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1992-04-15
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TheDraw Version 4.51
Color and Monochrome Screen Image Generator/Editor
Operation Manual
COPYRIGHT (C) 1986-1992 by
TheSoft Programming Services and Ian E. Davis
All Rights are Reserved
TheSoft Programming Services
P.O. Box 7657
Fremont, CA. 94537-7657
Written using Turbo Pascal v6.0
PREFACE
This document is 149 pages long. This document is Copyright (C) 1988-
1992 by TheSoft Programming Services. All rights are reserved.
The computer software programs TheDraw (TM) and TheDrawR (TM) are
Copyright (C) 1986-1992 by TheSoft Programming Services. All rights
are reserved.
TheDraw and TheDrawR are registered trademarks of TheSoft Programming
Services. Other brand and product names are trademarks or registered
trademarks of their respective holders.
NOTICE: Irresponsible individuals have seen fit to modify and then
distribute changed copies of TheDraw. These are identified as having
the altered version numbers of 4.30, 5.00 or 6.00 typically. Users
are highly encouraged to seek out and delete any copies of the
archives TDRAW430, TDRAW500 and TDRAW600 they may find. Steps have
been taken to avoid this type of hacking in the future.
The latest release of TheDraw may always found on the following
bulletin board system (a special support area exists):
The Great American Dream Machine (sysop Dave Gentry)
Phone: 415-581-3019
Fidonet file requests: Node 1:215/215, Magic name "THEDRAW"
Downloading the TDRAW451.ZIP archive:
To enter "<*> TheDraw Support Area" Type [*]
"<D>ownload TheDraw Latest Version" Type [D]
Leaving a message inquiry:
To enter "<*> TheDraw Support Area" Type [*]
"<P>ost Messages to Other Users" Type [P]
Address message to "Ian Davis"
Although mentioned elsewhere in this document, we urge you here to
please write if you ever find a suspicious copy of TheDraw. Look to
the program history section. If an entry for your release of TheDraw
seems spliced in, please notify TheSoft. The sooner we find out about
"hacks", the sooner corrective action can take place.
Lastly, with TheDraw v4.50 our address for placing orders changed.
Please send all new orders and inquiries to TheSoft Programming
Services, P.O. Box 7657, Fremont, CA. 94537-7657. The old address at
1929 Whitecliff Court, Walnut Creek, CA, 94596 will still accept
orders however for quite some time (such is the shareware business).
TheDraw v4.51 Preface i
LICENSE
TheDraw is not a Public Domain program and is not free. TheDraw is
copyright (C) 1986-1992 by TheSoft Programming Services.
Non-registered users of this program are granted a limited two-week
license to TheDraw to evaluate the programs suitability for their
requirements. Any usage of TheDraw beyond the evaluation time period
requires registration of each copy of the program used. Use of non-
registered copies of TheDraw beyond the original evaluation period is
prohibited.
TheDraw may NOT be modified in any respect, for any reason, including
but not limited to, de-compiling, disassembling, or reverse
engineering of the program. The opening title screen, help screens,
and all other proprietary program output must never be altered,
removed, bypassed or modified by any means.
You are free to distribute the PUBLICLY AVAILABLE shareware version of
TheDraw to others subject to the above restrictions and also the
following:
A. No fee is charged for its use.
B. No renumeration may be accepted for TheDraw. This does not
apply to computer access charges the system operators (Sysops)
of or organizations owning bulletin board systems, online
services, etc... may charge subscribers.
C. TheDraw must be copied in unaltered form, complete with files
containing license information, the FULL documentation and
all accompanying files. The self-extracting archive
distributed by TheSoft must not be altered in ANY respect.
D. All shareware houses/distribution firms must make explicitly
clear that the diskette purchase containing any shareware
program has NOT registered the shareware with TheSoft.
System Operators may make TheDraw available for download only if the
above conditions are met. The archive (TDRAW451.ARJ) distributed by
TheSoft or an equivalent archive may be made available only in
complete form. Refer to section FILE LISTING to verify complete
package contents. If the contents appear altered or not complete, you
may obtain the latest release of TheDraw directly from TheSoft by
sending a formatted diskette labeled with the word "THEDRAW". Please
include $5 for handling.
An alternate means of obtains the latest shareware archive is calling
The Great American Dream Machine at (510) 581-3019. See preface for
download instructions and how to leave comments.
TheDraw v4.51 License ii
Commercial distributors of "Public Domain", "Shareware", and/or User
Supported software may distribute TheDraw subject to the above
conditions only after obtaining WRITTEN permission from TheSoft
Programming Services. This condition statement supersedes all
previous agreements.
Please refer to the section entitled registration/ordering section for
additional information on registration, corporate site-licensing and
related topics.
-----
The above license statement does not apply to the REGISTERED version
of TheDraw. The registered software of TheSoft Programming Services
is protected under United States Copyright and Trademark Laws. It
must be treated just like a book with certain exceptions as follows:
A. TheSoft Programming Services authorizes the making of archival
copies of the registered software for the sole purpose of
backing-up your software and protecting your investment from
possible loss.
B. The medium on which the registered software is recorded is
transferred to the customer, but not the title to the software.
C. The customer may resell or distribute unmodified copies of the
registered software provided the customer has purchased from
TheSoft Programming one copy of the registered software for each
one sold or distributed. The provisions of this software license
shall also be applicable to third parties receiving copies of the
registered software from the customer.
D. By saying, "just like a book", TheSoft Programming means that the
registered software may be used by any number of people and may be
freely moved from one computer location to another so long as there
is ABSOLUTELY NO POSSIBILITY of it being used at one location while
being used at another. Just like a book that cannot be read by two
different people in two different locations at the same time.
TheDraw v4.51 License iii
ORDERING INFORMATION
Once a registered user of TheDraw, you are free to utilize the program
as often as you wish. Other than having a clear conscience, there are
many advantages to registered. You can opt to receive in the mail a
registered version of TheDraw with configurable editor commands,
enhanced editing facilities, context sensitive pop-up help, and macro
keys. The registered version support utility routines (uncrunch and
display) offer Bios write capability and snow/hash prevention. You
are also notified via mail when significant enhancements have been
made to the program. Once registered, all upgrades are available for
a $5 upgrade fee plus the original TheDraw diskette (see below).
There are two ways to register. The first is by sending $15 to
TheSoft Programming Services along with a registration form. You do
NOT receive the registered version of TheDraw for this registration,
but are notified of upgrades. For an additional $5 plus $2
shipping/handling, we send you the latest shareware and registered
versions of TheDraw on disk along with documentation (on disk) and
utilities. If you want to receive TheDraw on a 3.5 inch diskette (720k
format), add an additional $3 for each diskette ordered.
If unsure, you can receive the latest shareware version of TheDraw for
evaluation by sending a formatted diskette plus $5 for handling.
Please use the following form or print the included file "MAILER" when
placing an order.
-----
NON U.S. residents, please send checks drawn on U.S. funds. We will
accept non U.S. currency, but you must include an additional $5 (US)
to cover exchange handling. Also add $5 overseas shipping/handling.
Canadians can obtain postal money orders in U.S. denomination easily.
UPGRADING TO LATEST VERSION OF THEDRAW
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
Users who have registered (and received a diskette) may upgrade to the
latest version of TheDraw by sending in their TheDraw ORIGINAL DISK,
along with $5 plus $2 (shipping/handling). Please use the following
order form when upgrading. If there has been an address change,
please indicate so on the order form.
The original disk must be returned and contain the registered version
of TheDraw. The disk will be reformatted and the current Master
copied onto it. Any disk in poor condition will be replaced by
TheSoft. If the serial number label is missing or the diskette does
not contain the registered version of TheDraw, the update will be
refused and the diskette returned unchanged.
TheDraw v4.51 Ordering iv
Please Remit To: TheSoft Programming Services
P.O. Box 7657
Fremont, CA. 94537-7657
Qty. Description Each Total
____ TheDraw Upgrade to version 4.51 $5.00 ________
(You must return your original diskette
containing your copy of the registered
version of TheDraw)
____ TheDraw Evaluation Copy $5.00 ________
(You supply diskette, no registration)
____ TheDraw Registration $15.00 ________
(Does not include a new diskette with the
registered version of TheDraw)
____ TheDraw Registration with 5.25" diskette $20.00 ________
(Registration including diskette with the
latest shareware and registered program
versions along with manual on diskette)
____ TheDraw Registration with 3.5" diskette $23.00 ________
(same as above except on new size media)
Subtotal ________
(Site License discount - see below) Discount [-________]
(U.S. orders add $2 shipping & handling) Shipping ________
(Foreign orders add $5 shipping)
(Add $5 for Foreign Currency Exchange) Misc. Charges ________
(CA residents please add sales tax) Tax ________
TOTAL $________
Name: ________________________________________________________
Company: ________________________________________________________
Address: ________________________________________________________
________________________________________________________
________________________________________________________
All checks must be drawn on U.S. Funds in U.S. Dollars. Sorry, no
C.O.D. orders will be accepted.
TheDraw v4.51 Ordering v
SITE LICENSE
If you plan on using TheDraw in a corporate, government office, or in
any business environment whatsoever, registration is mandatory and
the two week limited license is strictly enforced. For such users,
quantity discounts are available under a Site License agreement.
One MASTER copy of TheDraw (with documentation) will be provided on
diskette. The site is responsible for printing the documentation and
copying the diskettes for distribution. Backups of the MASTER disks
do not count towards the total copies of the license.
With all site licenses, the site will supply one contact person with
which all correspondence will be made. If a problem should occur, the
contact person will call and make arrangements to get a fix for the
glitch. Updates to TheDraw will be forwarded to the contact person.
When filling out the order form, use the contact persons name to avoid
confusion at a later date.
Following is the current site license discount rates:
TOTAL COPIES DISCOUNT
1 - 4 none
5 - 10 10%
11 - 20 20%
21 - 30 30%
31 - 50 40%
51 - 100 50%
101+ 60%
NOTE: All discounts and prices are subject to change without notice.
Also note that discounts are not cumulative and apply to
separate orders only.
PURCHASE ORDER TERMS AND REQUIREMENTS
_____________________________________
Purchase Orders less than $100 must be pre-paid.
Terms are net 30 days.
Freight is prepaid by TheSoft.
Lead time: Stock items.
Tax exceptions: Include appropriate documentation. Contact TheSoft
for voice verification if required.
TheDraw v4.51 Site Licensing vi
WARRANTY
TheDraw is provided AS IS without any warranty, expressed or implied.
This includes without limitation the fitfulness to a particular
purpose or application and any warranties of merchantability.
While we tried to be as through as possible while debugging TheDraw,
TheSoft Programming Services shall not be liable for any damages,
whether direct, indirect, special, or consequential arising from a
failure of this program or accompanying files to operate in a manner
desired by the user. TheSoft Programming Services shall not be liable
for any damage to data or property which may by caused directly or
indirectly by use of this program.
In no event will TheSoft Programming Services be liable to you for any
damages, including any lost profits, lost savings or other incidental
or consequential damages arising out of your use or inability to use
the program, or for any claim by any other party.
-----
If you have a problem with TheDraw please feel free to write and
describe the situation. Registered users, please include the serial
number found on your diskette.
To those people who have registered (with diskette), the physical
diskette is warranted against defects in materials and workmanship for
a period of 60 days from date of shipment by TheSoft. Any returned
disks found damaged or bad will be replaced at no charge.
TheDraw v4.51 Warranty vii
TABLE OF CONTENTS
Preface ...................................................... i
License
Single User License ....................................... ii
Giving out Copies ......................................... ii
System Operators (Sysops) Info ............................ ii
Software Distributors - Read this ......................... iii
Registered Version License Agreement ...................... iii
Ordering Information
Registration .............................................. iv
Upgrading to Latest Version of TheDraw ................. iv
Registration Only (no diskette) ........................ iv
Registration (diskette sent out) ....................... iv
Getting a Trial Copy ................................... iv
Getting a 3.5 inch diskette ............................ iv
Invoice Order Form ........................................ v
Site Licensing ............................................ vi
Bulk Order Discounts ................................... vi
Purchase Order Terms and Requirements ..................... vi
Tax Exceptions ......................................... vi
Warranty ..................................................... vii
Introduction ................................................. 1
Definitions .................................................. 3
System Requirements .......................................... 4
Multitasking Environments ................................. 4
Getting Started .............................................. 5
File Listing .............................................. 5
Installing TheDraw ........................................ 6
Customizing TheDraw ....................................... 6
Starting TheDraw .......................................... 7
Leaving/Exiting TheDraw ................................... 7
Creating your First Screen ................................ 7
Saving your First Screen ............................... 8
Exiting TheDraw and Viewing your First Screen .......... 9
Egads! What Happened? ................................. 9
Editing your First Screen ................................. 9
Changing Colors ........................................ 10
Painting the Screen .................................... 10
Making your Second TheDraw Screen ......................... 11
Drawing Lines .......................................... 11
Marking a Block ........................................ 12
Using Sprite mode ...................................... 13
TheDraw v4.51 viii
Animating your Second TheDraw Screen ...................... 15
Selecting a Scan Pattern ............................... 15
Viewing the Animation Sequence ......................... 16
Saving Animation ....................................... 16
The Example Files ......................................... 17
Operating TheDraw ............................................ 19
Command Line Filespecs .................................... 19
The Status Line ........................................... 19
HELP! ..................................................... 20
Cursor Control ............................................ 20
Mouse Control ............................................. 21
Command Summary ........................................... 22
The Animation System ......................................... 23
What is Animation? ........................................ 23
Animation Basics .......................................... 24
A Simple Example .......................................... 24
Making a Block Move ....................................... 25
Easy Animation ............................................ 27
Animation Scan Patterns ................................ 27
Recording Cursor Movements ............................. 28
Editing and Deleting Animation Entries .................... 28
Changing your Animation Scan Pattern ................... 28
Advanced Animation Editing ................................ 29
Editing Partial Animation Sequences .................... 29
Animation Limiting .................................. 29
Animation Markers ................................... 30
Ansi Include Files ..................................... 30
Making Custom User Ansi Sequences ...................... 30
Tricks and Techniques ..................................... 31
Use of Colors .......................................... 31
Shading ................................................ 31
Shadowing .............................................. 32
Pausing ................................................ 33
Pitfalls and Limitations .................................. 33
Tips and Examples for Programmers ............................ 34
Programming in Assembler .................................. 34
Programming in Pascal ..................................... 36
Turbo Pascal v4.0 through v5.5 ......................... 38
Turbo Pascal v6.0 ...................................... 40
Programming in C .......................................... 41
Using Object Files with C .............................. 43
Programming in Standard Basic ............................. 44
Programming in Microsoft QuickBasic v4.0 and v4.5 ......... 45
Making and Using Quick Libraries ....................... 46
The Display Routines ................................... 47
Command Line Compilation ............................... 50
Programming in Clipper(tm) ................................ 51
TheDraw v4.51 ix
Pull-Down Menu System ........................................ 55
The FILES Menu ............................................ 55
The GLOBAL Menu ........................................... 57
The OPTIONS Menu .......................................... 58
Setup Default Options .................................. 59
The SCREEN Menu ........................................... 61
The FONTS Menu ............................................ 63
Standard Font .......................................... 63
Choosing a Font Outline ................................ 63
Font Selection ......................................... 64
The ANIMATION Menu ........................................ 64
The COLOR Menu ............................................ 66
The TOGGLES Menu .......................................... 67
TheDraw Keyboard Commands .................................... 69
Alt-A Change Text Color Attributes ....................... 69
Alt-B Block Action Commands .............................. 70
Copy a Block ..................................... 71
Move a Block ..................................... 71
Fill a Block ..................................... 72
Block Text Operations ............................ 73
Delete a Block ................................... 74
Erase a Block .................................... 74
Block Replace Operations ......................... 74
Load a Block (normal mode only) .................. 75
Save a Block (normal mode only) .................. 75
Rescan a Block (animation mode only) ............. 75
Alt-C Clear Current Screen ............................... 75
Alt-D Set Default Clear Screen Color ..................... 76
Alt-E Change Page Layer Edit Screen ...................... 76
Sprite Editing ................................... 76
Alt-F View Function Key Sets ............................. 78
Alt-G Global Commands .................................... 78
Copy Screen ...................................... 79
Move/Rotate Screen ............................... 79
Fill Screen ...................................... 79
Global Text Operations ........................... 80
Global Replace Operations ........................ 81
Alt-H Display Help Information ........................... 81
Alt-I Insert a Line ...................................... 82
ALT-J Animation Options .................................. 82
From Normal Edit Mode ............................ 82
From Animator Mode ............................... 85
Include - Specify Animation Include Files ...... 85
Ansi Music ................................... 86
User_Seq - Specify User Control Sequences ...... 86
Limit - Specify Animation Limiting ............. 87
Marker - Specify Animation Markers ............. 88
Movement - Toggle Storage of Cursor Movement ... 89
Normal - Convert to Normal Edit Mode ........... 89
Rescan - Rescan All Screens for New Sequence ... 89
Pause - Animation Pausing ...................... 89
TheDraw v4.51 x
Alt-K Delete a File ...................................... 90
Alt-L Load Screen from Disk .............................. 90
Alt-M Select Draw Mode (toggle) .......................... 92
Alt-N Ruler .............................................. 92
Alt-O Change Drive/Sub Directory ......................... 92
Alt-P Paint/Fill Commands ................................ 93
Alt-Q Redraw Screen (animator mode only) ................. 93
Alt-R Restore/Undo Changes ............................... 94
Alt-S Save Screen to Disk ................................ 94
Ansi Text (.ANS) ................................. 94
Ascii Text (.ASC) ................................ 95
Assembly Language (.ASM) ......................... 95
Binary Screen Dump (.BIN) ........................ 96
Basic BSave Screen Dump (.BSV) ................... 96
Dos COM Files (.COM) ............................. 96
Turbo Pascal (.PAS) .............................. 96
Modern C (.H) .................................... 96
Intel Compatible Object Code (.OBJ) .............. 97
Object File Data Formats ...................... 98
TheDraw Setup Save (.TD) ......................... 98
Alt-T Tab Setup .......................................... 99
Alt-U Use Color under Cursor ............................. 99
Alt-V View a Screen (not load) ........................... 100
Alt-W Edit Character (animator mode only) ................ 100
Alt-X Exit TheDraw ....................................... 100
Alt-Y Delete Current Line ................................ 101
Alt-Z Erase Cursor Character (animator mode only) ........ 101
ALT-[LEFT] Delete Current Column ......................... 101
ALT-[RIGHT] Insert a Column ............................... 101
Alt-- Toggle Color Draw Mode ............................. 101
Alt-= Toggle Macro Learning Mode ......................... 102
Alternate Color Change Options (CTRL-UP/DOWN/LEFT/RIGHT) .. 102
Solid Spaces (SHIFT-SPACE) ................................ 103
Full Screen Editing (CTRL-PRTSC) .......................... 103
The Font Editor (TDFONTS) .................................... 104
Running TDFonts ........................................... 104
Viewing a Font ............................................ 105
Changing a Font ........................................... 105
Delete Symbol .......................................... 106
Copy Symbol ............................................ 106
Modify Symbol .......................................... 106
Edit Modes .......................................... 107
Reserved Characters ................................. 107
Making New Fonts .......................................... 108
Moving a Font ............................................. 108
Renaming Fonts ............................................ 109
Deleting a Font ........................................... 109
Font Importing ............................................ 109
Font Exporting ............................................ 109
TheDraw v4.51 xi
The Presentation Program (THEPP) ............................. 110
The Setup Utility ............................................ 114
Why Setup? ................................................ 114
Display Windows and Selecting Options ..................... 115
Saving and Aborting Changes ............................... 115
Running Setup ............................................. 115
Main Menu .............................................. 115
Editor Configuration ................................ 116
Changing a key entry ............................. 116
Allowed Keystrokes ............................... 116
Keyboard Customize .................................. 117
Screen Mode ......................................... 117
Colors .............................................. 119
Files Directory ..................................... 119
Memory Usage ........................................ 120
Defaults ............................................ 120
Quit/Save ........................................... 121
Appendix A: Setting up CONFIG.SYS ........................... 122
Appendix B: Extended/Special Character Set .................. 123
Appendix C: Common Questions & Answers ...................... 124
Revision History ............................................. 128
The Future ................................................... 135
Comments ..................................................... 136
TheDraw v4.51 xii
INTRODUCTION
TheDraw is a powerful screen image generator/editor for color and
monochrome video users. What does that mean? Literally, TheDraw
makes designing and figuring out a video screen display childs play.
Its basic premise is this: be easy to use. The most novice computer
user can make an Ansi text file screen with TheDraw in only minutes.
From that point on, you can explore and use more of the horsepower
available in TheDraw.
Someone is probably saying "it edits screens... big deal". This type
of person has never known the agony of creating a good looking menu or
display for a program (assuming he/she programs), making a fancy batch
file intro screen, or having to quickly putting together a computer
presentation for the boss.
The biggest problem facing most people is we really do not know what
will look good until we see it. Manually editing a screen can
literally take hours. With TheDraw, you can free form until you
really know what is perfect. With the picture in mind, you can
quickly develop whatever is necessary or instruct TheDraw to create a
data file which can be used. Instead of hours, making a screen takes
minutes.
For the curious, TheDraw can transform your masterpiece into data
files with the following formats:
ANSI color text (useful in batch files, BBS's, etc...)
ASCII text (compatible with word processors and text editors)
BINARY files (generic, useful in most everything)
BSAVE (for Basic)
COM files (actual separate programs executable directly
by Dos - Great for batch files and presentations)
ASSEMBLER (for the die-hard coder)
TURBO PASCAL (directly compilable source code)
C (format is for Turbo C specifically)
OBJECT (Intel format compatible, suitable for linking. Four
varieties available for Large/Small generic data model, Turbo
Pascal v4.0+, and QuickBasic v4.0+)
THEDRAW (custom storage format for FAST loading and saving)
TheDraw was long ago originally written as an improvement to a simple
program named AnsiDraw written by Amrich Enterprises. Both programs
provided similar operation, with TheDraw giving a much enhanced user
interface.
TheDraw is now vastly improved over the abilities of AnsiDraw, and
most other screen editors. It is compatible with systems that have
250k of free memory available. Monochrome and Color monitor users are
TheDraw v4.51 Introduction 1
supported, and a special keyboard driver allows you to redefine
keystrokes that do not operate properly or are used by other programs
(registered version). If you have an EGA or VGA video display,
TheDraw permits editing on 43 or 50 line screens respectfully.
Ascii fonts are fully supported. These are large scale letters and
symbols which span multiple lines. Great for making welcome messages
or notes of importance.
Another feature TheDraw fully supports is ANIMATION. With this
facility you can develop quick and dirty presentations, or simply make
a generic screen appear with pizzazz. You can either let TheDraw make
an animation sequence from a static image, or one can be made from
scratch; thus letting you fully control the appearance of your work.
TheDraw gives you a maximum of 16000 separate animation "entries" to
handle the most complex job. The final result can be saved either as
an ANSI file (Ansi Animation) or TheDraw format file. See the section
entitled "The Animation System" for more information.
To get started using TheDraw right away, refer to the section entitled
"Getting Started with TheDraw". This section describes how to install
and run TheDraw.
Enjoy!
TheDraw v4.51 Introduction 2
DEFINITIONS
Throughout this documentation you may run across the occasional
enigmatic word that needs explaining. The following are some
examples you might come across:
enigmatic - mysterious or cryptic
[ENTER] or C/R - This represents the return key on the keyboard.
If you see this in the text, press the Enter
key; do not type the actual letters.
ESC or [ESC] - Means to press the ESC key on the keyboard.
[letter] - Means to press the actual key marked 'letter'
on your keyboard. ie: [L]oad, [L], or [L]left
all mean press the letter 'L' key.
Alt-<letter> - Alt- is always followed by another character.
or Together, this symbol means to first press and
[ALT-<letter>] hold down the ALT key on the keyboard then
type the letter key following it. ie: [ALT-A]
means hold ALT then press 'A'.
Ctrl-<letter> - This is executed the same as the ALT key.
[CTRL-<letter>] Press and hold down the CTRL then hit the
or letter following. ie: CTRL-A and ^A mean the
^<letter> same thing - hold CTRL then press 'A'.
[LEFT] [RIGHT] - Means to press the corresponding keypad arrow
[UP] [DOWN] key on your keyboard. Similar to the [letter]
[TAB] etc... example shown above. ie: [UP] means to press
the up arrow key.
TheDraw v4.51 Definitions 3
SYSTEM REQUIREMENTS
TheDraw requires an IBM PC/XT/AT or close compatible running MsDos 2.0
or higher. In addition, a monochrome adapter or color graphics
display adapter (CGA, EGA, or VGA) plus monitor is needed to run
properly.
In a minimum configuration, 250 kilobytes of free memory are required.
The maximum memory usage is 430k of memory (8 page layers, 16000
animation entries). TheDraw will always attempt to allocate all
available memory up to the limits specified via the Setup utility.
MULTITASKING ENVIRONMENTS
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
TheDraw can be used under multitasking or windowing environments
provided the full video screen is allocated to it. The program
directly accesses video memory and the keyboard hardware for some
functions. TheDraw does not use any high resolution graphics in its
operation.
TheDraw is known to operate under Double Dos except for minor
problems. Double Dos disables certain keyboard sequences (notably
Ctrl-PrtSc). For this situation, people with the registered version
of TheDraw can use the Setup utility to redefine the function of Ctrl-
Prtsc to another key.
TheDraw operates under Microsoft Windows and Desqview provided memory
and video requirements (as mentioned above) are taken care of.
Note: It is easy to cause problems with some window environments if
the user wishes. Working in another window while TheDraw
attempts to refresh its screen may result in information
being overwritten. Be warned.
TheDraw v4.51 System Requirements 4
GETTING STARTED
Setting up TheDraw to operate on your computer is fairly easy. If you
received TheDraw on diskette, we suggest you backup the disk before
proceeding. It never hurts to play things safe.
On registered diskettes obtained from TheSoft a batch file called
INSTALL.BAT is included to simplify installation. The INSTALL batch
file is not bundled with the shareware version of TheDraw.
FILE LISTING
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
The following briefly lists those files included with the shareware
version of TheDraw:
WHATSNEW.DOC Brief listing of new additions for this release.
MAILER A registration form which when printed can be easily
folded and mailed. No envelope is needed.
PRINTDOC.EXE Program to simplify printing out this documention.
Type "PRINTDOC [enter]" from the dos prompt.
SETUP.EXE TheDraw setup utility. See following section below.
TDFONTS.EXE TheDraw font editor utility.
TDFONTS.TDF TheDraw font database file.
THEDRAW.EXE Shareware version of TheDraw
THEDRAW.DOC This documentation file.
