now change .PAS to anything he likes <grin>). The Setup utility
|
||
Defaults option now works as advertised. Finally, the keyboard driver
|
||
for Ctrl-Up/Down has been changed yet again. With the last revision,
|
||
a few computers were gained but the PCjr was lost.
|
||
______________________________________________________________________
|
||
|
||
04/04/89 - Version 3.20
|
||
|
||
Pull down menu system has been added to TheDraw. The program can now
|
||
be totally controlled by use of a mouse. Various small details that
|
||
escaped detection regarding the mouse were corrected. TheDraw has a
|
||
new storage format -- COM files. Separate programs useful for batch
|
||
files and the like. They work with blocks and (naturally) the entire
|
||
screen. A few bugs floating around the program have been cured. When
|
||
attempting a block save, TheDraw would sometimes display and save the
|
||
wrong screen portion. The ALT-U command was not processing blinking
|
||
colors properly -- thanks to Darin May for pointing this out. The
|
||
ALT-L file directory had a minor problem when there were exactly 124
|
||
items displayed. You could go down to the next page even though there
|
||
was nothing on it. Animation screen copies might possibly fail if
|
||
they run out of room. What the user saw didn't necessarily match what
|
||
TheDraw thought was there until everything got redrawn. The problem
|
||
with CTRL-UP/DOWN simply won't go away. The driver will work for 99%
|
||
of machines, but certain computers with non-compatible keyboard
|
||
hardware will lockup (notably the Tandy 1000A and HX). The SETUP
|
||
utility now has a provision for deactivating the driver completely.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 History 103
|
||
|
||
|
||
|
||
|
||
|
||
R E V I S I O N H I S T O R Y (cont):
|
||
|
||
|
||
11/01/89 - Version 3.30
|
||
|
||
TheDraw format files now support block load/save. A color attributes
|
||
drawing mode has been added, access via Alt--. Thanks to James
|
||
Carroll for this suggestion. You can now specify a default
|
||
directory/wildcard when using sticky directory listings. Thanks to
|
||
Sylvest Adam for this suggestion. TheDraw supports a ten file pick
|
||
list now. This maintains a listing of the last ten files accessed.
|
||
Simply press the TAB whenever TheDraw prompts for a filespec. TheDraw
|
||
now generates Intel format compatible object code files. Useful for
|
||
linking with Turbo Pascal v4.0 and above, C plus many other high-level
|
||
languages. The ruler can now be made "sticky". When active, the
|
||
ruler stays on the screen appearing under the current page layer. A
|
||
few bugs were fixed. The problem with ansi animation files getting
|
||
confused when saved without screen preparation has been solved.
|
||
Thanks to Terry Blake for reporting it. Alt-O now properly allows you
|
||
to change drives. A minor glitch with animation include files
|
||
dropping characters has been solved. Finally, the directory listing
|
||
handles the mouse in a more predictable/controllable manner.
|
||
|
||
|
||
03/01/91 - Version 4.00
|
||
|
||
A great number of changes, additions, and improvements. First the bug
|
||
fixes: The uncrunch algorithm was not quite in sync with how TheDraw
|
||
handled flashing characters. Thanks to Garry Kraemer for pointing it
|
||
out. Michael Harris discovered it was possible to select a page 0 in
|
||
version 3.30; an unhealthy action that allowed critical areas to be
|
||
overwritten. Paul Furman noted the BSAVE file format was not quite
|
||
compatible with Basic, lacking a termination code sequence. TheDraw
|
||
now includes them for completeness. Carter Downer of Late Night
|
||
BBS (315)592-7300 noted that when trying to save Ansi files with 80
|
||
column Ansi files produced by TheDraw were not fully compatible with
|
||
bulletin board systems. A file size optimization causing the problem
|
||
was removed. Other problems included command line filespecs not being
|
||
added to the pick list, animation include files not working in
|
||
shareware version, and the screen changing to the default color when
|
||
changing page layers with sprite mode off were fixed.
|
||
|
||
New features added or improved are: EGA/VGA screen editing support
|
||
(43 or 50 lines respectfully). Also a virtual screen edit buffer was
|
||
added, allowing screens up to 160 characters by 50 lines to be
|
||
edited. Mouse aided line drawing; pressing the middle mouse button
|
||
down and moving will draw a line or box for you. All cursor movement
|
||
keys now function throughout the program. Line drawing mode was
|
||
improved to tolerate bumping into the screen border; no longer do
|
||
unwanted T and plus symbols appear.