SHUTTLE2.ANS \
DEMO.TD \ Example demonstration files.
SHADING.TD / See section "THE DEMO FILES" for descriptions.
EFFECTS.BIN /
UNCRUNCH.ASM \ Implementations of the algorithm needed to display
UNCRUNCH.PAS \ screen images compressed (crunched) by TheDraw.
UNCRUNCH.H > The first is for assembly language, the second for
UNCRUN_N.OBJ / Turbo Pascal, the third has external C declarations
UNCRUN_F.OBJ / linking to routines in the UNCRUN_N/UNCRUN_F files.
Refer to "PROGRAMMERS PROGRAMMING TIPS" for more
information.
QB4UTIL.BI QuickBasic 4.x display routine declarations.
QB4UTIL.LIB QuickBasic 4.x display routines in library form.
MAKEQLB.BAT Produces Quick Libraries (.QLB and .LIB) for use
with QuickBasic. Refer to "PROGRAMMERS PROGRAMMING
TIPS" for more information.
TheDraw v4.51 Getting Started 5
The registered version of TheDraw adds the files:
THEDRAWR.EXE Registered version of TheDraw
THEDRAWR.HLP Context sensitive help file for registered version.
THEPP.EXE The Presentation Program utility.
INSTALLING THEDRAW
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You will want all files frequently used placed onto either a "work"
diskette or your hard drive. To reduce space requirements, the setup
utility, documentation and example files are compacted. You should
use INSTALL to obtain these files.
First, insert the distribution diskette into drive A. For floppy disk
installation, type the command:
A:INSTALL FLOPPY
For hard disk installation, type the command:
A:INSTALL HD
After either command press [ENTER]. Simply follow the online
instructions presented. Once done, you are all set to go. INSTALL
will explain about the README file and PRINTDOC utility. The README
file contains last-minute details about this release of TheDraw. The
PRINTDOC utility handles sending this documentation to your printer.
If you have never used TheDraw before, you may wish to read the
section "Making your First TheDraw Screen" below. More experienced
users might want to configure items and are referred to "The Setup
Utility" section.
CUSTOMIZING THEDRAW
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Many facets of TheDraw can be customized (colors, options, default
preferences, etc...) using the external setup utility. Refer to the
section called "The Setup Utility" for information on configuration.
Some parameters are often changed when using TheDraw. The more common
of these can be updated within TheDraw. See "Setup Default Options"
under the section "Pull-Down Menu System".
TheDraw v4.51 Getting Started 6
STARTING THEDRAW
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By this point you must be eager to start playing with TheDraw; by all
means do so. If you're using a floppy disk drive, place your work
diskette into Drive A and type the following command:
THEDRAW (for shareware version)
THEDRAWR (for registered version)
Press [ENTER] to run the program and bring up the title screen. Tap
a key, and the edit screen appears. For quick reference, press [ALT-
X] should you need to leave TheDraw at any time.
If you are using a hard disk, get into the TheDraw subdirectory
created by the INSTALL batch file (the default is C:\THEDRAW). Run
TheDraw typing:
THEDRAW (for shareware version)
THEDRAWR (for registered version)
at the C:\THEDRAW> prompt. Now everything is ready to make your
first TheDraw screen.
LEAVING/EXITING THEDRAW
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Just a quick note regarding getting out of TheDraw. Should you need
to leave the program at any time, press [ALT-X] from the edit screen.
TheDraw prompts to verify. Type [Y]es or press [ENTER] to return to
the dos prompt.
CREATING YOUR FIRST SCREEN
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After starting TheDraw, and pressing a key to get past the title, what
appears is the edit screen. The screen is blank except for the
status line along the bottom. The cursor will be in the upper left
corner of the screen.
At this point, type in your name and address as you might on an
envelope. Press [ENTER] after each line. ie:
John Smith
123 ABC Street
Somewhere, CA 12345
Use the [BACKSPACE] key to make deletions, and the arrow keys to move
around in the edit area.
TheDraw contains a wide variety of commands designed to make editing
easier. Now to use some of these performing an elementary task;
centering your address on the screen.
TheDraw v4.51 Getting Started 7
There are a number of ways to accomplish the objective. You could
insert spaces onto each line, shifting everything over as if using a
word processor. TheDraw has a command for inserting entire blank
columns. However, the best way is using a feature specifically
designed for the task. To do this:
o First press [ESC] to see the pull-down menu bar. You need the
"Text" option from the Global menu. Select the Global menu
using the left/right arrow keys then type [T] for the "Text"
command. A simpler way is the shortcut; type [ALT-G] from the
edit screen for global screen functions, then [T]ext.
o A prompt appears above the status line. Select the [C]enter
option. Since global operations affect the entire screen,
TheDraw centers -all- lines of your address horizontally.
o Move the cursor to the top line using [UP] arrow key. Center
the address vertically using the insert line command. The
shortcut key is [ALT-I]. The command is also found in the
Screen pulldown menu. Repeat four or five times to fully center
the image.
The last thing we want to do in this first screen is surround the
address with a border outline. TheDraw has a easy global function
for doing this also:
o Select "Text" from the Global pulldown menu again.
o Choose the [O]utline option. TheDraw responds by drawing a box
around the edges of your address.
There we have it, your first screen made via TheDraw is complete!
SAVING YOUR FIRST SCREEN:
After all this work it makes sense to save your screen to disk. Press
[ESC] to see the pull-down menu bar. Select the Files menu using the
left/right arrow keys then type [S] to choose the "Save" command. The
shortcut is just typing [ALT-S] from the edit screen.
TheDraw knows of ten different ways to save a screen. These vary from
Ansi to a custom high speed format. For now choose Ansi and all
defaults by pressing [ENTER] four times. At the filename prompt
appearing next type in:
ADDRESS.ANS
Press [ENTER] to save the image. Note how TheDraw reports the number
of output lines used. Ansi files are compressed as much as possible,
occasionally down to a single line. Do not be surprised if this
happens to you.
TheDraw v4.51 Getting Started 8
VIEWING YOUR FIRST SCREEN:
To see the results of the above, leave TheDraw by typing [ALT-X].
Answer [Y]es to the verify prompt. From the dos prompt, enter:
TYPE ADDRESS.ANS
Press [ENTER] to see the screen as it appeared within TheDraw.
EGADS! WHAT HAPPENED?
It is possible that instead of your address appearing, instead you
were faced with a large amount of gibberish. Something like:
^[[40m^[[2J^[[2;1H^[[3;1H^[[4;1H etc...
This means the Ansi device driver is missing. The Ansi driver
translates special color and cursor control commands for the screen.
TheDraw creates Ansi compatible files, but they only appear as
intended when the device driver is present. To install the Ansi
driver, please refer to Appendix A ("Setting Up CONFIG.SYS").
If you already installed the driver per Appendix A, something may be
preventing it working or you need to reinitialize/reboot your
computer. Device drivers are only installed when the computer "boots"
up. Press [CTRL-ALT-DELETE] to reboot your system.
EDITING YOUR FIRST SCREEN
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Time to try some more interesting things. Restart TheDraw and select
"Load" from the Files pulldown menu. A listing of all available files
is displayed. Type in:
ADDRESS (TheDraw assumes the .ANS extension)
Press [ENTER] to load your screen. Everything should now appear
exactly as it did before leaving TheDraw previously. To spruce up
your address, let's try adding some color.
TheDraw v4.51 Getting Started 9
CHANGING COLORS:
To change the color things are drawn with, select "Fore/Back" from the
Colors pulldown menu (or the shortcut [ALT-A]). A screen appears
showing the color palettes. There are two groups, one for foreground
colors and the bottom smaller group for background colors.
You choose new colors either by using the arrow keys or typing the
number associated with a color. Press [ENTER] once you decide.
For example, to select a Yellow foreground (color 14) and a Blue
background (color 1):
Please Select Foreground Color (0-31): 14 [ENTER]
Please Select Background Color (0-7): 1 [ENTER]
After pressing [ENTER] for the background color, you return to the
edit screen. Note the color example in the status line was updated.
PAINTING THE SCREEN:
To see the new color, put the cursor inside the outline box made
earlier. Now select "Paint/Fill" from the Options pulldown menu.
Painting in TheDraw refers to the effect of pouring paint onto the
screen. The pouring starts where the cursor is located. You can
paint just color attributes, just character symbols, or any
combination. We want only the address colors changes. Thus:
o Choose [A] for Attributes. Notice how painting is blocked by
the lines of the address outline.
o Use the color change command again, this time selecting Light
Green on Black (foreground = 11, background = 0).
o Once back at the edit screen, move the cursor out away from the
outline box.
o Select "Paint/Fill" once more, choosing the [B]oth option.
o When TheDraw prompts for a fill character; type in a forward
slash "/" symbol.
Your address is now an island in the middle of a green field. Save
these changes as described previously using the filename:
ADDRESS2.ANS
Press [ENTER] to save the screen to disk.
TheDraw v4.51 Getting Started 10
MAKING YOUR SECOND THEDRAW SCREEN
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Now for a little more pizazz. For this screen lets experiment
duplicating the special effects found in the DEMO.TD example file
(more or less). To see the sample file beforehand, use the "Load"
option from the Files pulldown. Type in:
DEMO.TD
Press [ENTER] to load it. Follow the on screen instructions for a
quick introduction to the block and sprite features. These will be
explained below as your own version of this example gets put together.
To get rid of the DEMO.TD example, choose the "Clear Page" option from
the Screen pulldown (or type the shortcut [ALT-C]). Answer [A]ll to
the first verify prompt, and [Y]es to the second verify. This
completely clears away everything.
DRAWING LINES:
Position the cursor at column 10, line 5. Use the arrow keys until
the status line coordinates read (10, 5). In the first screen we used
the Global Outline command to draw a box around your address. TheDraw
has another way of drawing lines too.
From the Toggles pulldown, choose "Draw Mode" to turn on line drawing
mode (shortcut is [ALT-M]). Moving the cursor now draws a line. Also
note the word "Draw" where "Text" was before on the status line.
Lets make a small box. The arrows below indicate the cursor movements
required to produce the box. Note the special attention given to
finishing off the last corner (step 5):
////// /
DDDDD? DDDDD? DDDDD? ^3DDDDD? ZDDDDD?
3v 3 3 ^3 3 3 3
3v ^3 3 3 3 3 3
DYv @DDDDDY @DDDDDY @DDDDDY
. .....
Step 1 Step 2 Step 3 Step 4 Step 5
Turn off line drawing using the Toggles pulldown or pressing [ALT-M]
again. Following the above guide, we moved horizontally six (6)
spaces and vertically three lines (3) to create the box. The end
result however is seven (7) characters wide, and four (4) lines deep.
TheDraw v4.51 Getting Started 11
Move the cursor to coordinates ( 6, 3) and repeat the box procedure.
This time move horizontally 14 spaces instead of 6, and vertically 7
lines instead of just 3. You end up with:
ZDDDDDDDDDDDDD?
3 3
3 ZDDDDD? 3
3 3 3 3
3 3 3 3
3 @DDDDDY 3
3 3
@DDDDDDDDDDDDDY
These are the exact dimensions of the blue box in the DEMO.TD example
screen. To colorize the double box, we'll use a block command.
Note: Please refer to the section "SELECT DRAW MODE" for more
discussion on line drawing.
MARKING A BLOCK:
One of TheDraw's most useful features is its block editing facility.
You can carry out a wide variety of operations on specific parts of
the screen. Areas can be copied, moved, erased, deleted, filled, have
text operations performed, saved, etc... Several block commands are
mirrors of the global screen functions you have already experienced.
To color the double box, let's first choose some new attributes.
Press [ALT-A] and pick a Yellow foreground (color 14) on a Blue
background (color 1).
Marking means highlighting the area you want block operations
performed on. Begin marking a block by pressing [ALT-B]. Position
the cursor on the upper-left corner of the large box and press the
[SPACE] bar. Now move the cursor to the lower-right corner of the
large box and press [SPACE] again. Notice how the existing colors are
emphasized to clearly show the block mark.
Mouse Users: Move the cursor to the upper-left corner. Press
and hold down the LEFT mouse button. Now drag the
cursor to the lower-right corner and release the
left button.
All block options are now displayed. Select [F]ill, and the suboption
[A]ttributes to colorize the double box to yellow on blue. Other fill
suboptions affect just foreground colors, just backgrounds, just
characters (without affecting color), or both colors and characters.
TheDraw v4.51 Getting Started 12
There is one more step before the double box is finished. The inside
region of the small box must be erased. Let's use another block to
accomplish this:
o Position the cursor to coordinates (11, 6). This is the upper-
left corner of the inside region.
o Mark a block covering all the inside region.
o Lastly, select the block option [E]rase.
There you have it; a replica of the blue box in DEMO.TD! Blocks are
invaluable for making alterations of any sort.
USING SPRITE MODE:
While following the DEMO.TD example, you saw the red box on page 2.
Until now all our editing was done on page 1, but TheDraw can handle
eight pages simultaneously. One possible use is block copying
regions from one screen to another. Normally you see only the
individual pages, totally separate from one another.
Sometimes however, it is useful to see all the pages at once. TheDraw
calls this Sprite Editing Mode. Pages are treated as glass sheets or
layers stacked atop one another. You are positioned over the topmost
"glass layer" (page 1) looking down. ie:
ZDDDDDDDD?
.3 . 3
. 3 . 3 Bottommost Page
ZDDDDDDDD? 83
ZDADDDDDD? 3DDDDDY
ZDADDDDDD? 3 3 .
3 3 333 .
Topmost Page 3 32CDY
3 1CDY
@DDDDDDDDY
The DEMO.TD example uses Sprite Editing. The blue box is on page 1,
but the red box is on page 2. The blue box appears over the red one
because of the simulated glass layers effect. The red box would
appear over anything on pages 3 to 8, and so on...
Now to try out Sprites in our screen. We need a visible object on the
second page. The following draws a box for this purpose:
o Change to page 2. Do this by choosing "Select Page" from the
Screen pulldown, or typing [ALT-E] (the shortcut). Press the
"2" key for the second page layer.
TheDraw v4.51 Getting Started 13
o Pick "Fore/Back" from the Colors pulldown (shortcut is [ALT-A])
and select the colors of Light Red on Red (foreground=12,
background=4).
o Position the cursor in the upper-left corner of the screen-
coordinates ( 1, 1).
o Press [ALT-B], and hit the [SPACE] bar. Move to coordinates
(12, 6) then hit [SPACE] the second time.
o Choose the [T]ext option, and then the [B]ox suboption.
TheDraw draws a red box on the screen.
o Move the cursor inside the box, and select "Paint" from the
Options pulldown menu. Select the [B]oth option, and press the
minus key "-" for a fill character.
This page now contains an object to act as a sprite. Switch back to
page 1 by typing [ALT-E] and press the "1" key.
If you loaded the DEMO.TD example earlier, TheDraw is already in
sprite mode. The status line page number appears in capitals. ie:
"Page:1" Sprite mode is off
"PAGE:1" Sprite mode is on
If sprite mode is off, type [ALT-E] and choose the [T]oggle option.
Once sprite mode is enabled you can see the red box underneath the
double blue box.
Nothing you do to page 1 will affect the contents of any page lower
down. Try moving to coordinates ( 1, 1) and inserting a few blank
lines by typing [ALT-I]. Notice how the red box stays put while the
blue box shifts. This is the significance of Sprite editing mode.
You can place various parts of a screen on different page layers.
Changing one part can never accidentally affect any other. In
animation mode sprites make certain special effects very easy to
produce. Such as having one object "slide" under another. Animation
mode is introduced below. Please refer to "THE ANIMATION SYSTEM" for
more information.
You might wish to save this second screen now. Type [ALT-S], and
select TheDraw's custom file format by typing [T]. This will save
both pages 1 and 2 since they contain data. Enter the filename:
BOXES (TheDraw assumes a .TD extension)
Press [ENTER] to save to disk.
TheDraw v4.51 Getting Started 14
ANIMATING YOUR SECOND THEDRAW SCREEN
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Possibly the most intriguing and confusing facet of TheDraw is its
Animation mode. The animation system allows creating screens with
movement, adding excitement to your presentations.
In animation mode, TheDraw remembers the exact pattern in which
something is entered. In contrast, the normal static screens used
until now only store what was typed and where.
When saving a static screen, there is no notion of how it was drawn.
The normal presumption is such screens are saved top to bottom (how
else would you want to?) The ADDRESS.ANS file was saved in this
manner. Recall how it appeared when typed from the dos prompt.
Animation mode goes one step further by also remembering -when- you
typed something. This extension permits you to control the exact
sequence keystrokes appear.
Instead of merely top-to-bottom, any display order is possible. You
can make screens display sideways if the urge hits.
SELECTING A SCAN PATTERN:
To ease the pain of making animated screens, TheDraw contains fourteen
preprogrammed display patterns. There are also two variation toggles
which boost the actual number of patterns to over 50. See section
"ANIMATION SCAN PATTERNS" under "HOW TO ANIMATE SOMETHING" for a
complete description.
To convert your second screen into an animation sequence, do the
following:
o Select "Animation Mode" from the Toggles pulldown or use the
shortcut key [ALT-J]. A list of the preprogrammed display
patterns appears.
o Choose the [A]ngle pattern. TheDraw scans the static screens
on pages 1 and 2 into the animation sequence.
That's it! The word "PAGE" in the status line has changed to "ANIM".
Also, above the status line is an indicator similar to:
Used:00317 Free:15683
The first number lists the number of keystroke entries currently in
the animation sequence. The second is how many additional keystrokes
TheDraw can store. The maximum free space is 16000 entries, however
that could vary depending on how much free memory is available.
TheDraw v4.51 Getting Started 15
VIEWING THE ANIMATION SEQUENCE:
Let's see what the animation sequence looks like in slow motion.
Select the "Screen Redraw" from the Animation pulldown (shortcut is
[ALT-Q]).
TheDraw prompts for a redraw speed, to control how fast the animation
sequence appears. A speed of 0 is maximum speed. A speed of 255 is
very slow, about 5-10 keystrokes per second.
Type in the number 50 and press [ENTER]. You can now see exactly how
the animation will appear once saved to disk. Once it completes, use
the redraw command with some other speeds to get a better feel for it.
Try changing the animation scan pattern. Select "Rescan Animation"
from the Animation pulldown (shortcut is [ALT-J], [R]escan). Pick
some other animation pattern, then view them using Screen Redraw.
SAVING ANIMATION:
Saving animation screens to disk is almost identical to saving normal
static screens. The only difference is in the available file formats.
Only Ansi and TheDraw (TD) custom formats are possible. Only these
two permit saving how the animation sequence was created. Note that
TD formats also store page data.
Ansi files can be typed from Dos. These are very popular for bulletin
board systems, sign on introductions, presentations, etc... The only
problem is they cannot store data about individual pages and sprite
mode. Ansi files only save exactly what is "seen" on the video. Any
keystrokes which are hidden underneath other objects are lost.
TD files are designed for maximum speed. It is usually best to keep
one copy of an animations sequence in this format. The TD format
stores information on everything including the sprite mode. Most
users save both TD and Ansi formats, since Ansi can be typed from the
Dos prompt. For now, lets save an Ansi file.
Press [ALT-S], and choose [A]nsi. Press [ENTER] past the options.
For a filename enter:
BOXES.ANS
Press [ENTER] to save to disk. The animation system was only briefly
touched upon here. The are a large number of other features
available. Almost all commands available for static screens will work
with animation mode. Various commands respond differently to the
animation sequence. For complete coverage, please see refer to "THE
ANIMATION SYSTEM".
TheDraw v4.51 Getting Started 16
We have now run through the most important of TheDraw's many features.
You are encouraged to explore in detail the variety of commands
available. It is recommended to save your work periodically to create
a log of your efforts. In this way, as you develop new skills you can
document them to avoid forgetting that one crucial step or neat idea.
We have covered keystroke entry, editing, changing colors, painting
areas, drawing lines/boxes/outlines, using blocks, sprite mode,
animation mode, animation scan patterns, and viewing animation
sequences.
You should eventually read the "OPERATING THEDRAW" section. The
section explains the status line, obtaining help, cursor control,
using the mouse, and gives a summary of commands.
Refer to "PULL-DOWN MENU SYSTEM" for brief explanations of all
commands. Detailed descriptions are found in "THEDRAW COMMANDS".
Those who program should see "TIPS AND EXAMPLES FOR PROGRAMMERS" for
insight into using TheDraw saved files in your own work.
THE EXAMPLE FILES
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TheDraw comes with four demonstration files to help show some of its
capabilities; SHUTTLE2.ANS, DEMO.TD, SHADING.TD, and EFFECTS.BIN.
SHUTTLE2.ANS is a simple animation example which you can view from
the dos prompt by entering:
TYPE SHUTTLE2.ANS
Press [ENTER] to see the example run through. You must have the
ANSI.SYS driver installed in your CONFIG.SYS file for this to appear
properly. See APPENDIX A for more details on the CONFIG.SYS file. If
you do not have ANSI.SYS, the THEPP utility provided with registration
can be used alternatively (ie: THEPP SHUTTLE2.ANS [ENTER]).
The second demo file, DEMO.TD, demonstrates the block and sprite
editing features of TheDraw. To use it, run TheDraw as described
above. Next, press ALT-L and type DEMO.TD [ENTER]. Instructions
will appear on screen showing what to do next.
The third file, SHADING.TD, is an example of all color shade
variations possible within TheDraw. Load as the previous example was
(ie: ALT-L, then type SHADING.TD [ENTER]). Three pages are occupied
by the example. Select pages by pressing [ALT-E] followed by a number
1, 2 or 3. Each page uses a different fill character. Those
frustrated by a seemingly limited color palette may be surprised at
the wide variation actually possible.
TheDraw v4.51 Getting Started 17
To duplicate a shading example, press [ALT-F6] to select function key
set 6. Set the colors as specified on the example by using [ALT-A].
Foreground colors are vertical and background colors horizontal. Now
type [F1], [F2], or [F3] keys to see the shading result.
The last demo file, EFFECTS.BIN, shows two easy special effects you
may like to use. The first is the illusion of a rotating color
banner. This is done with flashing foreground colors (16 to 31 in the
color select screen). Alternating characters have alternating
foreground/background attributes. ie:
3 Character #1 3 Character #2
DDDDDDDDDDDDEDDDDDDDDDDDDDDDDEDDDDDDDDDDDDDDD
Foreground: 3 Flashing Red 3 Flashing Gray
Background: 3 Gray 3 Red
DDDDDDDDDDDDADDDDDDDDDDDDDDDDADDDDDDDDDDDDDDD
Combine the above color scheme with the a block symbol from function
key set #6. Press key [F4] with attributes in #1 above. Change
attributes to #2 and press [F4] again. The blocks will appear to be
alternating.
The restriction to this technique is the flashing foreground color
must match an available background color. Since there are eight
background colors, the flashing foreground colors 16 to 23 are the
possible options.
TheDraw v4.51 Getting Started 18
OPERATING THEDRAW
COMMAND LINE FILESPECS
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For convenience, TheDraw allows you to specify a filespec from Dos
when first running the program. ie:
THEDRAW DEMO.TD
Only one file may be specified this way. All files are loaded onto
page layer one (except for THEDRAW format files which may contain
multiple layers).
THE STATUS LINE
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
The status line of TheDraw shows various information about the state
of the program. Each structure in the status line is described below:
(xx,xx) Displays the current cursor position.
Color Indicates the current drawing color. This color is
used for any new characters placed onto the screen.
Text, The word displayed indicates if TheDraw is in normal
Attr, or text, color draw mode, or line draw mode. In color
Draw draw mode, moving the cursor changes characters to
the current colors. In Draw mode, moving the
cursor with the arrow keys draws a line in the moved
direction.
Ins Appears when TheDraw is in Insert keystroke mode.
When on, typing a character shifts everything to the
right to make room for the new character.
Page:x or Indicates the current screen page edit layer. In
Anim:x animation mode (see The Animation System for more
details), the word Anim appears. In addition, this
structure indicates when TheDraw is in sprite edit
mode (see ALT-E). In sprite mode, the structure
appears in capital letters. ie: PAGE or ANIM.
Set:xx Number of the current function key set. This set
appears immediately after this indicator.
Note: The symbol "x" or "xx" indicates a number of some value.
TheDraw v4.51 Operating TheDraw 19
HELP!
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
The shareware version of TheDraw contains three outline help screens
available from command mode (no sub-functions being used) by pressing
ALT-H. These outline screens display brief notes about all operations
available in the program.
The registered version of TheDraw supports context sensitive help. In
other words, pressing ALT-H anywhere in the program will bring up
specific information on that area of TheDraw. This can be very useful
during the learning stage or for rarely used functions.
CURSOR CONTROL
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The cursor may be moved by using the following keys:
Key Action
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
Up Arrow Up one line
Down Arrow Down one line
Left Arrow Left one position
Right Arrow Right one position
Home First column of current line
End Last column of current line
PgUp First line in current column
PgDn Last line in current column
Ctrl-Home First Character of current line
Ctrl-End Last Character of current line (plus 1)
Ctrl-PgUp Upper-left position of screen
Ctrl-PgDn Lower-right position of screen
Tab Next set Tab position (see Alt-T)
Shift-Tab Previous set Tab position (see Alt-T)
Enter First column of following line
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
Naturally, if you attempt to move past the screen border no action
will be taken. If no tab position follows the current location,
pressing [TAB] will return you to column one of the current line.
TheDraw v4.51 Operating TheDraw 20
MOUSE CONTROL
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TheDraw fully supports the use of a Microsoft Mouse or compatible
device. Pull down menus and other facilities are available (see
section PULL DOWN MENU SYSTEM). You may use either a two or three
button mouse with TheDraw.
The mouse operates differently depending on where you are in TheDraw.
At command mode (no sub-functions in use) the mouse functions are:
MOVEMENT: Moves cursor.
LEFT BUTTON: Marks a block.
MIDDLE BUTTON: Toggles line drawing mode
RIGHT BUTTON: Activates pull down menu system.
In any sub-function:
MOVEMENT: Moves cursor/block/screen/etc... If movement
is allowed, you can use the mouse.
LEFT BUTTON: Equivalent to pressing [ENTER].
MIDDLE BUTTON: Unused.
RIGHT BUTTON: Displays a small window with all current menu
options.
Someone comfortable with a mouse will find TheDraw easy to get used
to. The mouse is usable everywhere in the program. If no particular
mouse indicator appears, the RIGHT mouse button will generally pop up
a window with available options. Simply click the RIGHT button on
the wanted option to select it.
Users without a mouse will find TheDraw operates normally without
change.
Note: A Microsoft compatible mouse driver (MSMOUSE.SYS or similar
program) must be installed into your CONFIG.SYS file before
TheDraw will recognize the device. See APPENDIX A for
information on system configuration. Once the driver is
installed, TheDraw auto-detects the mouse presence.
TheDraw v4.51 Operating TheDraw 21
COMMAND SUMMARY
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TheDraw provides the following 37 command functions, available through
ALT-Letter or CTRL-Letter key sequences plus a pull-down menu system.
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Alt-A Change Text Color Attributes
Alt-B Block Action Commands
Alt-C Clear Current Screen
Alt-D Set Default Clear Screen Color
Alt-E Select Screen Page Layers
Alt-F View Function Key Sets
Alt-G Global Commands
Alt-H Display Help Information
Alt-I Insert a Line
Alt-J Animation Options
Alt-K Delete a File
Alt-L Load Screen from Disk
Alt-M Select Draw Mode (toggle)
Alt-N Ruler
Alt-O Change Drive/Sub Directory
Alt-P Paint/Fill Commands
Alt-Q Redraw Screen (animator)
Alt-R Restore/Undo Changes
Alt-S Save Screen to Disk
Alt-T Tab Setup
Alt-U Use Colors under Cursor
Alt-V View a Screen (not load)
Alt-W Edit Character (animator)
Alt-X Exit TheDraw
Alt-Y Delete Current Line
Alt-Z Erase Cursor Character (animator)
Alt-- Select Color Draw Mode (toggle)
Alt-= Toggle Macro Learning Mode (reg. version)
Ctrl-PrtSc Toggle Full Screen Editing mode
Alt-Left Arrow Delete column
Alt-Right Arrow Insert column
Ctrl-Up Arrow Increment Foreground Color
Ctrl-Down Arrow Decrement Foreground Color
Ctrl-Left Arrow Increment Background Color
Ctrl-Right Arrow Decrement Background Color
Shift-Space Put a "Solid" space on the Screen.
ESC Activate pull-down menu system from keyboard.
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The section THEDRAW KEYBOARD COMMANDS on the following pages contains
explanations for each of the above.
TheDraw v4.51 Operating TheDraw 22
THE ANIMATION SYSTEM
WHAT IS ANIMATION?
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The animation system of TheDraw allows the user to create screens with
movement, adding excitement to your presentations. In animation mode,
TheDraw basically remembers the exact order in which you enter
something. This involves what you type, and more significantly,
where you typed it. For comparison, TheDraw normally saves a static
image from the Top to Bottom of the screen -- just like any typical
text file would be displayed.
Animation or sequencing allows a screen to be displayed bottom to
top, totally against the natural order of things (so far as Dos is
concerned anyway). With the animation sequence you put characters in
exact locations in any order you want. Those keystrokes are repeated
in the same order when played back. For example typing the numbers 0
through 9 backwards along the screen. ie:
ZDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD?
3 3
3 3
3 9 8 7 6 5 4 3 2 1 0 3
3 3
3 ( <--- typed this direction ) 3
@DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDY
Upon replay, the "0" would appear first, followed by the "1", "2",
etc... Exactly as was typed. Note in this example movement of the
cursor was not stored, although it could be. Storing cursor movements
will be discussed later.
Animation sequences can be saved in two different formats: ANSI (.ANS)
and THEDRAW (.TD). A sequence saved in Ansi can be displayed using
the Dos TYPE command on any computer with the ANSI.SYS driver
installed (see Appendix A on how to install it). Ansi files are also
used widely on bulletin board systems. TheDraw is not needed to
display Ansi files once created.
TheDraw's custom file format (TD) is used for quickly saving and
loading animation sequences to disk. The Presentation Program (THEPP)
can display an animation sequence saved in TheDraw format.
For an example of Ansi Animation, enter "TYPE SHUTTLE2.ANS" from the
Dos prompt (once the ANSI.SYS driver is installed).
TheDraw v4.51 The Animation System 23
ANIMATION BASICS
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TheDraw never physically "moves" an object when animating something.
This is an illusion created by careful placement of characters (which
as you remember can be placed anywhere we want). The "animation" of a
display is done manually; moving those objects step by step.
The illusion of movement is simple to describe:
o Draw an object.
o Erase it.
o Redraw object moved over slightly.
o Repeat the above.
If done properly, the object appears to move. Nothing is really
"moving" per say, by we are simulating it.
For an example, imagine an asterisk in the center of the screen. We
wish to have this asterisk move to the right. To do this, first we
put a space over the existing asterisk (thus erasing it), then display
a new asterisk over to the right (redrawing it). Repeating this will
"animate" the asterisk, since it appears to move. ie:
ZDBDBDBDBDBDBD?
3 3 3 3*3 3 3 3 Asterisk as it initially was drawn.
@DADADADADADADY
ZDBDBDBDBDBDBD?
3 3 3 3_3 3 3 3 Asterisk has been erased
@DADADADADADADY
ZDBDBDBDBDBDBD?
3 3 3 3_3*3 3 3 A new asterisk has been drawn shifted over.
@DADADADADADADY
ZDBDBDBDBDBDBD?
3 3 3 3_3_3*3 3 Above steps repeated.
@DADADADADADADY
Do the above process quickly, and the user effectively sees movement
because the eye smoothly connects the old asterisk position with the
new one for us.
A SIMPLE EXAMPLE
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The easiest animation example under TheDraw to play with is a snake.
Our snake, we'll call him Slither from now on, will be a simple life
form who grows each time he is moved. In effect, Slither's tail never
shifts because he grows so rapidly. To create this particular life
form, enter animation mode by pressing [ALT-J], then [T]op. Next,
turn on line drawing with [ALT-M] ("Draw" appears on the status line).
TheDraw v4.51 The Animation System 24
To give arise to Slither, move the cursor with the arrow keys. Keep
moving in the same direction and low and behold there he is. Change
direction, and move for a while. Make Slither do as many twists and
turns as you like, since he really enjoys a good run (or crawl?)
(example run of Slither)
ZDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD?
3 3
3 ZD? ZDDD? 3 3
3 ZDDDDDDDDDDDY 3 3 3 3 3
3 3 3 3 3 3 3
3 3 ZDDDDDDDD? ZY 3 @? 3 3
3 3 3 ZD? 3 3 3 @D? 3 3
3 @DY 3 3 3 @DDDDDY 3 3 3
3 3 3 3 ZDDDDDY 3 3
3 *DDDDY @DY 3 3 3
3 (start) @DDDDDDDDY 3
@DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDY
Now for the moment of truth. Make Slither repeat what he just did by
using animation redraw (ALT-Q). Enter a delay of about 100, then sit
back and watch Slither perform for you exactly as he did before.
Notice just how little effort it takes to produce simple animation.
Even this uncomplicated approach will add that extra pizzazz to a
presentation. Possibilities include drawing charts, graphs, outline
figures, backdrops, etc... Your imagination is the only limiting
factor.
The next section describes how to move objects (such as the asterisk
example shown previously) with TheDraw.
MAKING A BLOCK MOVE:
The asterisk example showed the classic method for moving small
objects. ie: draw, erase, draw, repeat... However, the Ansi driver
under which our animation special effects operate is quite limited.
The illusion of movement is lost with large objects because too much
time is spent erasing and redrawing them. A better way is needed.
For larger objects, we can use the block copy facility. First draw
the object, and decide what direction things will move.
Now, mark a block over the object -plus- an extra blank line on the
side -opposite- to the direction of movement. ie:
block mark outline --> ZDDDDDDD?
3 OBJECT3 --> movement wanted in this direction
@DDDDDDDY
^
@DDDD extra blank line
TheDraw v4.51 The Animation System 25
The complicated bit of actually "animating" follows:
o From the block options menu, choose block copy.
o Move the block once in the direction of movement and [S]tamp it.
o Move it again, and [S]tamp. Repeat as many times as desired.
o For the last shift, press [ENTER] instead of stamping.
That's it! Now try redrawing with [ALT-Q]. You have created a moving
object. This new approach is similar to the asterisk example, but
note we do not explicitly erase the entire object before shifting and
redrawing. A good improvement making each shift almost twice as fast!
Objects are generally larger than the distance moved between shifts,
and afterwards occupy most of the same space as before. Thus, why you
may ask, bother erasing an area if only to immediately be overwritten
again? We can avoid wasting time and things will go faster.
ZDZDZDZDDDDDDDDDDDDDDDDDD?
3030303[[[[[[[[[[[[[[[[[[3
3030303[[[[[[[[[[[[[[[[[[3
3030303[[[[[ Object [[[[[3
3030303[[[[[[[[[[[[[[[[[[3
3030303[[[[[[[[[[[[[[[[[[3
@D@D@D@DDDDDDDDDDDDDDDDDDY
^ ^ ^
@DADADD old portion of object,
"erased" by blank line
The extra blank line erases what needs erasing, and the redrawn
object overwrites the rest. By using more than one blank column/line
(and stepping more than once between stamps), the movement appears to
go faster still.
Notice that block copy was used, not block move. In animation mode,
the block move relocates animation entries in the block. Copying
leaves the original in place, and -overwrites- it with the moved copy.
Just like the asterisk example, we didn't move it, we overwrote it.
Block move physically moves the object to the first stamp location.
If you redraw the animation sequence, you would find no "movement".
The object is drawn only once, where it was moved over to (at least on
the first stamp). Additional stamps would behave as expected, only
the first stamp would not be as expected.
TheDraw v4.51 The Animation System 26
EASY ANIMATION
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Rather than start an entire animation screen from scratch, many people
find it easier to take an existing static screen then -add- animation
to it. TheDraw provides several different patterns for converting
static screens into animation sequences. The patterns specify how a
screen is converted, one keystroke at a time.
ANIMATION SCAN PATTERNS:
TheDraw comes with fourteen built in scan patterns. In addition, the
way the scan patterns work can be adjusted via two pattern toggles.
Use of the toggles yields over 50 possible combinations! The starting
scan patterns are:
TOP Starts at upper-left corner and goes across screen.
LEFT Starts at upper-left corner and goes down screen.
CLOCK Clockwise arm rotates around center of screen.
CIRCLES Growing circles starting from center of screen.
CHECKERBOARD Alternating "checkerboard" squares from top of screen.
ANGLE Diagonal from upper-left corner scans across screen.
GATE Opposite lines from each side of screen left/right.
PYRAMID Pyramid shape from bottom center growing upwards.
SQUARES Squares starting from screen border growing inward.
SCRAMBLE Randomly scans entire screen
DOOR Scans top/bottom, on both sides of screen at once.
DIAMOND Growing diamond starting from center of screen.
WIGGLE Starts at upper-left alternating left and right.
WIGGLEOUT Starts in center of screen with wiggle operation going
both up and down at once.
The two toggles which alter the above are:
REVERSE Completely reverses a given pattern. First keystroke
scanned becomes the last, the second becomes next to
last, and so on.
FLIP Exchanges the vertical coordinates in a scan. Assume a
25 line edit buffer. Any scan location on line 1 is
changed to line 25 and visa versa.
You select the toggles before a scan pattern. When a toggle is
active, its corresponding indicator appears on the screen.
As mentioned above, many people want to take a static screen, display
it normally, then add animation. The option to use in that case is
the Top scanner. Scanning from the Top yields a sequence which cannot
told apart from a static display; but animation can now be added.
TheDraw v4.51 The Animation System 27
RECORDING CURSOR MOVEMENTS:
Occasionally the ability to record actual cursor movements is useful.
They could be used as short pauses, or a distraction to the user.
Instead of putting keystrokes everything, having the cursor jump about
could be sufficient. TheDraw can record such cursor movements.
Toggle on/off cursor movement recording by picking "Movement Storage"
from the Animation pulldown. The shortcut command is typing [ALT-J],
then [M]ovement. Moving the cursor in any way adds new entries to the
animation sequence.
One use for this mode is adding short pauses. You can have the cursor
go around in circles giving the user time to reading something. There
is no definitive reason to use or not use this feature.
EDITING AND DELETING ANIMATION ENTRIES
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Editing an animation sequence is a bit more complicated than fixing up
a static screen. If you make a mistake, you must be -VERY- careful
about using the [DELETE] and [BACKSPACE] keys. The problem is both of
the above keys remove all animation entries from the cursor position.
Take the case where you type 'A', 'B' and 'V' all in the same location
(say the upper-left corner). Meaning the 'V' to be a 'C', you press
[BACKSPACE]. Unfortunately, this command removes all three letters,
not just the 'V'. The delete/backspace keys can be especially
disruptive to large animation sequences.
TheDraw offers a special command to avoid this problem. Choose the
"Erase Character" command from the Animation menu (shortcut [ALT-Z]).
This removes just the animation entries which are visible. The 'V' in
this case. You then proceed by typing the 'C' as intended.
An alternative technique is the animation "Change Character" command.
Choose it from the Animation pulldown (shortcut [ALT-W]), and the
existing keystroke under the cursor beings to flicker. Meanwhile,
TheDraw prompts for the new character. Now you just enter the new
symbol and are done.
CHANGING YOUR ANIMATION SCAN PATTERN:
If you decide to change the scan pattern you selected earlier, choose
"Rescan Animation" from the Animation pulldown, or [ALT-J], [R]escan.
Warning: All animation on the current page will be replaced.
TheDraw v4.51 The Animation System 28
TheDraw deletes all animation from the current page, scans with the
new pattern, appending the new results onto the end of the animation
sequence. Any customized changes you might have added are lost. Only
the current page is affected. All other page layers stay intact.
You could place some items on lower pages and use sprite mode. This
only works for things you want moved underneath objects on the current
page. The registered version offers a better solution called
animation limiting.
ADVANCED ANIMATION EDITING
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There are several more complex functions which enhance your ability to
create unique special effects. These include animation limiting
offered in the registered version, Ansi Include files, and making
custom Ansi sequences. The latter especially useful with certain
bulletin board systems.
EDITING PARTIAL ANIMATION SEQUENCES:
The shareware version of TheDraw only allows you to work on the end of
an animation sequence. You can add or remove things easily. To
update something at the beginning of a sequence is more awkward.
The registered version help significantly by adding a feature called
animation limiting. Now you can change the point where editing occurs
on the animation sequence. Instead of only the end, you can edit
anywhere from the first to last keystroke entries. A powerful
improvement.
ANIMATION LIMITING:
Animation limiting changes the focal point of TheDraw. You can
insert, delete and change any keystroke anywhere in the animation
sequence.
Choose "Limiting" from the Animation pulldown to activate it. Now
use the arrow keys, [PGUP], [PGDN], [HOME] or [END] to position
yourself inside the sequence. Once you find the correct place,
press [ENTER].
Picking a edit focal point is that easy. When in the middle of a
sequence, everything after the focal point is temporarily hidden.
Now you can make any updates with no extra fuss.
Once done, you should probably return to the end of the animation
sequence. Choose "Limiting" again. Press [END] to reset the focal
point, then [ENTER].
TheDraw v4.51 The Animation System 29
ANIMATION MARKERS:
Markers provide a convenient way of jump around within an animation
sequence. Assume you constantly switch between the point where an
object is drawn and the sequence end. By setting a marker after
the object appears you can switch quickly, instead of manually
positioning the focal point every time.
To set a marker, first position the focal point. Next, choose
"Marker" from the Animation pulldown. TheDraw displays a window
listing all current markers. If none are defined, the list is
empty. Type [S]et and enter a description of the marker. ie:
1: Object has been drawn
Press [ENTER] to save the new marker. From now on, to position to
this marker, select "Limiting" from the Animation pulldown, then
[K] for markers. Pick marker [1] and you are done!
ANSI INCLUDE FILES:
TheDraw permits "including" the contents of other files in the current
animation sequence. Typically this will be a "Ansi Music" sequence, a
frequently used image, complex BBS control codes, etc...
The include files are only used when TheDraw actually saves the
current animation sequence. At that point, the include file is copied
into the new output Ansi file TheDraw is making.
Include files are ignored by the animation screen redraw command. If
you want to see what everything might look like, a view option is
available in the animation include window. Refer to the "ANIMATION
OPTIONS" section for more information.
MAKING CUSTOM USER ANSI SEQUENCES:
You can insert your own short control code sequences directly into and
Ansi file TheDraw generates. This is very useful for special BBS
control codes (ie: for user names and such), or inserting extra Ansi
codes into the animation. You might force the screen to clear, or
cause the display to scroll - functions now supported by TheDraw.
User Sequences are only referred to when TheDraw saves a file, and
are not used when redrawing (see ALT-Q). Refer to the "ANIMATION
OPTIONS" section for a complete description of user sequence.
TheDraw v4.51 The Animation System 30
TRICKS AND TECHNIQUES
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Once the above mentioned animation skills are down, certain easy
special effects will help liven up a display. Care given to color
selection, shading, and use of shadowing to furnish a three
dimensional feel can perform wonders. Animation is also improved on
occasion by pausing the display slightly.
Ideally you will find the "tricks" are not really tricks at all, but
rather easy skills to master. A little practice will put you firmly
on the right track.
USE OF COLORS:
Good color selection is as important as the display content being
viewed. Colors should be high contrast, but not so as to distract
the viewer. For example, Yellow on Cyan go well together, however
Magenta on Green do not. Extensive theory exists to predict which
color to use with what, but for our purposes some experimenting will
suffice. Look for combinations which are easy to read and do not
strain the eyes. Observing other peoples work is a good teacher.
Background colors should be used to your advantage, not detriment.
For example, look closely at the TheDraw title screen and note how the
layering was achieved. Half block characters (such as "\" and "_")
are used extensively with the solid portion one color and the blank
region another.
Lastly, flashing colors in combination with good background selection
is an excellent visual device. For example, select flashing red
(color 20) on a gray background (color 7). Put a block character
("["). Now select flashing gray (color 23) on a red background (color
4). Put another block character next to the first. What you see is
the block colors alternating between red and gray, each block opposite
of one another. Repeating this pattern produces a moving effect. See
demo file EFFECTS.BIN for a working example.
SHADING:
Shading and shadowing discussed below are both used for adding texture
and three dimensional quality to a display. Shading is the process of
gradually changing visual intensity. This can be done using bright
colors then more subdued colors, or using different characters with
different density such as "012[".
For successful shading, one must be aware of how things truly appear
in nature. Examine a pen sitting on a table carefully. The color is
not uniform, but rather is bright in the middle then apparently gets
darker towards the edges. The same holds true for any curvature.
TheDraw v4.51 The Animation System 31
Example of how color changes on a curved object:
brightest here
darker \\________\\ darker
\_ _\
[ [
darkest here [ [ darkest here
^] ^]
0000000000
00112222221100
011222[[[[222110
011222[[[[[[222110
011222[[[[[[222110
011222[[[[222110
00112222221100
0000000000
The above character shading example shows one way of matching the
curvature example. You can obtain more gradations by using high and
low intensity color in combination. For a case in point, coloring the
following symbols as indicated yields eight shades of blue:
light
blue
3
light DBD?ZA?ZBD blue
cyan [2121010
The file EFFECTS.BIN demonstrates the above example. Every possible
shading combination is shown in SHADING.TD, using three pages.
SHADOWING:
This effect gives an object the illusion of a third dimension by
throwing a "shadow" onto something. Many popular programs use
shadowing to highlight menu or other box structures. Shadows are made
by duplicating an object shifted down and over slightly, in a darkened
color. ie:
[[[[[[[[[[[[[[[[[[[[
[[[[[[[[[[[[[[[[[[[[0
[[[[[[[[[[[[[[[[[[[[0
[[[[[[[[[[[[[[[[[[[[0
[[[[[[[[[[[[[[[[[[[[0
00000000000000000000
The most effective shadow colors are the light and dark grays.
TheDraw v4.51 The Animation System 32
PAUSING:
TheDraw directly supports two types of animation pause: timed and
keyboard. Unfortunately, there is no way to wait for a keystroke
response in an Ansi file. The keyboard option is operable only if
TheDraw or THEPP (see following section in documentation) is used for
displaying the animation. Timed pauses can be approximated however,
by inserting redundant codes into the Ansi file.
One application might be slowing down steps of an animated object.
The object is shifted once, then a short pause occurs before the
object is shifted again. The relative speed difference (ie: object
redrawn faster than shifting occurs) could help smooth the animation
in some situations.
Another application of course, is placing a delay after a message
appears. Whisking something away too quickly might frustrate some
users. For instance, the SHUTTLE2.ANS example uses two delays.
PITFALLS AND LIMITATIONS
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You will discover a few limitations of Ansi animation as you progress.
Large objects tend to "ripple" as they move. ie:
ZDDDDDDDDDDDDDDDDDDDDD?
3 3 <-- ripple effect
3 3
3 3
3 3
@DDDDDDDDDDDDDDDDDDDDDY
Large object also use a significant portion of the available animation
space. You will be amazed how quickly even 16000 entries disappear.
Objects up to 30 character by 10 lines (30x10) in size generally work
with minimal difficulty. Faster computers can get away with slightly
larger blocks.
Since only one character point can change at any given time, having
multiple objects move simultaneously will slow performance.
As with everything, experience will tell you what is best for a given
situation.
TheDraw v4.51 The Animation System 33
TIPS AND EXAMPLES FOR PROGRAMMERS
This section is for individuals writing programs who are interested in
using TheDraw. Effort was put forth to make TheDraw a convenient
programmers utility. The various sections which follow describe
example code for each of the various languages TheDraw is compatible
with. The routines are tested and can be quite useful for those just
getting started.
PROGRAMMING IN ASSEMBLER:
Assembly programmers will find ASM formatted files in standard data
byte format, using the DB operator. Asm files can have varying sizes
depending upon the save mode used (Ascii/Normal/Crunched). The
dimensions and length of the save are displayed at the top of all
assembler dumps. If you crunched the screen, you will have to use
the uncrunch routine provided in ASM source code (UNCRUNCH.ASM).
Values required in the CPU registers are documented in the file.
Ascii formatted files must be read as bytes and saved on the screen as
words. This can be achieved using LODSB and STOSW instructions.
LODSB loads into AL the character. You store into AH the desired
screen color attributes. STOSW then writes the two bytes onto the
screen. An alternate method would be to use the Bios or Dos, however
these methods are considerably slower.
A normal 4000 byte dump (80x25 screen) is the easiest to display via
the REP MOVSW instruction. To display the image, point the ES:DI pair
to B800:0000 (for color screens; B000:0000 monochrome) and DS:SI to
the screen in your program. Also load CX with the number of video
words to display (2000 - A total of 4000 bytes). ie:
MOV AX,0B800h
MOV ES,AX
MOV DI,0
MOV SI,offset ImageData
MOV CX,2000
CLD ;Make MOVSW go forward.
REP MOVSW
If writing to a EGA screen (80x43), CX would need 3440. If to a VGA
screen (80x50), CX would need 4000.
As shown above, the ImageData is written directly onto the screen.
This will cause hashing or "snow" on some color video displays. You
may want to move only one video word at a time, pausing until the
video hardware is in horizontal or vertical retrace. This can be
accomplished with the following routine.
TheDraw v4.51 Tips and Examples for Programmers 34
Example:
MOV AX,0B800h
MOV ES,AX
MOV DI,0
MOV SI,offset ImageData
MOV CX,2000
CLD
MOV DX,03DAh ;Save i/o address of CGA status register
LOOPA:
LODSW ;Read data to be written
MOV BX,AX ;Save for later.
MOV AH,9 ;Test mask for Vertical/Horizontal retrace
IN AL,DX ;Read the status register
TEST AL,8 ;See if in vertical retrace?
JNZ WRITE_IT ;Jump if so. No need to wait here.
LOOPB:
IN AL,DX ;Read the status register
RCR AL,1 ;Test bit1. Make sure we are not in the
JC LOOPB ;middle of a horizontal retrace.
LOOPC:
IN AL,DX ;Read the status register
TEST AL,AH ;Wait until in either vertical or
JZ LOOPC ;horizontal retrace.
WRITE_IT:
MOV AX,BX ;Retrieve the character we loaded before.
STOSW ;Save it.
LOOP LOOPA
The above is a fairly complex mess, but will reliably place a screen
image snow free onto the display. This routine is not needed on a
monochrome video since such hardware does not suffer from snow.
Notice the entry code is identical to the previous simple example.
The REP MOVSW is has been replaced with extensive checks on the video
hardware however.
TheDraw v4.51 Tips and Examples for Programmers 35
PROGRAMMING IN PASCAL:
Pascal programmers have equal ease with displaying screens. Images
can be flashed to the screen using the Turbo Pascal "MOVE" procedure.
A pascal NORMAL save can be displayed with the following program:
{$I image.pas}
type ScreenType = array [0..3999] of Byte;
var Screen : ScreenType absolute $B800:0000;
begin
Move (ImageData,Screen,4000);
end.
The above defines a variable at the absolute address of the video
memory. The importance of defining such an array will become obvious
below. IMAGEDATA is assumed to be the name of the pascal image dump,
but is easily altered when saving the file from TheDraw. The MOVE
procedure puts ImageData onto the screen. Please note this is only
for a full screen. To display a screen block is slightly more
difficult. Our program now becomes:
{$I image.pas}
type ScreenType = array [0..3999] of Byte;
var Screen : ScreenType absolute $B800:0000;
X,Offset : Integer;
begin
Offset := ???; {Replace ??? with offset to display block}
for X := 0 to IMAGEDATA_DEPTH-1 do
Move (ImageData[1+X*IMAGEDATA_WIDTH*2],
Screen[X*160+Offset],IMAGEDATA_WIDTH*2);
end.
The constants IMAGEDATA_DEPTH and IMAGEDATA_WIDTH specify the block
dimensions of IMAGEDATA, and are generated by TheDraw automatically.
If you change the name identifier, the width and depth names are
updated also. The depth is the number of vertical lines in the block.
Width is the number of character across the block. OFFSET is the
video address you want the block to appear at. It is computed with:
(column*2)+(row*160)-162
Column varies 1..80
Row varies 1..25
Notice in this example we are using a loop and moving one line at a
time. Lines from ImageData are placed on the video at OFFSET. The
address in ImageData is advanced to the location of the next line in
each loop. The video address advances 160 characters each time (the
byte width of the video display).
TheDraw v4.51 Tips and Examples for Programmers 36
Turbo Pascal v3.0 users also have another interesting option. You can
include a .BIN file into a turbo program and then display it using the
above techniques.
The file actually becomes part of your compiled pascal program. Once
your program is compiled, you no longer need to have the DEMO.BIN file
present.
procedure DummyProc; external 'DEMO.BIN';
type ScreenType = array [0..3999] of Byte;
var Screen : ScreenType absolute $B800:0000;
X,Depth,Width,Offset : Integer;
ImageDataPtr : ^ScreenType;
begin
Depth := ???; {Replace ???'s with actual block dimensions}
Width := ???; {as specified by TheDraw after .BIN save.}
Offset := ???; {Replace ??? with position to display block}
ImageDataPtr := Addr(DummyProc);
for X := 0 to Depth-1 do
Move (ImageDataPtr^[1+X*Width*2],Screen[X*160+Offset],Width*2);
end.