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 History 104
|
||
|
||
|
||
|
||
|
||
|
||
R E V I S I O N H I S T O R Y (cont):
|
||
|
||
(cont)
|
||
|
||
Several new animation scanners have been added including Doors*,
|
||
Diamond*, Circle*, Clock*, Checkerboard, and Wiggleout. Thanks to Guy
|
||
StarBuck for suggestion the first four new scanners. The ability to
|
||
reverse the operation of any animation scan (making the scan go
|
||
backwards) was also added. Thanks to Dorothy Hade for this excellent
|
||
suggestion. Another new animation feature is User Control Sequences
|
||
(R) permitting BBS operators and such to add escape codes specific for
|
||
special features of their software. The last animation improvement
|
||
was the ability to append -ANY- file format (except .TD) to an
|
||
animation sequence. For non-ansi/ascii files, TheDraw requests you to
|
||
select an animation scanner for reading the screen.
|
||
|
||
Block and global character/attribute replace has been added. Position
|
||
the cursor on the character (or character contain color) to replace,
|
||
then activate global or block mode. The default load filename
|
||
extension can now be changed to something other than ANS. If most of
|
||
your work entails binary or TheDraw format files, this will be a
|
||
welcome addition. An online setup menu was added to TheDraw, making
|
||
configuration of the environment much easier. Go to the Options under
|
||
the pull-down menu system and select Setup. Two additional COM file
|
||
formats were added, with TheDraw transparently selecting the best of
|
||
the three for a given application. One of the new flavors crunches
|
||
the screen. If smaller than either of the other two formats it is
|
||
used. Otherwise, a version explicitly for full-width screens was
|
||
added. An 80x25 image will use under 4096 bytes; perfect for floppy
|
||
disks where wasted cluster space is critical.
|
||
|
||
Ascii files can now be forced to have carriage returns placed on the
|
||
end of each line. If a line was 80 characters, TheDraw would
|
||
previously not include the CR/LF sequence. This would make the file
|
||
display properly if typed from the Dos prompt, but fouled other
|
||
software such as text editors. A few last things were added. These
|
||
were an ALT-key pop-up help screen; pressing and holding ALT for about
|
||
3 seconds displays a brief quick reference display. TheDraw can now
|
||
save backup files. If a file already exists on disk, it will be
|
||
renamed filename.BAK before saving. The ALT-Left/Right key sequence
|
||
delete/insert columns. Avoids have to mark a block or use global
|
||
screen move, etc... Automatic screen blanking was added. If you
|
||
leave the machine unattended for a period of time, TheDraw will erase
|
||
the display for you (preventing possible burn damage to your monitor).
|
||
It is variable from 1 minute to 255 minutes or can be shut off. Dos
|
||
Shell will attempt to swap out information to EMS memory or a disk
|
||
swap file to increase available memory during the shell. Lastly
|
||
(whew!), TheDraw can be made to prompt to save changes before exit.
|
||
Either just for the current page, or for all page layers. Enjoy!
|
||
|
||
(R) = Feature in Registered Version of TheDraw Only
|
||
|
||
|
||
TheDraw v4.00 History 105
|
||
|
||
|
||
|
||
|
||
|
||
T H E F U T U R E
|
||
|
||
|
||
Look for these features in the next version of TheDraw:
|
||
|
||
Improved Undo facility, allowing recovery from such
|
||
disasters as the unwanted delete line, or seconds thoughts
|
||
about a block copy...
|
||
|
||
|
||
Send in your ideas, suggestions, criticisms and bug reports. Report
|
||
something first and be immortalized in the docs of TheDraw!
|
||
|
||
If you ever find a copy of TheDraw with a version number other than
|
||
one listed above, please take the time to write us a quick note
|
||
describing it. Thank you!
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 106
|
||
|
||
|
||
|
||
|
||
|
||
C O M M E N T S
|
||
|
||
|
||
Please consider registering for the amount of $22. Quality software
|
||
at good prices is very difficult to find. We at TheSoft Programming
|
||
Services firmly believe in and support the concept of shareware
|
||
products, and hopefully you do also. Please make any checks out to
|
||
TheSoft Programming Services. If you have any requests, comments or
|
||
suggestions for TheDraw, please send them to:
|
||
|
||
|
||
|
||
TheSoft Programming Services
|
||
c/o Ian Davis - TheDraw
|
||
1929 Whitecliff Court
|
||
Walnut Creek, Ca, 94596.
|
||
|
||
|
||
|
||
Thanks for your support!
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TheDraw v4.00 107
|
||
|