In the above program, we create a pointer (IMAGEDATAPTR) pointing at
the address of DUMMYPROC. The rest of the program is similar to the
previous example, except all occurrences of IMAGEDATA are replaced
with IMAGEDATAPTR^. Also, since the block dimensions are not
available, you must specify them.
The up arrow symbol at the end is very important. If you don't use
it, Turbo will copy the -value- of your pointer to the screen. This
will generally appear as garbage. It can be fun playing with this
concept, you simply must be careful with the pointers.
Pascal ASCII saves are used similar to strings. Since the ImageData
arrays created do not have color attributes, we cannot directly move
them to the video. The following shows two techniques for displaying
these images.
--- Pascal ASCII Save Example 1 ---
{$I image.pas}
var X:Integer;
begin
ClrScr;
for X := 1 to IMAGEDATA_LENGTH do Write (ImageData[X]);
end.
TheDraw v4.51 Tips and Examples for Programmers 37
--- Pascal ASCII Save Example 2 ---
{$I image.pas}
type ScreenType = array [0..3999] of Byte;
var Screen : ScreenType absolute $B800:0000;
X:Integer;
begin
ClrScr;
for X := 1 to IMAGEDATA_LENGTH do
Screen[X*2-2] := ImageData[X];
end.
The first example is easiest to understand. All we are doing is
displaying each character in IMAGEDATA on the screen using the pascal
WRITE function. This works because the IMAGEDATA block (in this case)
is 80 characters wide, so there is no need for a WRITELN. The cursor
will automatically be bumped down to the next line. IMAGEDATA_LENGTH
is another constant automatically generated by TheDraw.
The second example is similar to the first, but directly stuffs the
characters onto the screen. This will be faster than the first
method. Notice the Screen[X*2-2]. The multiplication is done because
each character occupies two bytes of video memory. Since the first
video address is 0, we add -2 to the offset to keep things aligned.
To use pascal images CRUNCHED by TheDraw requires use of the
UNCRUNCH.PAS file included with the package. The file contains
details and instruction on using crunched images.
TURBO PASCAL v4.0 through v5.5:
The above examples will all work for Turbo Pascal v4.0 to v5.5 users,
with exception to the external .BIN file example. The newer compilers
do not support the old format. Instead you must use TheDraw's Turbo
Pascal compatible Object (.OBJ) files.
To use the object file do the following:
{$L DEMO.OBJ }
procedure ImageData; external;
procedure ImageData_Width; external;
procedure ImageData_Depth; external;
procedure ImageData_Length; external;
The procedure name (ImageData here) is specified when making the
object file. All four external procedure definitions must be
specified (Turbo requires it). Although these are "procedures" you
MUST NOT execute them. They only contain image data which must be
referred to via pointers. The modified .BIN example follows:
TheDraw v4.51 Tips and Examples for Programmers 38
{$L DEMO.OBJ}
procedure ImageData; external;
procedure ImageData_Width; external;
procedure ImageData_Depth; external;
procedure ImageData_Length; external;
type ScreenType = array [0..3999] of Byte;
var Screen : ScreenType absolute $B800:0000;
X,Offset : Integer;
ImageDataPtr : ^ScreenType;
ImageDataWidthPtr : ^Integer;
ImageDataDepthPtr : ^Integer;
ImageDataLengthPtr : ^Integer;
begin
Offset := ???; {Replace ??? with position to display block}
ImageDataPtr := @ImageData;
ImageDataWidthPtr := @ImageData_Width;
ImageDataDepthPtr := @ImageData_Depth;
ImageDataLengthPtr := @ImageData_Length;
for X := 0 to ImageDataDepthPtr^-1 do
Move (ImageDataPtr^[1+X*ImageDataWidthPtr^*2],
Screen[X*160+Offset],ImageDataWidthPtr^*2);
end.
The above is for a generalized block of any dimension. A pointer to
the IMAGEDATA_LENGTH is initialized but not used. It is there for
example usage only. The above program can be simplified somewhat for
an entire screen. ie:
{$L DEMO.OBJ}
procedure ImageData; external; {All of these are needed,}
procedure ImageData_Width; external; {otherwise Turbo v4.0-v5.5}
procedure ImageData_Depth; external; {get upset.}
procedure ImageData_Length; external;
begin
Move (pointer(@ImageData)^,ptr($B800,0)^,4000);
end.
Note the usage of typecasting to eliminate the pointer to ImageData.
This cleans up the program appearance somewhat. In addition, the
value of 4000 could be replaced with a pointer to IMAGEDATA_LENGTH.
However, since this is an entire screen why bother initializing a
pointer. A full 80 by 25 screen is always 4000 bytes in length.
TheDraw v4.51 Tips and Examples for Programmers 39
TURBO PASCAL VERSION 6.0:
Everything shown thus far for Turbo Pascal v4.0 to v5.5 works
perfectly well in TP 6.0. However, the newest release allows a more
relaxed preinitialized constant definitions. The previous examples
can be shorten to:
{$L DEMO.OBJ}
procedure ImageData; external;
procedure ImageData_Width; external;
procedure ImageData_Depth; external;
procedure ImageData_Length; external;
type ScreenType = array [0..3999] of Byte;
var Screen : ScreenType absolute $B800:0000;
X,Offset : Integer;
const
ImageDataPtr : ^ScreenType = @ImageData;
ImageDataWidthPtr : ^Integer = @ImageData_Width;
ImageDataDepthPtr : ^Integer = @ImageData_Depth;
ImageDataLengthPtr : ^Integer = @ImageData_Length;
begin
Offset := ???; {Replace ??? with position to display block}
for X := 0 to ImageDataDepthPtr^-1 do
Move (ImageDataPtr^[1+X*ImageDataWidthPtr^*2],
Screen[X*160+Offset],ImageDataWidthPtr^*2);
end.
In addition, all the external definitions for public identifiers are
no longer mandatory. Thus the full screen example reduces to:
{$L DEMO.OBJ}
procedure ImageData; external;
begin
Move (pointer(@ImageData)^,ptr($B800,0)^,4000);
end.
People casually reviewing the literature for v6.0 may note initialized
data is permitted within object files now. Although a definite vast
improvement, the data is still private to the object file. Assuming
the designers of Turbo Pascal eventually add external variable
declarations (similar to C), the Large object file data model TheDraw
currently supports should be compatible. Until then we must bear with
the current approach for accessing image data.
TheDraw v4.51 Tips and Examples for Programmers 40
PROGRAMMING IN C:
C programmers have support similar to that for pascal. TheDraw
creates the Normal, Ascii, and Crunched file formats using modern C
code definitions. The ImageData arrays are used similar to the pascal
case. Please note, in the following examples it will be assumed the
programs are compiled in a state supporting 32-bit data pointers.
A C NORMAL save is the easiest to display. For instance:
#include <stdio.h>
#include <mem.h>
#include "image.h"
main () {
/* Kludge a pointer at video memory (segment 0xB800, offset 0) */
void far *screen = (void far *) 0xB8000000;
memcpy (screen,IMAGEDATA,4000); /* Move image to screen */
}
The <mem.h> file reference contains the definition of the memcpy
routine. Users of Microsoft C should reference the <memory.h> file.
IMAGE.H is assumed to contain the array IMAGEDATA created by TheDraw
(the name may be changed to anything else naturally). The void data
type used is a modern C convention. If your compiler does not support
it, use type char instead (or whatever type your compiler wants for
parameters to memcpy).
Reminder:
Be absolutely sure you are using the proper code/data model. It is
very easy to write the above program, only to have the compiler
complain about incompatible pointer sizes and other nastiness. The
function memcpy MUST accept full 32 bit data pointers. In TurboC
for instance, you must use memory models Compact, Large, or Huge.
The above is for a full screen image. To display a block involves a
little more work, as in the pascal example.
#include <stdio.h>
#include <mem.h>
#include "image.h"
main () {
void far *screen;
int offset = ???; /* Replace ??? with offset to display block */
int x;
for (x=0; x<IMAGEDATA_DEPTH; x++) {
(long) screen = 0xB8000000+x*160+offset;
memcpy (screen,&IMAGEDATA[x*IMAGEDATA_WIDTH*2],IMAGEDATA_WIDTH*2);
}
}
TheDraw v4.51 Tips and Examples for Programmers 41
As before, the variables IMAGEDATA_DEPTH and IMAGEDATA_WIDTH specify
the block size saved in IMAGEDATA, and are generated by TheDraw. The
depth is the number of vertical lines in the block. Width is the
number of characters across the block. OFFSET contains the video
address the block is to appear at. It is computed with:
(column*2)+(row*160)-162
Column varies 1..80
Row varies 1..25
A loop is used in this example to move one line at a time. Lines
from IMAGEDATA are placed on the video at OFFSET. The address into
IMAGEDATA is advanced to the location of the next line in each loop.
The video address advances 160 characters for each line (the byte
width of the video display).
Programmers with TurboC can also use the function puttext. This
handles everything the previous example did and is called with the
following parameters:
XUL = X coordinate of upper-left corner.
YUL = Y coordinate of upper-left corner.
XLR = X coordinate of lower-right corner.
YLR = Y coordinate of lower-right corner.
source = address pointer to data
Examples of usage are:
puttext (1,1,80,25,IMAGEDATA);
/* full screen display */
puttext (1,1,IMAGEDATA_WIDTH,IMAGEDATA_DEPTH,IMAGEDATA);
/* display block in upper-left corner of screen */
puttext (81-IMAGEDATA_WIDTH,26-IMAGEDATA_DEPTH,80,25,IMAGEDATA);
/* display block in lower-right corner of screen */
In addition to simplifying the code, this function can be used from
ANY memory model. You are not restricted to the larger memory models.
However, remember this function will only work for NORMAL screen saves
(not Ascii or Crunched).
TheDraw v4.51 Tips and Examples for Programmers 42
The ASCII format is a bit easier to use in C than Pascal. By taking
advantage of the 0 terminated strings of C, we can display an ASCII
image by simply doing the following:
#include <stdio.h>
#include "image.h"
main () {
printf ("%s",IMAGEDATA);
}
An alternate technique for displaying ASCII format files is similar to
the second pascal example (for doing the same thing). ie:
#include <stdio.h>
#include <mem.h>
#include "image.h"
main () {
void far *screen;
int x;
for (x=0; x<4000; x++) {
(long) screen = 0xB8000000 + x*2;
memcpy (screen,&IMAGEDATA[x],1);
}
}
Characters are copied one at a time from the IMAGEDATA array to the
video memory. This is significantly faster than the printf example,
since the overhead of going through the operating system is removed.
To use C images CRUNCHED by TheDraw, you must use the code in either
UNCRUN_N.OBJ or UNCRUN_F.OBJ (depending if you are using a Small/Near
or Large/Far code model). The file UNCRUNCH.H contains examples on
their usage.
USING OBJECT FILES WITH C:
C is normally implemented to smoothly interface with object files.
There are two steps to using TheDraw object files with C.
1) Specify external variables referencing the screen image.
2) Tell the compiler make/project utility to link the wanted file
with your program.
Notice in the following program that no include is made. The file
containing the image is not C source code. It is a prepared object
file merely needing to be linked. Therefore, we tell the compiler
what to expect via EXTERN definitions.
TheDraw v4.51 Tips and Examples for Programmers 43
#include <stdio.h>
#include <mem.h>
main () {
extern int IMAGEDATA_WIDTH;
extern int IMAGEDATA_DEPTH;
extern int IMAGEDATA_LENGTH;
extern unsigned char IMAGEDATA [];
void far *screen;
int offset = ???; /* Replace ??? with offset to display block */
int x;
for (x=0; x<IMAGEDATA_DEPTH; x++) {
(long) screen = 0xB8000000+x*160+offset;
memcpy (screen,&IMAGEDATA[x*IMAGEDATA_WIDTH*2],IMAGEDATA_WIDTH*2);
}
}
Notice the image dimensions (width,depth,length) are stored as
variables for easy reference. The length parameter is not used here,
but included to show its availability.
The second step is largely dependent on the compiler setup. You must
create or update a make file to link the necessary TheDraw object
(.OBJ) file with your program. If you use Turbo C, simply list the
file in the project listing.
PROGRAMMING IN STANDARD BASIC:
Basic programmers are a little more limited, not because they lack
commands, but lack speed. Therefore TheDraw creates the BSave files
with all addressing information already programmed. All you have to
do is type 'BLOAD "filename.BSV"'. The screen segment is
automatically set, so you don't have to bother with DEF SEG=etc...
However, if you wish to override the display segment default, try the
following:
DEF SEG=&HB800 : BLOAD"filename.BSV"
For monochrome video users, replace the B800 with B000.
TheDraw allows partial block saves for basic files. These files will
always be 80 characters wide. This is a limitation of BLOAD which we
all must live with. They can start and end on any vertical line
however, so you could load a full screen then just load small block
images to update those parts of the screen needing it. Make sure you
build the partial-block images in TheDraw in the exact screen location
you want them to finally appear. If you save a block starting on line
5, and ending on line 8 that is where Basic will display it.
TheDraw v4.51 Tips and Examples for Programmers 44
PROGRAMMING IN MICROSOFT QUICKBASIC v4.0 AND v4.5:
All the techniques mentioned for Standard Basic above are valid for
Microsoft's QuickBasic compiler. However, in QuickBasic v4.0 and v4.5
additional means are at our disposal.
TheDraw produces QuickBasic compatible object files (.OBJ) which are
directly linkable. Each TheDraw QuickBasic object file contains the
screen image data plus four functions for referencing that data.
These are shown below as used from within QuickBasic (assuming the
default identifier of IMAGEDATA):
DECLARE FUNCTION IMAGEDATA&
DECLARE FUNCTION IMAGEDATAWIDTH%
DECLARE FUNCTION IMAGEDATADEPTH%
DECLARE FUNCTION IMAGEDATALENGTH%
Changing the identifier when saving the object file alters the above
accordingly. ie: an identifier of TEST would be:
DECLARE FUNCTION TEST&
DECLARE FUNCTION TESTWIDTH%
DECLARE FUNCTION TESTDEPTH%
DECLARE FUNCTION TESTLENGTH%
The functions are used in conjunction with the QB4UTIL.LIB file
containing subroutines for displaying the screen image data. The
first function, IMAGEDATA (or whatever identifier chosen), returns
information regarding the location of the data. It is used as a
parameter to one of the display subroutines. ie:
CALL UNCRUNCH (IMAGEDATA&, 0) Use whichever is
CALL ASCIIDISPLAY (IMAGEDATA&, 0) <- appropriate to the
CALL NORMALDISPLAY (IMAGEDATA&, 0) file created by TheDraw
The next two functions return the width and depth dimensions of the
screen image block. For instance, a full screen would typically
return 80 and 25 respectfully (unless an EGA/VGA display was in use
causing the depth to increase). These parameters are useful for
determining window and viewport sizes, computing area, etc...
The last function returns the length of the data as stored in your
program. A crunched image or a small data block could be quite small.
A 80x25 normal binary screen image would be 4000 bytes.
To use TheDraw object files within the QuickBasic integrated
environment requires the making of a Microsoft Quick Library. If
linking together your program externally, the QB4UTIL.LIB file must be
included as it contains the required Uncrunch, AsciiDisplay, and
NormalDisplay routines.
TheDraw v4.51 Tips and Examples for Programmers 45
MAKING AND USING QUICK LIBRARIES:
To ease the use of TheDraw object files, a batch file called
MAKEQLB.BAT is included. The batch file creates both the Quick
Library files (.QLB extension) and the separate library files (.LIB
extension). The idea being to put everything in one place.
Once MAKEQLB has run successfully, you can use the Quick Library
within the environment. ie:
QB /L testfile.QLB
In addition, linking at the Dos prompt is simplified since all you
need include is the one file. ie:
LINK program.OBJ+testfile.LIB,,,,;
(program.OBJ is assumed created by the BC.EXE compiler)
MAKEQLB.BAT must be in the same directory as LINK.EXE, LIB.EXE and
BRUN40.LIB or BRUN45.LIB (depending on your version of QuickBasic),
plus naturally the TheDraw object files. The parameters to the batch
file are:
MAKEQLB <targetlib> <objectfile1> <objectfile2> etc...
The <targetlib> is any library filename you want. Do -not- put a file
extension on this! (see example below) The batch adds the extensions
.QLB and .LIB automatically for you. The <objectfile> parameters are
the names of object files you created with TheDraw.
DDDDDDDDDDDDDDDDDDD Example run DDDDDDDDDDDDDDDDDDDD
THEDRAW
....assume users creates the QB object files
IMAGE1.OBJ and IMAGE2.OBJ
MAKEQLB IMAGES SCREEN1.OBJ SCREEN2.OBJ
....creates the files IMAGES.QLB & IMAGES.LIB
containing the two above object files plus
the required display routines.
QB /L IMAGES.QLB
....runs QuickBasic using new Quick Library.
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
Once the Quick Library is created, using the screen images is a simple
matter of calling a display routine. The display routines must be
declare within QuickBasic before they can be called.
TheDraw v4.51 Tips and Examples for Programmers 46
THE DISPLAY ROUTINES:
The file QB4UTIL.BI lists those declarations for convenience. Simply
include it with the following meta command:
REM $INCLUDE: 'QB4UTIL.BI'
Four routines are declared within this file:
UNCRUNCH Contains algorithm needed to display crunched
screen images.
ASCIIDISPLAY Display ascii-only object files.
NORMALDISPLAY Display normal binary object files.
INITSCREENARRAY Initialize a dynamic array for directly
accessing the video screen. Can be used
instead of DEF SEG, PEEK, and POKE.
The actual declarations are:
DECLARE SUB UNCRUNCH (X&, Z%)
DECLARE SUB ASCIIDISPLAY (X&, Z%)
DECLARE SUB NORMALDISPLAY (X&, Z%)
DECLARE SUB INITSCREENARRAY (A%())
The first parameter to the display routines is the identifier saved
within a given object file (ie: IMAGEDATA&).
The second parameter of each display call is the video location the
image will appear. The upper left screen corner is offset 0 with each
line taking 160 bytes (each screen character uses two bytes). ie:
line 1 = offset 0
line 2 = offset 160
line 3 = offset 320
line 4 = offset 480
etc...
To compute an arbitrary video location, for any text mode including
the 43/50 line EGA/VGA modes, use the formula:
Video Offset = (X-1)*2 + (Y-1)*160
TheDraw v4.51 Tips and Examples for Programmers 47
Example program using images screens. Assume three screens are
available with the identifiers Q1, Q2, and Q3. Q1 is crunched, Q2
saved as Ascii-Only, and Q3 saved with normal binary.
REM $INCLUDE: 'QB4UTIL.BI' ' Get display routine declarations
DECLARE FUNCTION Q1& ' Important! Do not neglect either
DECLARE FUNCTION Q1Width% ' the "&" or "%" symbols on function
DECLARE FUNCTION Q1Depth% ' declarations shown here.
DECLARE FUNCTION Q1Length%
DECLARE FUNCTION Q2&
DECLARE FUNCTION Q2Width%
DECLARE FUNCTION Q2Depth%
DECLARE FUNCTION Q2Length%
DECLARE FUNCTION Q3&
DECLARE FUNCTION Q3Width%
DECLARE FUNCTION Q3Depth%
DECLARE FUNCTION Q3Length%
CLS ' Clear screen
PRINT "Screen #1 (Crunched)" ' Print data of this image then
PRINT " Width: "; Q1Width% ' pause for user.
PRINT " Depth: "; Q1Depth%
PRINT " Length:"; Q1Length%
WHILE INKEY$ = "": WEND
CLS ' Clear screen
CALL UNCRUNCH(Q1&, 0) ' Go uncrunch first image
WHILE INKEY$ = "": WEND ' Pause
CLS
PRINT "Screen #2 (Ascii Only)" ' Print data on second image
PRINT " Width: "; Q2Width% ' and pause for user.
PRINT " Depth: "; Q2Depth%
PRINT " Length:"; Q2Length%
WHILE INKEY$ = "": WEND
CLS
CALL ASCIIDISPLAY(Q2&, 0) ' Display ascii-only image data.
WHILE INKEY$ = "": WEND ' Pause
CLS
PRINT "Screen #3 (Normal Binary)" ' Print data on third image
PRINT " Width: "; Q3Width% ' and pause for user.
PRINT " Depth: "; Q3Depth%
PRINT " Length:"; Q3Length%
WHILE INKEY$ = "": WEND
CLS
CALL NORMALDISPLAY(Q3&, 0) ' Display normal binary image.
WHILE INKEY$ = "": WEND ' Pause
TheDraw v4.51 Tips and Examples for Programmers 48
REM $DYNAMIC ' Setup dynamic integer array
DIM SCREEN%() ' mapped over video display.
INITSCREENARRAY (SCREEN%())
FOR Y% = 1 TO 25 ' Make screen scroll downward.
FOR X% = 1999 TO 160 STEP -1
SCREEN%(X%) = SCREEN%(X%-160)
NEXT
FOR X% = 0 TO 159 : SCREEN%(X%) = 0 : NEXT ' Clear top line.
FOR X% = 0 TO 1000 : NEXT ' Slow things down.
NEXT
END
The first call (to UNCRUNCH) displays Q1 in the upper left corner.
The second call (to ASCIIDISPLAY) displays IMAGE2 on the sixth line
down, in the center of the screen (40 characters over). The file
QB4UTIL.BI contains a complete description of all the display
routines for you.
Note in the above example, everything available in a TheDraw object
file was declared and used (the Image, the width, depth, and data
length) for example purposes. In normal use you need only declare
what you wish to take advantage of (naturally). If you always used
80x25 screens, there would be no need to access the image width and
depth for instance.
The INITSCREENARRAY sets up a dynamic array mapped over the video
display. To directly manipulate the screen, you can perform various
useful operations with this array. For instance, the above example
scrolls the screen downward thus clearing the screen. You may find
this more convenient than setting up DEF SEG, and using PEEK/POKE
operations. Initializing the array requires the following (the name
used here is "screen" - you can change this to anything of course)
REM $DYNAMIC
DIM SCREEN%()
INITSCREENARRAY (SCREEN%())
After initializing an array, you can set individual screen elements.
To put a yellow letter A on the screen for example:
SCREEN%(0) = ASC('A') + 256*14
Compare against the equivalent PEEK/POKE approach (assume DEF SEG has
been initialized to &HB800 for color, or &HB000 for monochrome video):
POKE 0,ASC('A')
POKE 1,14
Pick whichever approach you feel most comfortable with.
TheDraw v4.51 Tips and Examples for Programmers 49
COMMAND LINE COMPILATION:
The above examples all assume using the QuickBasic integrated
environment. For most users this is adequate. However, the more
sophisticated user might prefer their own text editor and use dos
compilation.
Use TheDraw object files is done exactly as described previously.
Create the .OBJ files, and use MAKEQLB to produce the Quick Library
(.QLB) and stand alone (.LIB) library files. ie:
MAKEQLB IMAGES IMAGE1.OBJ IMAGE2.OBJ IMAGE3.OBJ
Compile your source code normally using the BC program. ie:
BC MYCODE.BAS,,,;
When linking your program, simply add the stand alone library from
MAKEQLB to your command line when making your .EXE file:
LINK MYCODE+IMAGES.LIB,,,,;
It is possible to bypass the MAKEQLB step. This requires including
all the screen image object files plus TheDraw's display routines in
your link command. Instead of MAKEQLB and IMAGES.LIB, type:
LINK MYCODE+QB4UTIL.LIB+IMAGE1+IMAGE2+IMAGE3,,,,;
The MAKEQLB approach eliminates some of the extra typing in the final
command line. Since MAKEQLB is used when updating screens, using it
can save some time can cut down on typo errors.
TheDraw v4.51 Tips and Examples for Programmers 50
PROGRAMMING IN CLIPPER(TM) (courtesy of Ian Thurston):
A full TheDraw screen saved as a BINARY file (.BIN) has the same
format as the Clipper compiler uses to "SAVE SCREEN TO <expc>". For
both Clipper and TheDraw, a full text screen save consists of 2000
"words" (or 4000 bytes). Each word represents the character and
attribute of a single screen location.
Importing Full-Screen BINARY files:
We can easily read any file less than 64k bytes into a Clipper memory
variable with the "MEMOREAD" function. Combining the MEMOREAD and
RESTORE SCREEN command as follows yields:
RESTORE SCREEN FROM MEMOREAD("FULL.BIN")
Importing Partial-Screen BINARY files:
Once again, a partial/block TheDraw screen saved to a BINARY file
(using the ALT-B,Save command) has the same format as Clipper's
corresponding command:
"<expC>=SAVESCREEN(top,left,bottom,right)"
For example, assume TheDraw was used to prepare a screen. It was then
blocked using ALT-B, with the upper left corner at row 10, column 10,
while the lower right corner was at row 20, column 70. The Save
option was selecting using the Binary option, and saved to the file
"PARTIAL.BIN"
Again, the TheDraw Binary file is read into a Clipper memory variable
using the "MEMOREAD" function, which itself is used as the argument
for the partial screen restore function RESTSCREEN (t,l,b,r,<expC>):
RESTSCREEN (10,10,20,70,MEMOREAD("PARTIAL.BIN"))
Note: As is usual with this sort of function, a block can be restored
at a different screen location ... but the width and height must
remain the same, else the display will look very ugly indeed. Also
correct programming practice would have us check for file existence
and length before trying these techniques. You may choose to wrap the
functions inside a parameter checking shell.
TheDraw v4.51 Tips and Examples for Programmers 51
Combining Multiple BINARY (.BIN) Files:
If quite a few Binary files will be stored on disk and incorporated
into an application, why not combine them into one Clipper database to
simplify things? The process for accomplishing this is described
below:
a. Create a database for .BIN files using the following structure:
Structure for database: BIN.DBF
Field Field_Name Type Width Dec
1 BIN_NAME Character 8
2 BIN_TOP Numeric 2
3 BIN_LEFT Numeric 2
4 BIN_BOTTOM Numeric 2
5 BIN_RIGHT Numeric 2
6 BIN_SCREEN Memo 10
b. Using the MEMOREAD function, import the BIN files as character
variables, then store them in memo field BIN_SCREEN using the REPLACE
command. Next, save the screen display coordinates into BIN_TOP,
BIN_LEFT, BIN_BOTTOM, and BIN_RIGHT (for a full screen, those
coordinates are 0,0,24, and 79). Finally, store a meaningful name for
the screen in BIN_NAME (ie: "MAINMENU" for a main menu display).
c. Index the file on BIN_NAME.
----
Now to use this file, we need the following function:
********
FUNCTION showbins
********
PARAMETERS screename
PRIVATE tempselect
tempselect=SELECT() && Keep track of where we were working
IF SELECT("BIN") = 0 && Check to see if BIN has been opened
SELECT 0 && If not, find a blank work area,
USE bin INDEX bin_name && and then open up BIN for use
ENDIF
SELECT bin && Go to the BIN area
SEEK screename && Look for the specified screen
IF FOUND() && and show it if it exists
RESTSCREEN (bin_top,bin_left,bin_bottom,bin_right,bin_screen)
ENDIF
SELECT (tempselect) && return to the original work area
RETURN .T.
Example Usage:
SHOWBINS("MAINMENU")
TheDraw v4.51 Tips and Examples for Programmers 52
PROGRAMMING IN CLIPPER (courtesy of Larry Stewart):
The Clipper compiler uses the same format as TheDraw's BINARY save for
it's "SAVE SCREEN to memvar" and SAVESCREEN() functions. The code
example that follows shows how to retrieve a .BIN file and display it
in your compiled EXE program.
FUNCTION SHOW_BIN
* SYNTAX: SHOWBIN( <name> [, <expN1>, <expN2>, <expN3>, <expN4> ] )
* PURPOSE: Display a full or partial screen from a .BIN file
* ARGUMENTS: <name> contains the name of the .BIN file from TheDraw
* If <expN1> through <expN4> are not present, the routine
* assumes a full screen display will be restored.
* <expN1> is the top row for a partial screen
* <expN2> is the left column for the partial screen
* <expN3> is the bottom row for the partial screen
* <expN4> is the right column for the partial screen
PARAMETER binfile,t,l,b,r
PRIVATE m_buffer,m_handle,m_bytes,m_size
IF ! ("." $ binfile) && Does file have an extension?
binfile = binfile+".BIN" && No, default to .BIN
ENDIF
IF ! FILE(binfile) && Does file exist on disk?
RETURN .F. && No, return FAIL value.
ENDIF
IF PCOUNT() = 1 && Any border dimensions passed?
m_buffer = SPACE(4000) && If not, assume full screen.
m_handle = FOPEN(binfile,0)
m_bytes = FREAD(m_handle,@m_buffer,4000)
FCLOSE(m_handle)
IF m_bytes = 4000
RESTORE SCREEN FROM m_buffer
RETURN .T.
ELSE
RETURN .F. && Error if .BIN file did
not
ENDIF && contain 4000 bytes.
ENDIF
IF PCOUNT() != 5 && Check for correct number of
RETURN .F. && parameters.
ENDIF
m_size = 2*((r-l+1)*(b-t+1)) && Compute number of bytes in
m_buffer = SPACE(m_size) && box. Allocate space for it.
m_handle = FOPEN(binfile,0)
m_bytes = FREAD(m_handle,@m_buffer,m_size)
TheDraw v4.51 Tips and Examples for Programmers 53
FCLOSE (m_handle)
IF m_bytes = m_size
RESTSCREEN (t,l,b,r,m_buffer)
RETURN .T.
ELSE
RETURN .F. && Error if file not big
enough.
ENDIF
Please note: When you save a box (binary block save) with TheDraw,
the screen position and dimensions are not recorded in the .BIN file.
The box may be restored to your screen at any position you choose;
however, the dimensions of the box -cannot- be changed. If you try,
the box will appear distorted or the above routine will generate an
error.
Examples:
SHOWBIN ("EXAMPLE1")
Displays the full screen image in the file EXAMPLE1.
SHOWBIN ("EXAMPLE2",10,20,20,60)
Displays the 40 by 10 block in EXAMPLE2 at screen position
(20,10).
------------------------
If you have additional ideas for this section, please send them in!
TheDraw v4.51 Tips and Examples for Programmers 54
PULL DOWN MENU SYSTEM
TheDraw can be fully controlled via the use of pull down menus. The
menus greatly simplify learning TheDraw by conveniently showing all
related commands. Each menu also displays the corresponding shortcut
keystrokes (such as ALT-L for files loading).
The pull down menus are activated from command mode using one of two
ways. Pressing either the [ESC] key on the keyboard or if using a
mouse the RIGHT-most button. The following options bar will appear
across the top of the screen:
ZDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD?
3 Files Global Options Screen foNts Animation Color Toggles Help 3
@DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDY
Each heading is briefly described below. For full functional
descriptions, please refer to the appropriate section under THEDRAW
KEYBOARD COMMANDS.
The FILES Menu
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The Files pull-down menu offers assorted options for loading or
viewing existing files, deleting old files, and saving the screen
image currently being edited. When you load a file, it is read into
the screen edit area. When done with a file, you can save it to any
directory or file name. In addition, from this pull-down you can
change to another directory, temporarily go to a Dos Shell, or exit
TheDraw completely.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
FILES Global Options Screen foNts Animation Color Toggles Help
ZDDDDDDDDDDDDDDDDDDD?
3 Load Alt-L 3
3 View Alt-V 3
3 Delete Alt-K 3
3 Change Dir Alt-O 3
3 Save Alt-S 3
3 Quit Alt-X 3
@DDDDDDDDDDDDDDDDDDDY
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
TheDraw v4.51 Pull Down Menu System 55
LOAD - Load a File (ALT-L)
Displays a list of files under the current directory. You can use
DOS-style wildcard masks for a listing of specific wanted files.
Simply type in the name of the file to load or use the arrow keys
to move the selector bar and press [ENTER]. Activate the pick list
by pressing the TAB key or the RIGHT-most mouse button.
VIEW - View a File (ALT-V)
Similar to LOAD, except the image is loaded only temporarily.
Pressing [ENTER] returns to command mode.
DELETE - Delete a File (ALT-K)
Allows files to be deleted from within TheDraw. The screen
operates identically to the LOAD option above. The difference
being TheDraw will attempt to delete any file you select.
CHANGE DIR - Change Working Directory (ALT-O)
Displays all subdirectories in the current directory. Select the
wanted directory by typing it in or using the arrow keys and
pressing [ENTER]. To change to another drive, simply type the
wanted drive followed by a colon. ie: "C:"
SAVE - Save Current Screen to a File (ALT-S)
Saves current screen image to one of a variety of file formats.
QUIT - Quit/Shell from TheDraw (ALT-X)
Allows you to either exit TheDraw completely or leave the program
just temporarily. In both cases, you end up at the Dos prompt.
To return to TheDraw from a Dos Shell, type EXIT. This is useful
when you want to run a DOS command without quitting TheDraw.
TheDraw v4.51 Pull Down Menu System 56
The GLOBAL Menu
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The global menu offers options that affect the entire edit screen.
These options include moving and copying the screen, plus global
screen fills and text operations.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
Files GLOBAL Options Screen foNts Animation Color Toggles Help
ZDDDDDDDDDDDDDDD?
3 Copy Alt-G,C 3
3 Move Alt-G,M 3
3 Fill Alt-G,F 3
3 Text Alt-G,T 3
@DDDDDDDDDDDDDDDY
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
COPY - Global Screen Copy (ALT-G,Copy)
Copies the current screen page to another page. You are prompted
for which destination page you want.
MOVE - Global Screen Movement (ALT-G,Move)
Allows the rotating of the screen around its borders. Use the
arrow keys or the mouse. Press [ENTER] or the LEFT mouse button to
save at the new location.
FILL - Global Fill Screen (ALT-G,Fill)
Fills the entire screen based on a specified sub-command. The
available options allow just the color attributes, just the
characters, or both to be changed at once.
TEXT - Global Text Operations (ALT-G,Text)
Performs various screen text operations. Available suboptions
are: Draw Box, Outline contents of screen, Center Justify screen
contents, Left Justify, and Right Justify.
TheDraw v4.51 Pull Down Menu System 57
The OPTIONS Menu
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The Options menu contains facilities to aid you in the layout of a
screen design. Commands affect things like the current character set,
the Tab line setup, and the on-screen ruler. A screen painting
function is available also.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
Files Global OPTIONS Screen foNts Animation Color Toggles Help
ZDDDDDDDDDDDDDDDDDDDDDD?
3 Character Set Alt-F 3
3 Tab Setup Alt-T 3
3 Ruler Alt-N 3
3 Paint/Fill Alt-P 3
3DDDDDDDDDDDDDDDDDDDDDD3
3 Setup Options 3
@DDDDDDDDDDDDDDDDDDDDDDY
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
CHARACTER SET - Display and Select Character Set (ALT-F)
Shows a screen containing all special IBM extended character
symbols. From this you can select which character set you would
like to work with. Use the arrow keys or the mouse. Press [ENTER]
to save your choice.
TAB SETUP - Adjust TheDraw Tab Stops (ALT-T)
This command permits the setting of tabs in the editor (positions
where the [TAB] key stops). Initially the positions are at every
tenth column. Sub-commands are available for setting, clearing,
and resetting tabs.
RULER - On-Screen Ruler (ALT-N)
Places a pair of lines on the screen which intersect at the cursor
position. Move the ruler using arrows or the mouse. [ENTER] or
LEFT mouse button saves the new cursor position. This command is
useful for aligning items of the screen. The ruler can be held on
the screen by selecting the [S]ticky option.
PAINT/FILL - Enclosed Area Painter (ALT-P)
Lets you fill an enclosed area easily with characters and/or color
attributes. An area is defined as any shape formed using line
characters (from function key sets 1-4). To use this command,
position the cursor inside the target area before activating the
pull down menus.
TheDraw v4.51 Pull Down Menu System 58
SETUP OPTIONS - Default Setup Configuration (no separate key sequence)
Provides access to many of the configurable defaults while using
TheDraw. The following options may be changed:
WORKSHEET WIDTH
Choose how wide the edit buffer should be. Either 80 or 160
characters.
WORKSHEET DEPTH
Choose how deep the edit buffer should be. Can be 23, 25, 43,
or 50 lines. Note the worksheet depth cannot be less than the
video mode in use. For example, if using 43 line EGA editing
the worksheet depth may only be 43 or 50 lines.
An exception is the 23 line buffer, available only with the
standard 80x25 video mode. Using the 23 line buffer disables
full screen editing and [CTRL-PRTSC] is ignored.
VIDEO SCREEN MODE
Choose one of the following video edit modes: Standard 80
character by 25 lines (80x25), 80x43 (if using EGA card) or
80x50 (if using VGA card).
MAINTAIN FILE DIRECTORY LISTING WILDCARDS
Tells TheDraw to maintain wildcards specified in the directory
listing available during loading (or deleting). For example
entering "*.BIN" to see all binary files would normally be
forgotten, unless this option was turned on.
DEFAULT SAVE SCREEN FORMAT
Default file format TheDraw should select when saving a file.
Upon hitting ALT-S, you are present with many choices. Pressing
[ENTER] selects the default save screen format. If you find
yourself using a specific format often, changing the default
might make things easier.
DEFAULT LOAD SCREEN FORMAT
Similar to the above, but used during loading. If you are
working with a given file type regularly, changing the default
load format will saves typing the file extension. ie: if set
to Binary, "DEMO" becomes "DEMO.BIN" instead of "DEMO.ANS".
CREATE BACKUP FILES
Instructs TheDraw to generate backup files when saving. If a
file already exists, TheDraw renames the existing file's
extension to .BAK before continuing.
SAVING FILENAME PICK LIST ON EXIT TO DOS
Controls the saving of the filename pick list to disk on exit.
When off, any accumulated filenames will be lost upon exit.
TheDraw v4.51 Pull Down Menu System 59
ASK TO SAVE CHANGES BEFORE EXITING
TheDraw can be made to prompt before allowing exit to Dos, if
changes were made to the current page or any page.
USE ALT-KEY HELP WINDOW
Holding down the ALT key for about three seconds displays a
brief pop-up of available commands. The feature may be disabled
by toggling this option.
BLANK SCREEN AFTER HOW MANY MINUTES
TheDraw will blank the screen by writing blanks if no action is
taken for a specified time. The time delay can be set from 1 to
255 minutes, or turned off completely.
DISK SWAP FILE PATHNAME
Used when doing a Dos Shell (see ALT-X,S). TheDraw attempts to
write all its data to expanded memory or a disk swap file to
provide more room during the shell. If insufficient expanded
memory (EMM or EMS) is available, the disk swap file is used at
the specified path. Leaving this option blank will prevent
TheDraw from using a swap file.
DEFAULT FILENAME EXTENSIONS
The default filename extensions TheDraw uses when saving a file.
Change to your preference. For instance, if saving an Ansi
file, TheDraw will change "DEMO" into "DEMO.ANS".
DEFAULT ASM,PASCAL,C SAVE FORMAT
Controls if TheDraw defaults to Normal, Ascii, or Crunching of
screen data. See ALT-S for more information.
FILTER OUT SOLID SPACES ON ANSI/ASCII/ASM/PASCAL/C FILES
Occasionally solid spaces (entered with Shift-Space key
combination) cause prompts with other programs. This filter
will convert all solid spaces to normal spaces in the data
written to disk (for Ansi, Ascii, Asm, Pascal, and C formats).
FORCE CR/LF ON END OF LINES OF ASCII THAT ARE SCREEN WIDTH
TheDraw is faced with a dilemma when saving Ascii files. The
Dos TYPE command automatically wraps the cursor down a line when
screen width text (80 characters) is printed. TheDraw normally
handles this by not writing a carriage return sequence (CR/LF)
for those lines, as it is not needed. However, reading such an
Ascii file into other programs can cause problems. Therefore
this option forces TheDraw to always write the CR/LF regardless
of anything. A simple, yet effective, solution.
RESET COLORS TO WHITE ON END OF ANSI FILES
Controls if TheDraw resets the Ansi colors to white after all is
said and done. Generally of use in animation files, where the
last character printed is flashing magenta on a green background
(or some even worse color combination).
TheDraw v4.51 Pull Down Menu System 60
DEFAULT ANSI VIDEO PREPARATION
Choose if by default TheDraw does nothing, homes the cursor to
the upper left screen corder, or clears the screen before
displaying an Ansi file.
DEFAULT ANSI SLOW DOWN FACTOR
Choose how many delay elements TheDraw inserts by default into
an Ansi file. Normally used on faster machines to make
animation more appealing (ie: visible).
MAXIMUM ANSI LINE LENGTH
Controls the maximum line length TheDraw will permit a line of
Ansi to become. Some programs have line length limitations
(such as bulletin board systems). Since TheDraw can conceivable
generate lines thousands of characters long, this option allows
you to compensate. The setting can be between 32 and 255
characters, or set to Unlimited if no conflicts exist.
The SCREEN Menu
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Use items in the Screen menu to erase a page layer or select some
other page. Other options allow you to insert, delete, or restore the
contents of individual lines.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
Files Global Options SCREEN foNts Animation Color Toggles Help
ZDDDDDDDDDDDDDDDDDDDDDD?
3 Clear Page Alt-C 3
3 Select Page Alt-E 3
3 Insert Line Alt-I 3
3 Delete Line Alt-Y 3
3 Insert Column 3
3 Delete Column 3
3 Restore/Undo Alt-R 3
@DDDDDDDDDDDDDDDDDDDDDDY
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
CLEAR PAGE - Clear the Current or All Page Layers (ALT-C)
Erases the image in the current page. You may also opt to erase
all page layers in one fell swoop for a completely clean slate.
You will be prompted to save the current screen if changes have
been made.
TheDraw v4.51 Pull Down Menu System 61
SELECT PAGE - Choose new page layer to display or work on (ALT-E)
Prompts for a new page layer you wish to edit. Enter a number
between one (1) and the number of available pages. The mouse can
be used for selection by pressing the RIGHT button.
INSERT LINE - Place blank line on screen (ALT-I)
Inserts a blank horizontal screen line at the position of the edit
cursor. This command can be reversed by utilizing the Restore/Undo
command (ALT-R).
DELETE LINE - Delete current line from screen (ALT-Y)
Deletes a horizontal screen line at the position of the edit
cursor. This command can be reversed by utilizing the Restore/Undo
command (ALT-R).
INSERT COLUMN - Place blank column on screen (ALT-<left arrow>)
Inserts a blank vertical screen column at the position of the edit
cursor. This command can be reversed by utilizing the Restore/Undo
command (ALT-R).
DELETE COLUMN - Delete current line from screen (ALT-<right arrow>)
Deletes a vertical screen column at the position of the edit
cursor. This command can be reversed by utilizing the Restore/Undo
command (ALT-R).
RESTORE/UNDO - Recover from unwanted changes on the screen (ALT-R)
Undoes the most recent changes done to the screen. The restore
can "undo" block operations, line insertion or deletions, animation
mode toggles, global screen functions, font entry, and any changes
to the current horizontal line being worked on. Notes with the
latter item, once you leave the current horizontal line any changes
are permanent.
TheDraw v4.51 Pull Down Menu System 62
The FONTS Menu
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The Fonts pulldown menu supports choosing various styles and outline
types. The menu shown below is only an example. The actual fonts
available can vary depending on your configuration. Additional fonts
may be present, or the ones shown changed. Ascii fonts can be
extremely useful in sprucing up a display. They are excellent for
title bars, or whatever you desire. Upon choosing an Ascii font, the
word "FONT" will appear in the status line.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
Files Global Options Screen FONTS Animation Color Toggles Help
ZDDDDDDDDDDDDDDDDDDDDD?
3 { Standard Font 3
3 outline Type 3
3DDDDDDDDDDDDDDDDDDDDD3
3 A: Outline * 3
3 B: BigOutline * 3
3 C: ThickOutline 3
3 D: Medium 3
3 E: Rounded 3
3 F: Raster 3
@DDDDDDDDDDDDDDDDDDDDDY
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
STANDARD FONT:
The standard font is the normal text lettering associated with each
key. This is the default setting upon loading TheDraw. The standard
font is used for lettering seen in the help screens, the pulldown menu
bar, status line, etc...
OUTLINE TYPE - Choose a Font Outline:
The outline type option is only available when an outline formatted
font is selected. These are indicated with an asterisk ("*")
appearing after the font description. Outline formatted fonts are
special in that they can appear in different styles. There are 17
various styles to choose from. Some examples are:
ZDDDDD? ZDDDDD7 [_____[
3 3 3 : [ [
3 3 3 : [ [
3 3 3 : [ [
@DDDDDY TMMMMM< _______
TheDraw v4.51 Pull Down Menu System 63
FONT SELECTION:
Remaining options in the fonts submenu select specific fonts. TheDraw
supports the entire visible Ascii character set (#33 to #126). ie:
!"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNO
PQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
Extended function key symbols are not currently supported. To enter a
given symbol to the edit screen, simply press the corresponding key.
ie: for a letter "A", type the "A" key. The symbol will appear fully
in the current color attributes.
Not all symbols are necessarily available in all fonts. Some fonts
may only provide the alphabet and numbers. TheDraw beeps if a wanted
symbol is not available. The original fonts distributed with TheDraw
do not contain any omissions.
Once a font has been selected, the word "FONT" replaces the "Text"
indicator on the status line as a reminder. In addition, once you
start typing symbols the cursor becomes a full block. So long as the
full block cursor is shown, you can use the BackSpace key to correct
mistakes on the fly. Press ALT-R (Restore/Undo) to remove any
undesired key sequences completely.
The ANIMATION Menu
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Provides various facilities for working with the TheDraw animation
system. Options allow the display and editing of the animation
sequence. The registered version of TheDraw adds Limiting and
animation markers (as shown below). Note this menu is only available
when TheDraw is actually in animation mode - otherwise it is disabled.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
Files Global Options Screen foNts ANIMATION Color Toggles Help
ZDDDDDDDDDDDDDDDDDDDDDDDDDDD?
3 Screen Redraw Alt-Q 3
3 Change Character Alt-W 3
3 Erase Character Alt-Z 3
3DDDDDDDDDDDDDDDDDDDDDDDDDDD3
3 Include Files Alt-G,I 3
3 Limiting Alt-G,L 3
3 marKer Alt-G,K 3
3 Movement Storage Alt-G,M 3
3 Rescan Animation Alt-G,R 3
3 Pause Animation Alt-G,P 3
@DDDDDDDDDDDDDDDDDDDDDDDDDDDY
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
TheDraw v4.51 Pull Down Menu System 64
SCREEN REDRAW - Display the Entire Animation Sequence (ALT-Q)
Display the animation sequence as entered. The command is useful
for seeing how your work is progressing. The speed of the redraw
may be controlled by specifying a number between 0 (fastest) and
255 (slowest).
CHANGE CHARACTER - Edit a Character in Animation Sequence (ALT-W)
Allows the editing of a mistyped animation entry. Animation mode
differs from the normal edit mode in that simply overtyping a
character does not replace it. In animation mode, both entries are
remembered - the incorrect character, plus the wanted one. This
command can changes entries without adding unwanted new ones.
ERASE CHARACTER - Delete a Character from Animation Sequence (ALT-Z)
Deletes characters from the animation sequence. As stated above in
the CHANGE CHARACTER option, a character is not replaced or deleted
in animation mode by overtyping. To erase something this command
must be used. Only the top-most character (the one currently
visible) is removed; anything under it is left intact.
INCLUDE FILES - Ansi/Ascii Include Files (ALT-J,Include)
Allows text files created by programs other than TheDraw to be
inserted into Animation sequences. Particularly useful for Ansi
Music, BBS control codes, and often used sequences.
LIMITING - Animation Sequence Editing (ALT-J,Limit) - Registered
Limiting gives total control over the animation sequence, making
changes anywhere trivial. Normally all changes and additions are
done on the end of the animation sequence. By using limiting, you
can move the edit point to anywhere within the sequence.
Once the limit point has been set, TheDraw operates only up to that
point. All deletions, additions and correcting are done where the
limit is specified. Everything in the sequence above the limit is
protected, temporarily out of the way.
MARKER - Animation Markers (ALT-J,marKer) - Registered
Markers are used to "mark" or "tag" different places in the
animation sequence for later reference. Once set, markers can be
used for quickly changing the animation limit position (see above)
and viewing specific portions of the animation sequence.
TheDraw v4.51 Pull Down Menu System 65
MOVEMENT STORAGE - Cursor Movement Storage (ALT-J,Movement)
Controls whether or not cursor movement is stored in the animation
sequence. Normally only characters specifically typed are
recorded. With this option turned on however, movements of the
cursor are also saved (for example, using the mouse or arrow keys).
RESCAN ANIMATION - Animation Screen Rescanning (ALT-J,Rescan)
Creates a new animation sequence using the current screen image.
Any previous animation is lost (unless in animation limiting mode).
PAUSE ANIMATION - Animation Pausing (ALT-J,Pause)
Inserts either a keyboard or timed pause into the animation
sequence. Gives the opportunity to sit and reflect upon a certain
presentation. Note these pauses are truly functional only within
TheDraw or THEPP (The Presentation Program). In Ansi files, timed
pauses cannot be accurately saved. Keyboard pauses are flatly not
possible with standard Ansi.
The COLOR Menu
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Use this menu to select edit colors. Available options set the normal
edit foreground and background color, the default background color
used for erasing areas, and "picking up" colors currently used under
the cursor.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
Files Global Options Screen foNts Animation COLOR Toggles Help
ZDDDDDDDDDDDDDDDDDDDDD?
3 Fore/Back Alt-A 3
3 Default Alt-D 3
3 Under Cursor Alt-U 3
@DDDDDDDDDDDDDDDDDDDDDY
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
FORE/BACK - Change New Character Fore/Background Color (ALT-A)
Displays a screen showing available colors. Simply select wanted
color using mouse, arrow keys, or directly typing the number. See
also CTRL-UP/DOWN.
TheDraw v4.51 Pull Down Menu System 66
DEFAULT - Change Default Erase Background Color (ALT-D)
Similar to above, except changes default color. This is used
whenever TheDraw must erase an area, or otherwise deal with a
"void" created by some operation.
UNDER CURSOR - Use Colors Currently Under Cursor (ALT-U)
Changes new character fore/background color attributes to those
under the edit cursor. Very useful for making quick updates and
fixes.
The TOGGLES Menu
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The Toggles menu contains settings for controlling how TheDraw works.
The settings affect things like line draw or sprite mode, animation
mode toggling, character insert mode, and full screen editing.
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Files Global Options Screen foNts Animation Color TOGGLES Help
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3 Draw Mode Alt-M 3
3 Color Draw Alt-- 3
3 Sprite Mode Alt-E,T 3
3 Animation Mode Alt-J 3
3 Insert Mode Ins 3
3 Full Screen Ctrl-PrtSc 3
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DRAW MODE - Line Draw Mode Toggle (ALT-M)
Turns on/off line drawing mode. Line drawing is accomplished using
characters from function key sets 1 to 4. In this mode, moving the
cursor draws a line. Useful for creating abstract shapes quickly
and easily.
COLOR DRAW - Color Draw Mode Toggle (ALT--)
Turns on/off color attribute drawing mode. Color drawing involves
simply changing characters to the current colors. A manual way of
easily painting an area a given color.
TheDraw v4.51 Pull Down Menu System 67
SPRITE MODE - Sprite Editing Toggle (ALT-E,Toggle)
Turns on/off TheDraw Sprite Editing Mode. Please refer to ALT-E
for discussion about this mode.
ANIMATION MODE - Animation Mode Toggle (ALT-J)
Changes TheDraw from Normal to Animation mode and visa versa. When
going from Normal to Animation mode, a list of available screen
scanners are presented. Refer to ALT-J for more details.
INSERT MODE - Character Insert Mode Toggle (INS)
Turns on/off character insert mode. In insert mode, typing
something bumps everything to the right to make room for the new
character.
FULL SCREEN - Full Screen Editing Toggle (CTRL-PRTSC)
Toggles using the entire screen for editing. In full screen edit
mode, the status line along with all indicators disappear. This
makes the full 80 by 25 screen available for editing.
TheDraw v4.51 Pull Down Menu System 68
THEDRAW KEYBOARD COMMANDS
ALT-A: CHANGE TEXT COLOR ATTRIBUTES
This function allows you to change the current color attributes used
by TheDraw. These attributes "color" any new characters placed on the
screen. When you press ALT-A, the screen will change to a display of
the available and currently selected colors.
The lower portion of the screen contains two prompts:
Please Select Foreground Color (0-31):
Please Select Background Color (0-7):
The cursor will be flashing immediately after the first prompt. You
can now change the current foreground color via the Up/Down arrow keys
or by directly typing the number associated with a foreground color
(see table below). Mouse users can position the mouse on the wanted
color then press a button.
0 Black 8 Dark Gray
1 Blue 9 Light Blue
2 Green 10 Light Green
3 Cyan 11 Light Cyan
4 Red 12 Light Red
5 Magenta 13 Light Magenta
6 Brown 14 Yellow
7 Light Gray 15 White
Characters can be made to blink by selecting colors from the range 16
through 31. These match the above exactly, except they blink.
After changing the foreground color (or leaving it alone) you can
either proceed to the background colors by pressing [ENTER] or press
[ESC] to return to the edit screen. The background color is selected
in a fashion similar to the above. Allowed values are the first eight
(0 through 7) colors. There are no background colors available that
allow background blinking.
Pressing either [ENTER] or [ESC] at this point will return to the edit
screen.
Notes: It is possible to change the colors without using ALT-A.
Please see the Ctrl-<Arrow Key> commands for more details
(ie: Ctrl-<Up Arrow>, Ctrl-<Left Arrow>, etc...)
Monochrome screen users will find background colors generally
useless except when set to light gray (7) while using a black
foreground color of 0 or 16 (blinking black).
TheDraw v4.51 TheDraw Command Functions 69
ALT-B: BLOCK ACTION COMMANDS
The Block Action Commands provide many facilities for editing the
current screen and making extensive changes. The following options
are available:
o Move or Copy blocks of text.
o Fill in areas with characters, colors or both.
o Perform left, right or center text justification.
o Draw boxes or outline text with lines quickly and easily.
o Delete or simply Erase blocks of text.
o Load a block of screen area from a file on disk.
o Save just a piece of the current screen to disk.
o Rescan an area into animation sequence (animation mode only).
The Block Action Commands in TheDraw are one of the more useful tools
available. After pressing ALT-B, you will see the following prompt:
Use [L]ast block or move to Upper-Left corner and press [SPACE].
Press [L] to use the last block specified. Otherwise define a new
block by indicating the upper-left and lower-right corners. Use the
arrow keys, PgUp, PgDn, Home or End keys on the keyboard to move the
cursor to the wanted locations, then press [SPACE] after you reach
each point.
The current block is highlighted (colors inverted) to make it obvious.
Once you define the upper-left corner of the block, moving above or to
the left of it will not invert any text. TheDraw will stop the block
marking if you press [SPACE] under this situation.
Upon pressing [SPACE] the second time (with an inverted block) you
will see the available block option commands. The items on the menu,
and their significance are described on the following pages.
-----
Mouse users may mark a block by pressing and holding the LEFT mouse
button, moving the mouse to wanted block size, and releasing the
button. Block option commands as described below will then appear.
TheDraw v4.51 TheDraw Command Functions 70
COPY - Copy a Block
Copies the marked block. Use mouse or normal cursor movement keys,
such as the arrow keys, Tab, PgUp, PgDn, Home or End to move the
block copy around. Available sub-commands are:
pagE - Change to a different page layer screen. With this
option you can choose to stamp (see below) copies of
the block on other layers. A small window appears
with a prompt for the new page layer. Enter a
number or press [ESC] to abort.
Toggle - Toggles between single layer and sprite editing
modes (see ALT-E for discussion on sprite editing).
In sprite mode, any text on a higher numbered page
layer will appear "under" text on the current page.
Stamp - Makes a copy of the current block at the current
position. Additional copies can be made as many
times as wished.
Under - Toggles between moving the block "above" or "under"
the current page layer. The block copy starts in
above mode. In above mode the entire block is
visible, no matter where it is moved. In under
mode, the block appears UNDER any other text on the
current page layer. It will only show through the
black spaces on the current layer.
Note: Under mode also allows an interesting
effect. If you are sprite editing (see
ALT-E command) the block will appear to
move -between- the current layer and those
below it.
[ENTER] Saves all changes made to all layers.
[ESC] Aborts and removes all changes made to all layers.
MOVE - Move a Block
Moving a block operates identically to copying a block (see above).
The only difference is the block is "cut" out from the current
screen, leaving a hole behind. This hole is filled with spaces and
the current default background color (see ALT-D regarding the
default background color). All sub-commands are identical to the
block copy described above. Under animation, the exact pattern of
a the shifted animation sequence is relocated.
TheDraw v4.51 TheDraw Command Functions 71
FILL - Fill a Block
Fills the marked block based on a specified sub-command. The
available options are listed below:
Attribute - Changes both foreground and background color
attributes to current values shown in status
line.
Fore - Changes just the foreground color attributes to
current values shown in status line.
bacK - Changes just the background color attributes to
current values shown in status line.
Use - Changes both foreground and background color
attributes to those under the CURSOR when you
first pressed ALT-B. This is not the upper-left
block corner, but the position on the screen the
cursor was sitting when block commands were
first selected.
Character - Prompts for a keyboard character or special
function set symbol (see ALT-F command). Solid
spaces can be used by pressing Shift-Space. The
block is then overwritten using whatever was
selected. The color attributes at a given spot
are not changed, just the character there.
Both - Combines both the Attribute and Character fill
operations described above. A character is
prompted for, then everything in the block is
overwritten using that character with the current
color attributes from the status line.
These commands offer much flexibility; however, nothing will
satisfy everyone. For this reason, the "last block" option was
added. To perform multiple fill operations on a given block is now
done quickly and easily.
----
Note: In animation mode, the Attribute, Fore, bacK, and Use options
actually change characters in the animation sequence (no new
characters are added). Use of the Character or Both option
in Animator mode however WILL add additional characters to
the animation sequence.
TheDraw v4.51 TheDraw Command Functions 72
TEXT - Block Text Operations
Performs various text operations on the specified block. Available
sub-commands are:
Box - Draws a box using the current function set. The
box border is defined by the edges of the block
area. The contents of the box are left unchanged,
however anything where the box lines are actually
drawn will be overwritten.
Outline - Operates similar to the Box command, except the
contents of the block are examined first. The box
border will be adjusted to just accommodate all
words either fully or partially contained by the
block area.
For instance, assume just one character in the
center of the edit screen. You then mark the
entire screen as a block, and select text outline.
The result would only be a small box around the
character.
Going the other way, if you block marked just the
center letter of a long word (with no spaces) the
block edges would expand to accommodate the entire
word. Note: the expansion is only done for words
INITIALLY part of the block. Any words the block
expansion happens to go over are ignored, and are
not considered by Text Outline.
Center - Text contained or partially contained by the block
is centered. The way this is done is similar to
the text Outline described above. Each line of
characters considered is expanded to just enclose
all words. The string of words is then centered on
the position of the block.
Left - Text contained or partially contained is moved to
the left edge of the block. Block expansion is
used so words are not split apart.
Right - Identical to Left except contained or partially
contained text is moved to the right edge of the
block.
These commands are useful making menu displays, short memos,
letters, etc...
TheDraw v4.51 TheDraw Command Functions 73
DELETE - Delete a Block
This command is fairly intuitive. The block is completely removed.
Anything on the edit screen to the right of the block is shift over
to fill in the space. The area previously occupied by the shifted
text is erased using spaces and the default background color (see
the ALT-D).
ERASE - Erase a Block
Erases the block, without changing anything other portion of the
edit screen. The block is erased using spaces and the default
background color (see ALT-D).
REPLACE - Block Character/Color Replace
Performs character and/or color attribute replacement on block
based on specified sub-command. The pattern is whatever was under
the cursor when ALT-G was selected. The available options are
shown below (these are similar to the Fill options):
Attribute - Searches both foreground and background color
attributes, then replaces all matches with
current values shown on status line.
Fore - Searches and replaces just the foreground color
attributes with current value.
bacK - Searches and replaces just the background color
attributes with current value.
Character - Prompts for a keyboard character or special
function set symbol (see ALT-F command). Solid
spaces can be used by pressing Shift-Space.
The block is then searched and all characters
matching the pattern are replaced with the new
selection. Color attributes at any position
are not changed, just character values.
Both - Combines both the Attribute and Character
operations described above. A replacement
character is prompted for, then everything on
the screen matching the pattern (both character
and fore/back attributes) is replaced with the
character and current colors.
TheDraw v4.51 TheDraw Command Functions 74
The following commands are available only in normal (non-animation)
screen edit mode:
LOAD - Load a Block
Imports a block of data from another screen saved on disk. You are
first prompted for the import filespec (see ALT-L for details on
loading files).
The import image is then loaded onto the screen, and an inverted
area of the defined block size appears. Move this inverted area
using arrow keys, PgUp, PgDn, Home or End to the wanted portion.
Press [ENTER] to save a copy of the inverted area in the original
edit screen. The rest of the import image is discarded.
SAVE - Save a Block
Operates almost identically to the normal save screen command (see
ALT-S for information on saving edit screens). The difference
being the save is restricted to the defined block.
The following command is available only in animation edit mode:
RESCAN - Rescan a Block
Operates just like the ALT-J animator rescan option, except only
the marked block is rescanned. The marked block area is first
erased from the animation sequence, then the block is rescanned and
added onto the end of sequence.
ALT-C: CLEAR CURRENT SCREEN
The operation of this command should be apparent. Once selected, the
following prompt appears:
Do you want to CLEAR this Page or All Page Layers? (Yes/No/All)
Selecting [Y]es or pressing [ENTER] will clear the current page layer
and nothing else. Selecting [N]o or pressing [ESC] will abort the
command. Selecting [A]ll will clear ALL page layers. You are
prompted to verify this request before continuing. Useful if you want
a completely clean slate.
The clearing of a given page layer is done by using spaces and the
default background color (see ALT-D). The clear screen can be
reversed using the Restore/Undo command (see ALT-R).
TheDraw v4.51 TheDraw Command Functions 75
ALT-D: SET DEFAULT BACKGROUND COLOR
The default background color is used whenever TheDraw must erase a
portion of the screen. Examples of commands where this is used are:
o Clear Current Screen.
o Block Delete, Erase, and Move.
o Text Operations which move words.
o Use of the Backspace or Delete keys to remove characters.
o Inserting or Deleting of lines or columns.
All these commands "clear" an area of the screen in one way or
another. TheDraw does this using spaces and the default background
color specified.
When you select ALT-D, the screen changes to a display of available
colors and the current default background color. In the lower portion
of the screen is the prompt:
Please Select Background Color (0-7):
The cursor will be flashing after this prompt. Select the wanted
default background color via the Up/Down arrow keys or by directly
entering the number associated with a color (see ALT-A for available
colors). Mouse users simply position the mouse on the wanted color
and press a button.
Press [ENTER] or [ESC] to return to the edit screen.
ALT-E: CHANGE PAGE LAYER/TOGGLE SPRITES
The change page layer command allows you to select a different page
layer for editing. Up to eight simultaneous layers can be used at
once, in either normal or animation modes. With this facility, you
can load several images, copy/exchange parts and do much more.
After pressing ALT-E, the following prompt appears:
Display Page Layer (1-8), Toggle Single/Layers, or [ESC]?
The number of available layers (8 here) will vary depending on how
TheDraw has been configured. To select a different page layer, simply
press the number. The second option, [T]oggle Single/Layers, is to
toggle the sprite editing facility of TheDraw. Sprite mode is
indicated by the word "Page" or "Anim" appearing in capital letters
on the status line (ie: PAGE).
TheDraw v4.51 TheDraw Command Functions 76
Sprite editing allows you to see everything "underneath" the current
page layer. Imagine several sheets of glass, stacked on top of one
another. If you look down from the top-most sheet, you can see
anything placed on a piece of glass lower down.
The sprite editing mode of TheDraw is akin to the layers of glass
described above. In this case, layer one is the top-most sheet of
glass. Page layer eight (8) is the bottom-most sheet of glass. ie:
ZDDDDDDDD?
.3 . 3
. 3 . 3 Bottom-Most Layer
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3 3 333 .
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Naturally, an object or character closer to the top will cover
anything under it. In TheDraw, anything other than a non-solid black
space will conceal the contents of a lower layer (see SHIFT-SPACE for
information on solid spaces).
Another useful feature about sprite editing is only the current page
layer may be changed. Nothing you do will alter a layer below (short
of clearing all layers), even though you can see its contents. The
current layer can be globally moved, have lines inserted or deleted,
etc... Anything lower down is protected unless you specifically
change to that page layer for editing.
The question than now comes to mind is: What can be done with it?
Imagine you have a screen made of several distinct parts, say a
backdrop with figures on it. Now a figure must be moved to make room
for something else. Unless "block" shaped, the block move command
(ALT-B) is tedious to use. For something tree shaped, an easier way
is desired.
Using sprite editing each figure could have its own layer, with the
backdrop placed on the bottom-most page. To move a figure, you
merely switch to its layer and use the global screen move command
(ALT-G,M). Nothing could be simpler. To see the result of your
change, switch back to the top-most layer.
Menu making is made easier with sprites also. Put together the basic
outline (lines, boxes, etc...) on one page layer, then switch to one
higher up for the text. If you do not like the initial text, erasing
it will not harm the outline. There are endless more possibilities
waiting to be discovered.
TheDraw v4.51 TheDraw Command Functions 77
ALT-F: VIEW FUNCTION KEY SETS
This command presents a display of the 150 special extended characters
supported by TheDraw. These characters are stored in fifteen separate
"function key sets". The current set is displayed on the TheDraw
status line.
Selecting function key sets within this display is done using the
Up/Down arrow keys or using the mouse. Press [ENTER] or click the
mouse button when satisfied.
The actual characters are accessed using the function keys by
themselves. If function key set 7 was selected, pressing [F2] would
display the second character in that set (a smiley face).
----
An alternate means for selecting function key sets is available from
the normal edit screen. To use function key sets 1 to 10, press ALT
followed by a function key 1 to 10. To use function key sets 11 to
15, press CTRL followed by a function key 1 to 5. ie:
ALT-F7 will select function key set 7
CTRL-F4 will select function key set 14
Note: Appendix C contains a list of all special characters
supported by the IBM-PC extended character set in numeric
order. To access these characters -without- using the
function key sets, press and hold down the ALT key. Now
using the numeric keypad on the side of the keyboard, type in
the number associated with the wanted character. Once done,
release the ALT key. The character will then appear. ie:
press and hold ALT. Now type 65 on the numeric keypad, and
release ALT. The letter "A" will appear.
ALT-G: GLOBAL COMMANDS
The global commands offer many facilities for doing "global" changes
to the entire screen. All of these commands could be duplicated with
block operations; they exist for convenience. The following
selections are available:
o Copy the current screen to another page layer.
o Move/Rotate the current screen around its borders.
o Globally fill the screen with colors and/or characters.
o Perform text operations globally on the screen.
o Globally replace a character or color with something else.
After pressing ALT-G the available commands are listed. The menu
items are described on the following pages.
TheDraw v4.51 TheDraw Command Functions 78
COPY - Copy Screen
The command first prompts for the destination page. The current
screen is then copied to the specified page layer.
In animation mode, this deletes everything on the destination
layer. The current screen is then copied item by item to it.
MOVE - Move/Rotate Screen
Moves the entire screen around its borders. Use the arrows keys to
rotate the screen. Press [ENTER] when satisfied or [ESC] to leave
the screen as it was. ie: moving the screen upwards will "rotate"
the line at the top of the screen down to the bottom of the screen.
FILL - Fill Screen
Fills the entire screen based on a specified sub-command. The
available options are listed below (these are identical to the
block fill commands):
Attribute - Changes both foreground and background color
attributes to current values shown in status
line.
Fore - Changes just the foreground color attributes to
current values shown in status line.
bacK - Changes just the background color attributes to
current values shown in status line.
Use - Changes both foreground and background color
attributes to those under the CURSOR when you
first pressed ALT-G. This is the position on the
screen the cursor was sitting when global
commands were selected.
Character - Prompts for a keyboard character or special
function set symbol (see ALT-F command). Solid
spaces can be used by pressing Shift-Space. The
screen is then overwritten using whatever was
selected. The color attributes at any given
position are not changed, just the character at
that position.
TheDraw v4.51 TheDraw Command Functions 79
Both - Combines both the Attribute and Character fill
operations described above. A character is
prompted for, then everything on the screen is
overwritten using that character with the current
color attributes from the status line.
In animation mode, the Attribute, Fore, bacK, and Use options only
alter characters already in the animation sequence (no additional
characters are added). The Character or Both options however WILL
add additional characters to the animation sequence.
TEXT - Global Text Operations
Performs various text operations on the screen. Available sub-
commands are:
Box - Draws a box using the current function set. The
box border will be the defined by the edges of the
screen. The inside of the box is left unchanged,
however anything where the box lines are actually
drawn will be overwritten.
Outline - Operates similar to the Box command, however the
contents of the block are examined first. The box
border will be adjusted to just accommodate all
words contained by the screen.
For instance, assume you just had one character in
the center of the edit screen. The result of using
global text outline would only be a small box
around the character.
Center - Text in the screen is centered. The way this is
done is similar to the text Outline described
above. Each line of characters considered is
reduced to just enclose all words. The string of
words is then centered in the screen.
Left - Text is moved to the left edge of the screen.
Right - Identical to Left except text is moved to the right
edge of the screen.
TheDraw v4.51 TheDraw Command Functions 80
REPLACE - Global Character/Color Replace
Performs character and/or color attribute replacement on entire
screen based on specified sub-command. The pattern is whatever was
under the cursor when ALT-G was selected. The available options
are shown below (these are similar to the Fill options):
Attribute - Searches both foreground and background color
attributes, then replaces all matches with
current values shown on status line.
Fore - Searches and replaces just the foreground color
attributes with current value.
bacK - Searches and replaces just the background color
attributes with current value.
Character - Prompts for a keyboard character or special
function set symbol (see ALT-F command). Solid
spaces can be used by pressing Shift-Space.
The screen is then searched and all characters
matching the pattern are replaced with the new
selection. Color attributes at any position
are not changed, just character values.
Both - Combines both the Attribute and Character
operations described above. A replacement
character is prompted for, then everything on
the screen matching the pattern (both character
and fore/back attributes) is replaced with the
character and current colors.
These commands operate similar to the block action text commands.
ALT-H: DISPLAY HELP INFORMATION
The help screens provide a quick reminder for the various commands
supported by TheDraw. The three screens briefly describe most
available functions.
The registered version of TheDraw supports context sensitive pop-up
help for the ENTIRE program. Typing ALT-H at any position will
display specific help on what you are doing. Try it, you'll like it!
TheDraw v4.51 TheDraw Command Functions 81
ALT-I: INSERT A LINE
Inserts a blank horizontal line at the current position. The current
line and all those below it are shifted down. The bottom line is
lost. The blank line is filled with spaces colored using the default
background color. This command can be reversed using the Restore/Undo
command (ALT-R).
ALT-J: ANIMATOR OPTIONS
The Animator Options command operates differently depending on which
mode you are currently in (normal or animator).
ALT-J FROM NORMAL/STATIC MODE
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When in normal mode, selecting ALT-J will put TheDraw into animation
mode. To convert the existing normal screen images (static images) to
animation entries, a scan "method" or pattern must be specified. The
particular pattern used tells TheDraw how to read your static images
for display. Scan patterns can be altered using two adjustment
toggles. These are:
REVERSE Reverse entire scan pattern. Last character scanned
becomes the first displayed in the animation sequence.
FLIP Vertically exchanges scanning of the screen scan top to
bottom. For example the TOP scanner below scan across
the screen (left to right) starting on the bottom line,
moving upwards.
There are fourteen different generic scan methods/patterns are
available. By combining these with the above adjust toggles, over 50
patterns are possible:
TOP - Scan Top to Bottom
The static page layers are scanned from their upper-left to lower-
right corners. The scan goes across the screen (left to right).
The next line down is then scanned, and so on.
LEFT - Scan Left to Right
Similar to TOP, except the scan goes down the screen (top to
bottom). The next column over is then scanned, and so on.
TheDraw v4.51 TheDraw Command Functions 82
CLOCK - Clock Arm Scan
Scans in clockwise direction from center of screen to border edge
around screen. Appears somewhat like a growing pie-slice.
CIRCLES - Circular Ring Scan
Scans image in ever growing circles from center of screen outward.
ie: small circle, then slightly larger encompassing circle, then
slightly larger again, etc...
CHECKERBOARD - Checkerboard Effect Scan
Scans alternating squares on first pass creating a checkerboard
appearance, then fills in all the gaps on the second pass.
ANGLE - Angle Scan
Scans each static page layer from upper-left to lower-right
corners, using a backward angle approach. ie: scan character then
move down to next line and backup one position.
AAAAAAAAAA
BBBBBBBBB
CCCCCCCC
DDDDDDD
etc...
GATE - Gated Scan
Alternating lines scan from opposite sides of the screen forwards
and backwards going across. The first line will scan left to
right going across the screen. The second line scans right to left
across the screen. The third line scans as the first, etc... All
lines are processed at once, so the screen appears "gated".
PYRAMID - Pyramid Scan
Scans in a "pyramid" shape, starting from bottom center of screen.
.
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tDCBCD.
eDCBABCD.
TheDraw v4.51 TheDraw Command Functions 83
SQUARES - Squares or Spiral Scan
Scans static screen images using squares. The border of the screen
is first scanned (progressing clockwise). The next smaller square
is then scanned, and so. Produces a spiral effect.
SCRAMBLE - Random Scramble Scan
Each static page layer is scanned in a completely random order.
DOOR - Closing Door Scan
Screen is scanned from top to bottom, on both sides of screen at
once. Gives the impression of doors closing on the user.
DIAMOND - Growing Diamond Scan
Scans image using ever growing diamond shapes from center of screen
outward. Mildly similar to the circle scan in operation.
WIGGLE - Wiggle Scan
Similar to GATE, except only one line is processed at a time.
Produces a snaking line appearance starting from the top of the
screen. Scan first goes across screen, then returns on next. The
cycle is then repeated.
WIGGLEOUT - Wiggle Out Scan
Starts in center of screen with wiggle operation going both up and
down at once.
Once the animation scan is completed, the screen is cleared and
redrawn. At this point TheDraw will operate normally, except all
entries are sequenced by the animation system. Please refer to the
section "The Animation System" for more details on its use.
If you have ideas for more animation scanners, please send them!
TheDraw v4.51 TheDraw Command Functions 84
ALT-J FROM ANIMATOR MODE
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Once in animator mode, selecting ALT-J presents several facilities for
managing the animation system. The following commands are available:
o Specify Animation Include Files
o Specify User Control Sequences
o Toggle storing of cursor movements
o Convert animation screens to normal mode static screen images
o Rescan current animation screen
o Enter a pause into the animation sequence
The registered version of TheDraw also supports:
o Animation Position Editing (Sequence Limiting)
o Specify Animation Markers
INCLUDE - Specify Animation Include File
When creating an ANSI file, TheDraw allows you to "include" text
from other files in the new one being created. Ten different files
can be included at various points in the sequence. These are
useful for the so called "Ansi Music" sequences, frequently used
images, complex BBS control code sequences (for systems such as
WildCat), etc... The animation USER-SEQ function following might
be more suitable for the latter task however.
When TheDraw includes another file, its contents are copied into
the new output file TheDraw is making. Once the output Ansi file
is created, the include file is not needed again. The include file
need only be present when TheDraw is actually copying text from it.
Include files are only accessed when TheDraw is saving a file.
They are ignored by ALT-Q. If you wish to see what everything
looks like before saving, use the View option described below.
Upon choosing the INCLUDE option, a window will appear on the
screen. All currently defined include files will be listed, along
with their positions in the animation sequence. The following sub-
commands are available:
SET - Sets an include file at the current animation position.
In the shareware version of TheDraw, this will always be
the end of the current animation sequence.
In the registered version, this is the current animation
limit position. This allows include files to be easily
specified "after the fact", anywhere in the animation
sequence (see Limit below).
TheDraw v4.51 TheDraw Command Functions 85
CLEAR - Erases the include file entry you specify. No verify is
done before the entry is deleted, so be warned.
VIEW - Displays the entire animation sequence, with all
specified include files. Very useful for testing the
appearance of things.
Press [ESC] once when done editing the include files. All changes
are saved.
ANSI MUSIC WITH INCLUDE FILES:
Animation include files are especially useful for including so
called "Ansi Music" sequences into a TheDraw image. Ansi Music is
not part of the standard Ansi driver. It is an extension found in
certain modem communication programs (such as Qmodem). Please note
that TheDraw cannot generate Ansi Music source sequences. The code
format of Ansi Music is as follows:
<esc>[MF<music control codes><ctrl-N>
3 3
ascii 27 ascii 14
The section <music control codes> is a string of music descriptors
identical to those used in the Basic PLAY command. Refer to a
Basic language reference manual for further information.
USER_SEQ - Specify Animation User Control Sequence
Allows you to insert your own short control code sequences directly
into the Ansi file output TheDraw generates. Extremely useful for
BBS control codes (ie: for user names and such), or inserting
special extra Ansi codes into the animation (ie: clearing the
display midstream, or causing an image to scroll). User Sequences
are only referred to when TheDraw saves a file, and are not used
when redrawing (see ALT-Q).
Upon choosing the USER_SEQ option, a window will appear on the
screen. All currently defined user control sequences will be
listed, along with their positions in the animation sequence.
TheDraw v4.51 TheDraw Command Functions 86
The following sub-commands are available:
SET - Sets a user sequence at the current animation position.
In the shareware version of TheDraw, this will always be
the end of the current animation sequence. In the
registered version, this is the current animation limit
position. This allows control codes to be easily
specified after a screen has been made, anywhere during
the display of the animation sequence (see Limit below).
You are prompted for the user sequence to modify. Next
the sequence must be typed in. For Ansi escape sequence
press the escape key (appears as "^["), an open square
bracket, followed by the necessary command codes. ie:
<esc>[2J (will clear the screen)
CLEAR - Removes the user sequence entry you specify. No verify
is done before the entry is deleted, so be warned.
VIEW - Displays the animation sequence, up to the position
where the specified user sequence is to be output.
Useful for jogging your memory.
LIMIT - Specify Animation Limit (registered version only)
The animation limit facility of TheDraw provides for a powerful
animation editing system. You can easily correct mistakes, insert,
delete or do anything else in the MIDDLE of any animation sequence.
To use limiting, you tell TheDraw where to stop displaying the
animation sequence. For example, assume you had a sequence with
5000 entries. You could limit it to 2000, correct a spelling
mistake, then quickly reset the limit back to 5000. With limiting
turned on TheDraw operates as always, except everything above the
animation limit is temporarily held out of the way.
Upon choosing the LIMIT option, you can specify the animation limit
position by means of the following keys:
Up/Down Arrows Advance/Backup limit by one position.
PgUp/PgDn Advance/Backup limit by 100 positions.
Home Go to start of sequence (position = 0).
End Go to end of sequence (all entries).
TheDraw v4.51 TheDraw Command Functions 87
marKer Move to the position of an animation marker.
Selecting this command displays a window of all
currently set animation markers. After
choosing a marker, the animation limit moves to
the position of the marker. Assuming you have
set markers in strategic places, this allows
you to quickly bounce around an animation
sequence looking for a particular spot.
Press [ENTER] to save the new animation limit. Pressing [ESC]
leaves the original animation limit position unchanged.
MARKER - Specify Animation Markers (registered version only)
Markers are used to "mark" different places in the animation
sequence for later reference. Once set, markers can be used for
changing the animation limit position (see above) and viewing just
portions of the animation sequence. They can be useful in
locating things forgotten or set aside until later, editing images
a page at a time, etc...
Upon choosing the MARKER option, a window will appear on the
screen. All currently defined markers are listed, along with their
position in the animation sequence. The following sub-commands
are available:
SET - Sets a marker at the current animation limit position.
This allows markers to be easily specified anywhere in
the animation sequence. You are first be prompted for
which marker to change. If the marker is already set,
it will be erased before continuing. After you specify
a marker, you can then enter a comment (32 characters).
CLEAR - Erases the marker you specify. No verify is done before
the entry is deleted, so be warned.
VIEW - Displays the animation sequence, up to a specified
marker. Useful for reminding yourself of what happens
early in a 16000 entry animation sequence.
Press [ESC] once done editing markers. All changes are saved.
TheDraw v4.51 TheDraw Command Functions 88
MOVEMENT - Toggle Storage of Cursor Movements
Toggles whether or not TheDraw stores actual movements of the
cursor. Normally only typed characters are recorded; however, if
the cursor movement toggle is on all movements of the cursor are
also stored. Cursor movements are being stored whenever the ANIM
symbol in the status line is flashing. If you are still in doubt,
watch the animation entry count. It will increase every time you
move the cursor.
NORMAL - Convert to Normal Edit Mode.
Converts what appears on the screen to normal mode images. All
animation is erased after executing this command. You are first
prompted to verify this before continuing.
In the registered version, anything not displayed because of
animation limiting is lost. Only what appears exactly on the
screen when you select this command is converted to normal mode
images.
RESCAN - Rescan the Screens
Selecting this command prompts for an animation scan method as
described above in the ALT-J FROM NORMAL MODE section. Everything
in the animation sequence is first erased, then the images on the
screens are rescanned.
In the registered version, any animation sequence not displayed
because of animation limiting is NOT lost. It will still be
available after this operation is done. This differs from the
above suboption and permits rebuilding something which did not cut
it the first time.
PAUSE - Animation Pausing
Allows for the putting of pauses into the animation sequence.
TheDraw can wait for either a key press or a specified number of
seconds. There is no limit on pauses and they may occur anywhere
in the animation sequence. This can be very useful in
presentations.
After selecting PAUSE, the following sub-commands are available:
TIME_PAUSE Creates a pause for a specified number of
seconds (the pause can be aborted by pressing
any key when actually displayed). You are
prompted for the number of seconds to delay.
TheDraw v4.51 TheDraw Command Functions 89
KEY_ONLY_PAUSE Creates a pause for a key to be pressed.
CLEAR Erases pauses from the animation sequence.
TheDraw searches backwards from the current
animation position for a Pause. If one is
found, you can DELETE, VIEW up to this pause,
or scan for the NEXT pause before this one.
Press [ESC] to abort clearing a pause.
Pauses are observed whenever you redraw the animation sequence with
ALT-Q. When you save an ANSI file, it is not possible to produce
the exact pause equivalent (pauses for a key are impossible). For
this reason, a small separate presentation program (THEPP) is
included with registered copies of TheDraw. This program
duplicates the operation of the ALT-Q command, and uses THEDRAW
format data files. See section entitled "The Presentation Program"
for information on using THEPP.
ALT-K: DELETE A FILE
Deletes a specified file from disk. Use this option to free up disk
space when the need arises. The directory file selector (see ALT-L
below) displays everything in the current directory. Use the arrow
keys to select a file to delete, or simply type in the filename at the
bottom of the screen. Press [ENTER] to select the file.
TheDraw will then check for the file. If it exists, you are prompted
to verify before continuing. This is your last chance before you
delete something you might regret later.
ALT-L: LOAD SCREEN FROM DISK
This command allows you to load any ANSI text, ANSI Animation, ASCII
text, BINARY dump, Basic BSAVE, TheDraw Object, TheDraw COM, or
TheDraw (.TD) format file.
You are prompted to continue if the current screen image has not been
saved. The directory file selector next displays all files in the
current directory for convenience. The selector cursor may be used to
choose a file, or a filename can be typed in directly. Move the
selector cursor via the arrow and PgUp/PgDn keys. To see the pick
list of last 10 files accessed, press the TAB key. Press [ENTER] to
load the file.
TheDraw v4.51 TheDraw Command Functions 90
If there are many files in the directory, a wildcard filename can be
used to display a partial listing of those available. Wildcards
operate as found in Dos. Please refer to your Dos manual for
additional information. Wildcards are normally temporary, and are not
maintained between directory invocations. They can be made "sticky"
however by use of the Setup utility.
If you type in the filename, a file extension is assumed unless
otherwise specified. The assumed value is ".ANS" unless changed in
the setup options. The following file types require the specified
extensions for TheDraw to be able to load them:
Binary Dump .BIN
Basic BSAVE .BSV
TheDraw COM File .COM
TheDraw OBJ File .OBJ
TheDraw Format .TD
(Note: The above filename extensions can be changed in Setup Options
menu with TheDraw, or via the Setup Utility Defaults option).
A file without one of the above is assumed to be an ANSI file.
Assembler, Pascal, and C format files cannot be reloaded, except as
Ascii text. You must keep another copy of those screens safely
somewhere in one of the above loadable formats.
Binary, BSave, COM, Object (OBJ), and TheDraw format files are all
reloadable and may contain either a full screen or small block image.
Where a block is displayed depends upon the file format. Binary and
Object formats load in the upper-left corner. Formatting information
is not stored with binary blocks however, so TheDraw will prompt for
block width before loading.
BSave and COM formats load in the same locations they were originally
saved from. The TheDraw format is more flexible however, placing you
automatically into block copy/move mode to position the block.
When loading Ansi or Ascii, only the first screen full is stored. Any
extra lines below the first screen are discarded. Do not be alarmed
by Ansi files which might be hundreds (or thousands) of lines long.
So long as the cursor never goes below the bottom of the screen,
everything will load properly.
Ansi animation is automatically detected by TheDraw using the
following advanced system: If the cursor suddenly moves to a place it
normally could never go, the file must be animated.
TheDraw v4.51 TheDraw Command Functions 91
ALT-M: SELECT DRAW MODE
TheDraw supports the "drawing" of lines. This is easily done using
the arrow keys while in Draw mode. The characters used in the lines
are those available via the function keys from the current function
key set. Only the first four sets of characters contain lines. If a
function key set without lines is selected, the first set (single
lines) is used. Draw mode is indicated by the word "Draw" at the
bottom of the screen.
In draw mode, everything operates without change. Typed characters
still appear. The only change is that using the arrow keys makes a
line appear in the direction moved.
ALT-N: RULER
The Ruler command places a pair of intersecting lines on the screen.
The point of intersection represents the position of the cursor. It
is useful for lining up rows or columns of text or figures.
The ruler can be moved using all normal cursor keys (ie: the arrow
keys, Tab, PgUp, PgDn, Home, End, etc...). Press [ENTER] to save the
new cursor location, or press [ESC] to return to the initial cursor
position.
The ruler can held on the screen during normal editing by selecting
[S]ticky mode. The ruler will appear under the current layer. To
turn off the sticky ruler, simply select ALT-N again then press [ESC].
ALT-O: CHANGE DRIVE/SUB DIRECTORY
This command allows you to change the Dos default directory or path
(displayed when loading or viewing a file). All sub-directories of
the current path are displayed for you. A new directory can be
selected by using the arrows keys or typing in the pathname. Press
[ENTER] to change to it. Note that the details of sub-directories are
not covered here. Please refer to your dos manual for that.
For example, if you were on drive C in a sub-directory named GAMES,
you could switch to the subdirectory UTILITY of drive D by entering
"D:\UTILITY". You could then get back to the directory GAMES by
simply entering "C:" (no backslash).
TheDraw v4.51 TheDraw Command Functions 92
Alt-P: PAINT/FILL COMMANDS
This command allows enclosed areas to be easily filled with characters
and/or attributes. An enclosed area is made by using lines (from
function key sets 1-4) or using the Draw command (see ALT-M). To use
this command, position the cursor inside the area then press ALT-P.
The following sub-commands are available:
ATTRIBUTE Changes all foreground and background color attributes
within the enclosed area to those values shown in the
status line.
FORE Changes only the foreground color attributes within the
enclosed area to the current foreground value.
BACK Changes only the background color attributes within the
enclosed area to the current background value.
CHARACTER Prompts for a keyboard character or special function set
symbol (see ALT-F command). Solid spaces can be used by
pressing Shift-Space. All enclosed characters are then
overwritten using whatever was specified. No color
attributes are changed, just actual character symbols.
BOTH Combines both the Attribute and Character paint
operations above. A character is prompted for, then
everything in the area is overwritten using that
character with the current color attributes from the
status line.
In animation mode, the Character and Both options add new entries to
the animation sequence; nothing is deleted. The Attribute command
however only changes the color attributes of characters already in the
animation sequence. No new entries are added.
ALT-Q: REDRAW SCREEN
(available in animation mode only)
This command redraws the animation sequence on the screen. With this
you can see how your work is developing. You are prompted for the
display speed to redraw at. Available speeds are from 0 (fastest) to
255 (crawl). A value of about 40 is generally a good speed to view
at. Be warned that 255 literally is a crawl speed, displaying between
two and four characters per second (standard PC/XT). A slow redraw
can be broken out of by pressing any key.
TheDraw v4.51 TheDraw Command Functions 93
ALT-R: RESTORE/UNDO CHANGES
Restores from unwanted or unintended screen changes. This function
can undo block or global changes, clear or load screens, line or
column insert or deletes, animation mode toggles, font entry, mistakes
made to the current line, etc...
In regards to current line changes, such modifications are permanent
once you move to a new line.
ALT-S: SAVE SCREEN TO DISK
The Save Screen command offers many formats for saving the entire
current screen. The available formats are: Ansi, Ascii, Asm,
Binary, BSave, Com, C, Pascal, Object, and TheDraw. Please note that
all color attributes are lost in an Ascii file. All other formats
store the complete screen with color (unless specified otherwise).
The entire screen is saved when using this command. If you do not
require the full video, use a block save (see ALT-B). These can be
more effective at times.
You are first prompted for which storage format to use. In animation
mode, only ANSI and THEDRAW formats are available. The items on the
menu are discussed below.
ANSI - Ansi text file
You are first asked what initial screen preparation you want before
the image is displayed. Options are:
CLEAR - Clears the screen
HOME - Move cursor to upper-left corner of screen
NONE - Leave screen and cursor position as is.
The next prompt is for the maximum length of each line in the saved
file. TheDraw is capable of producing over 1300 characters per
screen line (if every character had a differing color combination).
Some applications and programs (ie: other text editors) cannot
handle so many characters per line. This option limits the output
line length sacrificing time to display the image. If length is no
problem, specify [N]one for the most efficient file.
Lastly, you are prompted for the Ansi display speed (a number from
0 to 50). The operation is similar to the ALT-Q animator redraw
screen function. Things are slowed down by adding redundant codes
after displayed characters. A value of 50 is approximately equal
to an ALT-Q speed of 255 (extremely slow). Experimentation will
find the most appropriate speed for your needs.
TheDraw v4.51 TheDraw Command Functions 94
ASCII - Ascii Text (no colors)
If you select ASCII, you are prompted if you really want a non-
color image made before continuing. The Ascii file produced is
similar to any file produced by a normal text editor (ie: Turbo
Pascal or Sidekick editor).
There is one difference in the approach used by TheDraw however.
Lines of Ascii that are the full 80 character screen width, are
normally NOT terminated with a carriage return sequence (CR/LF).
Such Ascii files viewed via the Dos TYPE command display properly
but do not load correctly into most other software. Therefore, an
option to force CR/LF was added to the Setup Options menu within
TheDraw, and the Setup Utility Defaults area. Set this toggle if
you are having difficulties.
ASM - Assembly Language
ASM produces a list of DB data statements for use by assembly
language programmers. Additional suboptions are available to
specify the assembler data format. You can specify to Crunch,
output only Ascii characters, or generate a normal file. Crunching
uses a custom technique for compressing color changes and strings
of identical characters to make the smallest possible file. To
display a crunched file you must use the uncruncher routine
included separately with TheDraw (UNCRUNCH.ASM). This file has
comments explaining its use. It is compatible with Microsoft
(MASM) and Borland (TASM) assemblers. Simple formatting changes
may be required for other vendors assemblers.
The Ascii format saves all characters on the screen. No color
attribute information is stored however. The Normal format is a
pure binary dump of the screen, converted to an assembler
compatible format.
You are also prompted for a reference identifier to use. This will
be the name used to access the data within a program. TheDraw
takes this and generates statements to simplify programming. For
instance, assume a standard full screen with the default IMAGEDATA:
IMAGEDATA_WIDTH EQU 80
IMAGEDATA_DEPTH EQU 25
IMAGEDATA_LENGTH EQU 4000
IMAGEDATA LABEL BYTE
... data for screen image follows here ...
The width and depth statements reflect the character dimension of
the image saved. Saving a block changes them appropriately. This
facilitates easier program development. Instead of directly coding
block sizes refer to the above identifiers. Thus eliminating the
need to remember arbitrary block sizes.
TheDraw v4.51 TheDraw Command Functions 95
BINARY - Binary Screen Dump
Produces a straight data byte dump of the video screen. This data
format is generic. It is useful for many things, such as loading
screen images directly to video ram, etc... This will be 4000
bytes for a standard 80x25 screen, larger for EGA/VGA displays.
BSAVE - Basic BSave Screen Dump
This file is identical to a binary screen dump, except loading
codes for Basic are placed at the front. These files can be loaded
from basic with:
DEF SEG = &HB800 : BLOAD"filespec.BSV"
If you have a monochrome monitor, replace the B800 with B000 in the
above line. BSAVE files are always saved to the full screen width.
Block saves are limited by this restriction also.
COM - Dos Executable COM Files.
Produces a truly separate program executable from Dos by typing the
program name. COM files are useful in batch files and the like
for -fast- displaying. COM file screen blocks (via ALT-B) display
only the block without changing anything else. You could
conceivably generate a "layering" windows effect if you so desired.
TheDraw has three different styles of COM file, and will
transparently select the most appropriate to minimize file size.
PASCAL - Turbo Pascal Compatible Screen Dump
This operates the same as the ASM option described above, except
the output is in a Turbo Pascal compatible CONST structure. See
Appendix B for the section entitled "Programmers Programming Tips".
To use the Crunched file format, use the file UNCRUNCH.PAS.
C - Modern C Formatted Compatible Screen Dump (Turbo C)
Again, this operates the same as the ASM option. The format is for
the new "modern C" string continuation structure. The data may be
uncrunched using routines in the two files UNCRUN_N.OBJ and
UNCRUN_F.OBJ (for near and far code models respectfully). The
header file UNCRUNCH.H contains instructions on their proper usage.
We are aware only of TurboC able to handle this structure. People
using other compilers should use the Object file format below.
TheDraw v4.51 TheDraw Command Functions 96
OBJECT - Intel Compatible Object Code File
This is a format compatible with many high level language
compilers. Object files can be produced with screen information
crunched, ascii only, or binary normal (as in ASM format). Four
code/data models are supported:
Turbo Pascal v4.0 (and above)
QuickBasic v4.0 (and above)
Small Data
Large Data
The TP40 format is compatible with Turbo Pascal v4.0 through v6.0.
Data saved to these files is referenced by external procedure
calls and pointers. Refer to the topics "TURBO PASCAL v4.0 through
v5.5" and "TURBO PASCAL VERSION 6.0" in the Programmers
Programming Tips section for examples.
The QB40 format is for use with QuickBasic v4.0 and higher. The
image data saved to these files are referenced by provided display
routines. The object files are linkable (if you use the BC
compiler), or can be incorporated into a Quick Library for use
within the QuickBasic environment. When linking separately, you
must include the file QBUTIL.LIB in addition to any TheDraw object
files. To simplify matters, you can merge the QBUTIL.LIB and
object files into one library.
A batch file MAKEQLB.BAT is provided to simplify the process of
creating Quick Library and the separate library files. To use, the
first parameter should be the name of the quick library to create.
The following parameters are TheDraw object files plus other object
(.OBJ) and library (.LIB) files you want included. ie:
MAKEQLB testlib IMAGE1.OBJ IMAGE2.OBJ
This creates the files named TESTLIB.LIB and TESTLIB.QLB. Note no
file extension was specified on the "testlib" parameter above,
since the batch file adds ".LIB" and ".QLB" automatically. The
Quick Library contains the display routines (from QBUTIL.LIB, which
is always added by the batch file), plus the screen images in
IMAGE1.OBJ and IMAGE2.OBJ. See the topic "MICROSOFT QUICKBASIC
v4.0 AND v4.5" in the Programmers Programming Tips section for
examples on usage.
TheDraw v4.51 TheDraw Command Functions 97
OBJECT FILE DATA FORMATS:
The data formats use the following identifiers:
Small Data Large Data
DDDDDDDDDD DDDDDDDDDDDDDDD
Segment: _DATA filename_DATA
Group: DGROUP filename_DATA
Where "filename" is the actual filename given the object file.
The last prompt under object files is for the data reference
identifier. This is the name you will use in your program to
access the object data. It defaults to IMAGEDATA (for TP40 and
QuickBasic) or _IMAGEDATA (Small or Large Data). The underscore is
usually required for small or large data formats, but is
application and compiler dependent.
The above identifier is used to directly reference the image data
stored. In addition, TheDraw generates three additional
identifiers similar to the ASM case:
identifier_WIDTH
identifier_DEPTH
identifier_LENGTH
For QuickBasic users the following identifiers are used, called as
subroutine functions to obtain the wanted value:
identifierWIDTH
identifierDEPTH
identifierLENGTH
In all cases, these contain the dimensions of the block specified
(width and depth). The last identifier specifies how long the data
block is. The width/depth values are useful for drawing windows
and other related functions. The length parameter is useful for
displaying crunched images.
THEDRAW - TheDraw Setup Save
This format saves everything about the current configuration of
TheDraw. In normal edit mode, all occupied page layers are saved.
In animation mode, the complete animation sequence is stored. All
other parameters are saved also (ie: current colors, tab line,
cursor position, current page layer, etc...).
The TheDraw format file also has the benefit of being the fastest
way to load and retrieve screen images; eight page layers or 16000
animation entries take only seconds to load.
TheDraw v4.51 TheDraw Command Functions 98
Following the above prompts, TheDraw prompts for a filename. If the
file already exists, you are prompted to verify the save. If you do
not specify a filename extension, TheDraw assumes the following:
.ANS ANSI compatible files
.ASC ASCII text files
.ASM Assembler files
.BIN Binary dumps
.BSV Bsave files
.COM files
.PAS Pascal files
.H C files
.OBJ Object files
.TD TheDraw format files.
A file without an extension can be specified by placing a period as
the last character of the filename (ie: TESTFILE. ). After entry of a
valid filename, the screen is saved to disk.
For information and suggestions on using the screen files created by
TheDraw see Appendix B (Programmers Programming Tips).
ALT-T: TAB SETUP
This command allows you to set tabs in the editor (positions where the
[TAB] key stops). Initially the positions are at every tenth column.
Available sub-commands are:
SET - Set a new tab position. Move the cursor to the wanted
position then press 'S'.
CLEAR - Clears tab at current cursor position
RESET - Resets tab line to initial settings (every ten spaces).
ERASE - Delete all current tab setting for a clean slate.
INCREMENT - Prompts for a step size. From the current cursor
position, every nth location is then set. This allows
you to quickly specify, say every fourth position if
your need requires it.
Press [ESC] to leave the tab set command.
ALT-U: USE COLORS UNDER CURSOR
Changes current edit colors (seen on status line) to those currently
under the cursor. This provides a fast method to change to colors
already displayed on the screen.
TheDraw v4.51 TheDraw Command Functions 99
ALT-V: VIEW A SCREEN
This command allows you to look at an image saved on disk. Nothing is
altered by this command. This might be used in conjunction with the
block load/import function (see ALT-B).
Viewing a screen is similar to loading (see ALT-L) except the loaded
image is not remembered. Once the image is fully displayed, a window
appears with instructions. Press [ENTER] to exit view mode.
Pressing any other key will make the window disappear to facilitate
viewing. After about 30 seconds the window reappears to remind you
about view mode (in case you leave the computer unattended).
ALT-W: EDIT CHARACTER
(available in animation mode only)
Allows the editing of a mistyped animation entry. This command exists
because simply overwriting an incorrect character does not delete it.
In animation mode, both entries are remembered - the incorrect
character, plus the wanted one. Upon redisplaying the animation
sequence (see ALT-Q), both characters would be seen (the former for
only a millisecond perhaps, but it would appear).
Another way is using ALT-Z to delete the incorrect entry. The wanted
character could then be typed in. This works perfectly well, and some
people may prefer it; however, to quickly change an entry ALT-W is
more convenient.
After pressing Alt-W you are prompted to type the new character. The
current position will flicker. All color changing commands are
available (ALT-A and the Ctrl-Arrow keys) while editing.
ALT-X: EXIT THEDRAW
Prompts if you wish to exit TheDraw or execute a shell to DOS.
Responding Yes exits the program. No cancels the command.
Shell also exits to Dos, however TheDraw remains in memory. All
screen page layers and animation entries are retained. To free up
memory for the Dos Shell, TheDraw will try temporarily saving its data
to expanded memory/EMS or a disk swap file (if insufficient EMS
exists). Typing the command "EXIT" at the Dos prompt will return
control to TheDraw.
TheDraw v4.51 TheDraw Command Functions 100
ALT-Y: DELETE CURRENT LINE
Deletes the current horizontal line on the screen. All lines below
are shifted up one line position. The bottom line is cleared using
spaces and the default background color. This command is reversible
using the Restore/Undo command (ALT-R).
ALT-Z: ERASE CURSOR CHARACTER
(available in animation mode only)
Erases the top-most character from the animation sequence at the
current cursor position. Only the last character typed at the cursor
position is deleted, everything typed before is unchanged.
This differs from the Backspace key which deletes everything at a
cursor position.
ALT-[LEFT]: DELETE CURRENT COLUMN
Deletes the current column on the screen. Everything to the right of
the current column is shift over one position. The right-most column
is cleared using spaces and the default background color. This
command is equivalent to using Block Delete (ALT-B,D) on the current
column. The action is reversible using Restore/Undo (ALT-R).
ALT-[RIGHT]: INSERT A COLUMN
Inserts a blank vertical column at the current position. The blank
column is filled using spaces and the default background color. The
current column and all those to its right are shifted over. The
right-most column is lost. The action is reversible using the
Restore/Undo command (ALT-R).
ALT-- TOGGLE COLOR DRAW MODE
Toggles color attribute drawing. In this mode, moving the cursor
updates the new character position to the current edit colors. This
permits easy manual color painting of a given area. In animation
mode, only those locations with characters in the animation sequence
will be altered. Unused locations will not be affected.
Operation of TheDraw is not changed by this mode. Moving the cursor
will simply change colors.
TheDraw v4.51 TheDraw Command Functions 101
ALT-= TOGGLE MACRO LEARN MODE
(registered version only)
Activates the macro learning mode of TheDrawR. You are prompted for
which macro key to program (0-9). After specifying the macro, TheDraw
remembers everything you type. This is somewhat akin to animation
mode; however, macro learn mode literally remembers everything. All
editing commands performed, any characters typed, etc... Up to 512
characters will be recorded.
Once satisfied with the macro, type ALT-= again to save it. To use
the macro, press ALT followed by the proper number key 0 through 9
(do not use the numbers on the keypad).
While programming a macro, selecting another macro chains the two
together. Chaining a macro in this fashion permits you to create
longer macros than available otherwise. When you specify the second
macro, the one being programmed is saved and learn mode is turned off.
To program the second macro (and continue the sequence), select Alt-=
from command mode again.
You can create an "endless" macro quite easily. Simply have a macro
call itself. For instance, if programming macro 0, type ALT-0. ie:
ALT-= 0 [Enter] Start programming macro 0.
<macro contents>
Alt-0
TheDraw would repeat the macro contents until ESC was pressed.
ALTERNATE COLOR CHANGE OPTIONS
For the experienced user, TheDraw provides a more convenient way of
adjusting the current status line colors.
Pressing Ctrl-Up increments the current foreground color number (found
in ALT-A) and Ctrl-Down decrements it. These two key combinations do
not always work reliably on all computers (a Bios flaw exists). To
get around this, TheDraw incorporates a special keyboard driver to
handle these two keys. If they do not work on your machine run the
SETUP utility and use "Keyboard Customize" to configure TheDraw to
your keyboard.
Pressing Ctrl-Right increments the current background color number;
Ctrl-Left decrements it.
TheDraw v4.51 TheDraw Command Functions 102
SHIFT-SPACE: SOLID SPACE CHARACTER
As stated elsewhere in this documentation (see ALT-E), the sprite mode
of TheDraw makes lower page layers appear through "black spaces" on
the current page layer. This can sometimes be convenient and
sometimes not. There are instances when you want to have a non-
transparent black space on the screen.
The Solid Space performs this function (non-transparent black space).
Moving the cursor onto a solid space will cause the background color
to flicker as an indicator. A Solid space is nothing more than a
character #255 (which is a blank IBM extended character).
CTRL-PRTSC: FULL SCREEN MODE TOGGLE
This command toggles screen usage in TheDraw between normal and full
screen. In full-screen mode the status line disappears so you can
fully use the screen. Also, TheDraw makes heavy use of pop up
windows for prompts and messages. While useful, it can be awkward
since YOU must remember where you are at all times. For instance,
block marking and etc... It is easy to become confused unless you are
careful. If all else fails, hit ESC a few times to abort the current
command. Some people may prefer this mode which is fine. Nothing
forces you to use either way.
TheDraw will automatically scroll the video as necessary, even with
the status line on. Full screen mode is generally used to take a
complete look at your work.
Ctrl-PrtSc only operates from command mode. It is not available under
any sub commands (such as Block, Global, etc...). There are no
restrictions on full screen use in animation modes.
TheDraw v4.51 TheDraw Command Functions 103
THE FONT EDITOR
TheDraw has complete support for Ascii class fonts. These fonts are
letters and symbols drawn using the IBM extended character set. ie:
ZDDDD? ZDDDDD? \\\\
3 3 3 ZD? 3 [_ _[
CDDDD4 3 @DY 3 [\\\\[ etc...
3 3 3 ZD? 3 [____[
@DY @DY _ _
TDFonts is the management utility for adding and updating the font
database. The utility was designed to be straightforward to learn.
There are two types of fonts supported by TDFonts and TheDraw: Block
and Outline formatted. Block fonts are very simple and nothing more
than recorded shapes you enter. Outline fonts are special in that
they can appear using one of 17 different styles (see "The FONTS
Menu"). Included with TheDraw, the fonts "Outline" and "BigOutline"
are examples of this type. Some possible types are:
ZDDDDD? ZDDDDD7 [_____[
3 3 3 : [ [
3 3 3 : [ [
@DDDDDY TMMMMM< _______
The choice of formatting types is made when creating a font. The Font
Editor (described later) is used to prepare and update the symbols.
RUNNING TDFONTS:
To start TDFonts, type from the dos prompt:
TDFONTS
Press [ENTER] to run the program. By default the program looks for
the database file TDFONTS.TDF in the current directory. To edit other
files, list the filename as show:
TDFONTS MYFONTS.TDF (loads MYFONTS.TDF instead of default)
Keep in mind only TDFONTS.TDF is actually used by TheDraw.
TheDraw v4.51 The Font Editor 104
The database is loaded and the font names listed on the screen. ie:
A: Outline
B: BigOutline
C: Raster
D: Rounded
Naturally the actual list will vary depending on how the data file has
been manipulated. Along the bottom of the screen are all the edit
commands. These are for viewing, changing, adding new fonts,
importing and exporting fonts, etc...
VIEWING FONTS:
This command is for seeing exactly how a given font symbol appears
when used in TheDraw. Any special formatting information is hidden.
Select [V]iew from the main menu. You then must designate which font
should be displayed. Use either the up/down arrows keys or type the
letter associated with the wanted font. Press [ENTER] to continue to
continue or [ESC] to return to the main menu.
Pressing [ENTER] brings up the font symbol selector bar. ie:
!"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNO
PQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
The first character "!" is highlighted, and the corresponding font
symbol appears below the selector bar. You view symbols using the
arrow keys to choose. For undefined symbols, the following message is
displayed:
Symbol not defined
When done, press [ESC] to return to the main menu.
CHANGING A FONT:
The change command is the used for modifying or adding symbols to an
existing font. To create a font, use the [N]ew command.
Select [C]hange from the main menu. You then must designate which
font should be worked on. Use either the up/down arrows keys or type
the letter associated with the wanted font. Press [ENTER] to continue
to continue or [ESC] to return to the main menu.
TheDraw v4.51 The Font Editor 105
Once a font has been selected, a screen similar to the View command
appears. Additional options are available however:
[DEL] Delete current symbol
[INS] Copying current symbol
[ENTER] Edit or Add symbol
These three commands in combination with the font editor (described
below) give good flexibility in maintaining the symbol database.
DELETE SYMBOL:
Removes the database definition for the specified symbol. You are
asked to verify this command before continuing. Once deleted, a
font symbol cannot be restored.
COPY SYMBOL:
Copies current symbol over to another undefined symbol. You are
asked to specify what the target symbol is. Note: The target
symbol cannot be defined. The prevents overwriting definitions by
accident. This option is of particular use in duplicating the
letters symbols (ie: "A" to "a", "B" to "b", etc...), assuming you
intend uppercase and lowercase to appear the same. This command
permits quickly filling out all the definitions.
MODIFY SYMBOL:
Transfers the symbol definition to the font editor. The font
editor is similar to TheDraw in many respects, supporting a useful
subset of functions. Some familiarity with TheDraw is assumed.
Available editor commands are:
[ALT-C] Clear Screen
[ALT-F] Function key symbol table
[ALT-H] Help Screen
[ALT-I] Insert a blank line
[ALT-M] Toggle line drawing mode
[ALT-X] Leave font editor, saving changes.
[ALT-Y] Delete current line
[INS] Toggle insert mode
[DEL] Delete character under cursor.
[ESC] Leave font editor, discarding changes.
[SHIFT-SPACE] Enter a solid space (a "w" symbol)
All function key sets are identical to TheDraw and are selected
using the same keystrokes: [ALT-F1/F10] and [CTRL-F1/F5]
TheDraw v4.51 The Font Editor 106
EDIT MODES:
There are two main differences between editing in TheDraw and
TDFonts. These refer to the special edit modes and reserved
characters. The edit modes are for the two font format types
(Outline and Block).
Outline formatted fonts place restrictions on the characters
composing each symbol. You can only use the line drawing symbols
from function key sets 1 to 4. In addition, specific symbols must
used in specific places for the variable outlines to work properly.
Consider the following:
UMMMMMM;
3 VDD? : UM; Horizontal Beam
3 : 3 : 3 : UMMMMMM;
3 : 3 : 3 : @DDDDDD=
3 HMM> : 3 :
@DDD? V= @D= < Vertical Column
@D=
All outline symbols are made from vertical columns and horizontal
beams. The "Q" above is a classic example. The double lines which
give the 3D effect tell TDFonts about the left/right column sides
and top/bottom of beams. The rules of usage are:
Double lines are always the rightmost side of a column.
Double lines are always the topmost side of a beam.
You must follow this guideline exactly in order to create a
functional outline formatted font. Not doing so will produce
undesired side effects when changing the outlines in TheDraw.
RESERVED CHARACTERS:
The reserved characters are for solid spaces and specifying
descender lines. Typically solid spaces are used to fill the
inside of columns and beams. These are drawn with "w" characters.
ie:
UMMMMMMMM; UMMMMMMMM;
3wwwwwwww: 3wwwwwwww: Note that solid
3wwVDD?ww: 3wwIMM8ww: spaces are always
3ww: 3ww: 3ww: 3ww: visible in TDFonts
3wwHMM>ww: 3ww: 3ww: verses TheDraw).
3wwwwwwww: 3wwSDDYww:
3wwVDD?ww: 3wwwwwwww:
@DD= @DD= @DDDD?wwV=
@DD=&
TheDraw v4.51 The Font Editor 107
Descenders also require a special "&" marker. TheDraw arranges
font symbols based on their bottom line. Note how the "A" and "Q"
were drawn above. Lines marked with ampersands are not counted
when TheDraw aligns the symbols. Font symbols typically needing
the descender marks are:
$ , ; _ Q g j p q y
Others symbols may require them also, depending on how your font is
designed.
MAKING NEW FONTS:
Creating a new font is a simple two part process. First make a font
slot with the [N]ew command. Next, use the [C]hange command to fill
all the font symbol definitions.
After choosing [N]ew, TDFonts prompts for some descriptive name. This
will appear in the font listing, and in TheDraw. Names can be up to
12 characters.
Once a name is picked name (which can be changed later), you select
the font formatting type. Choices are either [B]lock or [O]utline.
Refer to "EDIT MODES" above for a description of the difference.
Briefly, fonts of type Block can be drawn using anything - but remain
fixed. As you draw them, they will appear in TheDraw. Outline fonts
can be altered on the fly using the "Outline Type" pulldown command.
You have now generated a new font slot. Proceed to use the [C]hange
command to define the individual font symbols. One approach to
simplify the procedure is making a generic symbol such as "O" first.
Copy it to other similar symbols (such as "0", "Q", "G", "C", etc...).
Only minor edits are needed to finish the first symbols. Use parts of
these to make other symbols, such as "(", ")", and carry onwards.
Keep in mind nothing requires you to place letters into a font. You
could create a font holding several often used patterns or pictures.
MOVING A FONT:
This command reorders the list of font names. Use it to place your
fonts in alphabetical or any order which you prefer.
Press [M], then choose a font (see View command). Next, TDFonts asks
the destination to put it. The font is placed in front of whichever
destination font you pick.
TheDraw v4.51 The Font Editor 108
RENAMING A FONT:
Changes font descriptions which appear in the main menu list. Select
[R]ename and choose a font. You are then prompted for the new font
name. Press [ENTER] when done or [ESC] to abort.
DELETING A FONT:
Permanently removes a font from the database file. Press [D] then
choose the target font. TDFonts asks you to verify this operation.
Be careful since deleting a font cannot be undone. Type [Y] to
proceed with erasing the font or [N] to abort.
FONT IMPORTING:
Appends a separate database file onto the current database file.
Press [I], and TDFonts prompts for a filename. Type in the pathname
to the import file. Press [ENTER] to continue or [ESC] to abort the
command.
Upon pressing [ENTER] all fonts contained in the specified import file
are loaded and added to the current database list. An error message
appears if the file was invalid.
FONT EXPORTING:
Copies fonts in the current database to another file. Press [E], and
choose the font to export/copy. TDFonts prompts for the output
filename. Enter your filename and press [ENTER] to continue or [ESC]
to abort.
After hitting [ENTER], TDFonts checks to see if the file specified
already exists. If so, type [Y] to overwrite the existing file or [N]
to abort this command.
The new font file is generated and you return to the main menu.
TheDraw v4.51 The Font Editor 109
THE PRESENTATION PROGRAM
The Presentation Program (THEPP) included with the registered version
of TheDraw is a command line driven utility intended to simplify
displays and demonstrations. It is flexible and easy to use. THEPP
can display any file loadable by TheDraw (Ansi, Ascii, Binary, BSave,
Object and TheDraw formats). As with TheDraw, the filename extensions
tell THEPP what format a given file is saved in. The following
extensions are used (but changeable via the SETUP utility):
Binary Dump .BIN
Basic BSAVE .BSV
TheDraw COM Files .COM
TheDraw OBJ Files .OBJ
TheDraw Format .TD
Any other file is assumed to be either Ansi or Ascii. TheDraw format
files store which page layer was being edited. THEPP displays only
this page layer. If sprite mode was turned on, any page layers below
the current one will appear also ("under" the current layer).
THEPP takes as its parameters a list of filenames to display on the
screen. This it will do as fast and efficiently as possible unless
otherwise stated (on other words, you will probably want to slow
things down a bit).
The following options may be interspersed anywhere in the command
line, before between or after, any filenames. Options are specified
by using a slash followed by one of these characters:
Character Action
p Stops THEPP the display of pause messages on the
screen. Note the pauses are still performed.
k Pause for a key to be pressed by user. This is
useful for placing between files, so you can stop
to appreciate what is shown. See also /i command.
t<num> Pauses for <num> number of seconds. Valid numbers
for <num> are 1 to 255 seconds. ie:
/t10 (pause for ten seconds)
s<num> Animation display speed. This is a slowdown factor
identical to the value you enter when using ALT-Q.
It is used whenever THEPP displays a Ansi, Ascii,
or TheDraw format file. ie: s10 slows down the
file display equivalent to an ALT-Q value of 10.
TheDraw v4.51 The Presentation Program 110
Character Action (continued)
b Produces a beep on the computer speaker.
c Clears the screen. THEPP by default does nothing
before displaying a file. If you wish to clear the
screen beforehand use this option.
m<x>,<y> Moves the cursor to horizontal position <x> and
vertical position <y>. Useful if you want to
control where an Ansi or Ascii file will start to
appear on the screen, or wish to display a message
using the command below. ie:
/m40,12 (move cursor to center of screen)
a<f>,<b> Changes text output color to the specified
foreground and background colors. Colors are the
same as listed under ALT-A, but are repeated below:
Black DGray (Dark Gray)
Blue LBlue (Light Blue)
Green LGreen (Light Green)
Cyan LCyan (Light Cyan)
Red LRed (Light Red)
Magenta LMagenta (Light Magenta)
Brown Yellow
LGray (Light Gray) White
Foreground colors may be any of the above.
Background colors are restricted to the first eight
however (Black to LGray). ie:
/aYellow,Cyan (Yellow on Cyan background)
"text" Displays any message or text between the quotes.
The message MUST be terminated by a quote,
otherwise THEPP assumes the rest of the command
line is a message. This is useful if you wish to
display your own "Press any key to continue" style
message, etc... Use the "m" option described above
to position messages anywhere on the screen, and
"a" option to select appropriate colors. ie:
/"Hello World"
Prints message "Hello World" (without quotes
naturally) at cursor position.
TheDraw v4.51 The Presentation Program 111
v<size> Specify video size to use. Either 25, 43, or 50
vertical lines. Note the 43 & 50 parameters
operate identically (43 lines always selected for
EGA adapter, 50 for VGA). ie:
/v50 (select VGA 50 line display)
f<filename> Directs THEPP to obtain more commands from the
specified file. This command file simply contains
a list of the above commands. In addition, the
command file may call upon another command file.
Once that nested command file is finished,
execution returns to the following instruction in
the first file. Up to ten levels of nesting may
be active at once. ie:
/fCOMMANDS.FIL
Use file COMMANDS.FIL as source for next commands.
If you do not give any parameters, THEPP will display an abbreviated
help screen for convenience. Examples of THEPP usage and explanations
are given below:
THEPP /c/p SHUTTLE2.ANS /m34,25 /aYellow,Black /"Press a key" /k/c
Clears the screen, and turns off the display of pause messages.
The Ansi text demo file SHUTTLE2.ANS is displayed, followed by the
message "Press a key" in Yellow approximately in the center of the
bottom line. THEPP then waits for a key to be pressed before
clearing the screen and returning to Dos.
THEPP DEMO.TD /c /m38,12 /"BLIP" /b/p/t10 /m1,20
Displays the current page layer of DEMO.TD, then immediately clears
the screen, displays "BLIP" in the middle of the screen, and sounds
the speaker. The cursor is then placed at the beginning of line 20
and THEPP exits.
THEPP SOMEFILE.ASC
Displays the contents of the Ascii file SOMEFILE.ASC on the screen.
Equivalent to using "TYPE SOMEFILE.ASC".
TheDraw v4.51 The Presentation Program 112
THEPP /fCOMMAND1.FIL /m1,6 /"All done!"
Makes THEPP obtain its next commands from the file COMMAND1.FIL.
This file simply contains a list of command line parameters. An
example might be:
Filename #1: COMMAND1.FIL
/m1,1
/"Command file 1 running - Running command file 2"
/fCOMMAND2.FIL
/m1,5
/"Command file 1 resumed."
Filename #2: COMMAND2.FIL
/m1,2
/"Command file 2 running - Running command file 3"
/fCOMMAND3.FIL
/m1,4
/"Command file 2 resumed."
Filename #3: COMMAND3.FIL
/m1,3
/"Command file 3 running"
In this example, command files are nest two levels deep. In other
words, COMMAND1.FIL calls COMMAND2.FIL which calls COMMAND3.FIL
which then exits back to COMMAND2.FIL which then exits finally back
to COMMAND1.FIL. THEPP allows nesting to go ten (10) levels deep
for a large amount of complexity. Running the above example would
produce the output:
Command file 1 running - Running command file 2
Command file 2 running - Running command file 3
Command file 3 running
Command file 2 resumed
Command file 1 resumed
All done!
Note: Conceivably, an semi-endless loop is possible. In this
case, a command file would call itself (ie: replace /fCOMMAND2.FIL
with /fCOMMAND1.FIL in the above example). If this occurred, THEPP
would open the same command file 10 times then stop with an error
message.
TheDraw v4.51 The Presentation Program 113
THE SETUP UTILITY
This section describes how to customize TheDraw and install your
customizations in the THEDRAW.EXE or THEDRAWR.EXE (registered
version) files.
WHY SETUP?
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
Setup is the TheDraw installation program; used to customize the
TheDraw program (.EXE) file. With this utility you can specify screen
modes, change edit colors and customize various other defaults. It
directly modifies various parameter values within your copy of
THEDRAW.EXE or THEDRAWR.EXE.
Via Setup you can do the following:
o Setup the default video display mode
o Change screen colors
o Resize TheDraw's usage of available memory
o Change save screen default parameters.
o Specify initial default filespec wildcards.
In the registered version of TheDraw, the Setup utility can also:
o Customize or "remap" the editor command keys and mouse buttons.
o Setup a path to the directory where help files are stored.
TheDraw comes ready to run; there is no mandatory installation. After
setting up as specified in "GETTING STARTED", TheDraw is usable.
However, you will need to run Setup if you want to do any of the
following:
o Change TheDraw default colors.
o Force a display mode or "snow" checking
o Customize the editor commands to preferred sequences.
o Adjust memory usage to better suit your needs.
TheDraw v4.51 The Setup Utility 114
DISPLAY WINDOWS AND SELECTING OPTIONS
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
The setup utility operates in a windowing user environment. You
select commands by either pressing the highlighted capital letter of a
given option, or using the Up and Down arrow keys to move to your
selection and then pressing [ENTER].
SAVING AND ABORTING CHANGES
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
In general, pressing [ENTER] will save any changes. Pressing [ESC]
(as many times as needed) will abort a function and return you from a
submenu to the main installation menu. Where this convention is not
followed, instructions are displayed on screen for you.
RUNNING SETUP
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
To get started, from the Dos prompt type:
SETUP
Press [ENTER] to start the utility. Once running, you are prompted
for the program filename to configure. You can have several different
customized copies of TheDraw on your system. These various copies of
THEDRAW.EXE can each have different executable program names. This
allows you to prepare various editor command-keys, menu colors, etc...
if you are so inclined. The registered program version is called
THEDRAWR.EXE.
After selecting a file to edit, SETUP determines what version of
TheDraw is being updated (shareware or registered). It then proceeds
to the main menu.
THE MAIN MENU:
The main setup menu displays all the primary areas which are
configurable. Options available are Editor configuration*, Keyboard
customize, Screen mode, Colors, Help and overlay file path*, Memory
usage, Defaults, or Quit/Save. These are described below.
* Available while editing the registered version only.
TheDraw v4.51 The Setup Utility 115
EDITOR CONFIGURATION:
The editor in TheDraw provides many features, including cursor
control, color changing, various text operations, etc... These
editing commands are assigned to certain keystrokes, as described
earlier throughout this documentation. This setup option permits
you to change the default assignments for each function.
When you select Editor Configuration from SETUP's main menu, the
editor installation screen appears. Three columns of information
will be immediately notable:
o The first (left-most) column describes each configurable
function available in the editor.
o The second column lists Primary keystrokes. These keys are
the defaults by which TheDraw normally operates.
o The third column lists Secondary keystrokes. These are
optional alternates keystrokes you may press to invoke a
given editor action. These keystrokes always take
precedence over the primary keystrokes described above.
Along the bottom of the screen is a list of the keys used to select
and modify entries.
Key Action
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
[UP] [DOWN] Selects the editor command you wish to change.
[PGUP] [PGDN] Scrolls up/down one full screen page.
[ENTER] Enters the secondary keystroke modify mode.
[R] Restore all editor commands to the original
default values.
[ESC] Returns to the main SETUP options menu.
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
After pressing [ENTER] to modify a command, the current secondary
definition disappears. You can then type in your new definition.
Anything may be used for redefining a key except Numbers (0-9),
Letters (A-Z,a-z), [ENTER], [ESC] and [BACKSPACE]. A maximum of
four keystrokes for any given editor command is allowed; however,
certain key combinations are equal to two keystrokes. These
include ALT-(key), cursor movement keys ([UP], [PGDN], etc...) and
any keystroke involving a function key ([F1], [CTRL-F4], etc...).
TheDraw v4.51 The Setup Utility 116
Press [ESC] to save any changes to keystrokes. You will be
prompted to verify the save. If there are any duplicate
keystrokes, SETUP will point out the first occurrence so you can
clear up the problem (marked with an asterisk).
KEYBOARD CUSTOMIZE:
The true IBM-PC and certain clones have a Bios omission preventing
the [CTRL-UP], [CTRL-DOWN], [ALT-LEFT] and [ALT-RIGHT] keystrokes
from working properly. TheDraw gets around this by using a custom
keyboard driver. The factory defaults from TheSoft will work for
the great majority of computers. However, if you have difficulties
try this setup configuration option.
SETUP examines the keyboard hardware to see what happens when any
of the above are pressed. Upon selecting this option, the screen
clears and prompts if you wish to continue. Next you are asked to
press [CTRL-UP], [CTRL-DOWN], [ALT-LEFT] and [ALT-RIGHT] in that
order. The scan codes returned by your keyboard are displayed.
Next you can experiment to see that everything is indeed working
properly. Press [CTRL-UP/DOWN] and [ALT-LEFT/RIGHT] until
satisfied the keys were programmed correctly. Press [ENTER] to
return to the main menu.
Note:
A few computers react badly to this driver. If your computer
does not operate as expected when running TheDraw, start the
setup utility by typing (from the dos prompt):
SETUP *
Press [ENTER] to start Setup. The current settings of the
keyboard driver will be displayed. Respond [Y]es or [N]o if the
setting is correct. If after deactivating the driver your
computer still locks, please contact TheSoft.
SCREEN MODE:
Normally, THEDRAW will automatically determine the correct video
mode of your computer. You should only need to change the Screen
mode option if:
o you think TheDraw is incorrectly detecting your hardware.
o you have a Color Graphics Adapter (CGA) that does not produce
the "snow" or hashing effect.
TheDraw v4.51 The Setup Utility 117
o You have an EGA or VGA video card and wish to always start in
43/50 line edit mode.
o your computer has a composite or LCD video screen, appearing
like a CGA but with only one color. In this case, you want
the Black and White screen option.
Upon pressing S to select this option, a pop-up menu will appear
with the available options. These are fairly apparent:
DEFAULT
TheDraw will operate in the mode active when first run.
BLACK AND WHITE
TheDraw will use composite black and white mode (80 column),
regardless of the active mode when first run. The original
video mode will be selected when you exit TheDraw.
COLOR
TheDraw will use color mode (80 column), regardless of what mode
active when first run. The original video mode will be selected
when you exit TheDraw.
EGA/VGA
TheDraw will use color mode (80 column) and 43/50 lines,
regardless of what mode was active initially. Initial video
mode is restored upon exit from TheDraw.
MONOCHROME
TheDraw uses monochrome video mode, and switches back to the
previous mode upon exiting.
After selecting one of the first three options above (Default, B&W,
or Color), SETUP checks the screen for snow. If you see snow or
hashing, respond Yes to the prompt that appears.
TheDraw v4.51 The Setup Utility 118
COLOR CONFIGURATION:
TheDraw holds three complete sets of configurable colors. Which
color set is used depends on the initial screen mode specified
above. The sets are for Color, Black and White, and Monochrome
screen users. A pop-up window prompts for which set to edit.
After selecting a color set, another pop-up prompts for the item
type to configure. Options are the Edit Screen, Main Help Display,
Directory (Load/View) Screen, Pop-up help, and Pull-Down menu
display.
Next, a menu of configurable items under that type appears.
Selecting one displays a view port and list of available colors.
The view port shows an example of the screen item you chose. It
also reflects any changes in colors as you scroll through the color
palette.
Use the arrows keys to select a color to your liking from the
palette. Watch the view port to see how the item looks in that
color. Press [ENTER] or [ESC] to save your choice.
Now repeat this procedure for every screen color item you want to
customize. When done, press [ESC] until you return to the main
SETUP menu.
FILES DIRECTORY:
The Files Directory is used by TheDraw to find its files. The
shareware version looks for the pick list file (THEDRAW.PCK) there.
The registered version of TheDraw looks for its help and macro key
files there in addition.
The current setting is displayed for you. To change it, simply
type in the new directory. Enter a period (.) by itself to use the
current directory of Dos when TheDraw is loaded. Press [ENTER]
without entry to leave unchanged.
TheDraw v4.51 The Setup Utility 119
MEMORY USAGE:
TheDraw always tries to allocate all available memory up to limits
specified by this SETUP option. When fully configured, TheDraw can
use as much as 410k of memory. Memory is allocated first for
screen page layers and then for the animation system.
If you have limited memory, there might not be enough space for 8
page layers and 16000 animation entries (maximum usage). There may
however be enough space for 4 page layers and 5000 animation
entries, or just one layer, or anything in between.
This is when you may wish to override the automatic memory
allocation. To make TheDraw operate as in earlier versions, you
would want just 2 page layers and 5000 entries. Feel free to
experiment. Keep in mind that TheDraw will scale down all settings
when loaded if there is insufficient memory.
Upon selecting this option the current settings are displayed for
you. The amount of memory occupied by screen page layers and the
animation system is also indicated. If you wish to change them
answer Yes to the prompt. You can then enter new values for both.
DEFAULTS:
TheDraw has certain default values used throughout the program.
Some of these are:
o Initial edit colors
o Default file extensions
o Default file save parameters
o Sticky directory wildcards
o Initial work file directory
etc...
Selecting Defaults from the main setup menu displays a screen with
several fields. Use the up and down arrow keys to select the field
you wish to change. PgUp/PgDn switches between the three screens
of options. To change a value follow the on screen directions.
Pressing [R] at any time restores all "factory" defaults. Press
[ESC] when satisfied with your changes.
Note: Many of the defaults may be changed using TheDraw's internal
Setup screen also.
TheDraw v4.51 The Setup Utility 120
QUIT/SAVE:
Once all changes are completed, select Quit/save at the main SETUP
menu. The message:
Save Changes? (Y/N)
appears along the bottom line of the screen. Reply Yes, and all
the changes you have made will be saved into TheDraw. Reply No,
and all your changes are ignored. After either reply, you return
to the dos prompt.
If you ever decide to reset TheDraw completely to factory defaults,
simply copy the EXE program file from your original disk (you did
make one right?) onto your work disk. If you -just- want the
editor commands restored, type [R] under the editor configuration.
TheDraw v4.51 The Setup Utility 121
APPENDIX A
SETTING UP CONFIG.SYS
The ANSI driver must be installed to display Ansi color images and
Ansi animation files via the Dos TYPE command. This can be done by
adding a 'DEVICE=ANSI.SYS' statement to your CONFIG.SYS file. If you
do not have a CONFIG.SYS file, you can create one by typing the
following in your root directory:
COPY CON CONFIG.SYS<enter>
DEVICE=ANSI.SYS<enter>
^Z<enter> ( <-- press CTRL and Z )
If you have a CONFIG.SYS file, append the sequence with:
EDLIN CONFIG.SYS<enter>
#I<enter>
DEVICE=ANSI.SYS<enter>
^Z<enter> ( <-- press CTRL and Z )
E<enter>
For this to work properly, the ANSI.SYS file must also be in the root
directory of your boot disk or hard drive (whichever is applicable).
People wanting to use a mouse with TheDraw may have to install an
additional file in their CONFIG.SYS file. If a driver must be
installed, follow the above instructions using the name of your mouse
driver (ie: MSMOUSE.SYS or MOUSE.SYS, etc...) instead of ANSI.SYS.
Additional parameters may be required. Please refer to the manual
that came with your mouse for more details.
There are many other useful statements that can be placed in your
CONFIG.SYS file. Two which can dramatically improve the performance
of DOS are:
BUFFERS=10
FILES=10
Add these as stated above. If you created a new CONFIG.SYS for the
DEVICE=ANSI.SYS clause by COPY CON, then append these using the second
method. Enjoy!
TheDraw v4.51 Appendix A 122
APPENDIX B
EXTENDED/SPECIAL CHARACTER SET
The following lists every symbol available in the IBM extended
character set. These are all found in the 15 special character
function key sets supported by TheDraw.
Code Symbol Code Symbol Code Symbol Code Symbol
128