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1992-12-10
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L A U G H I N G D O G S C R E E N M A K E R
-----------------------------------------------
V1.00
U s e r 's M a n u a l
---------------------------
Copyright 1992, Jeff Sloan
Yardbird Software
Box 4646
West Hills, California 91308
Phone: (818)704-6402
CompuServe: 73650,104
_______
____|__ | (R)
--| | |-------------------
| ____|__ | Association of
| | |_| Shareware
|__| o | Professionals
-----| | |---------------------
|___|___| MEMBER
Trademarks & Acknowledgments
Registered Trademarks
HP & LaserJet are trademarks of Hewlett-Packard Company.
Turbo C & Turbo Pascal are trademarks of Borland International.
Epson is a trademark of Epson Corporation.
PostScript is a trademark of Adobe Systems, Incorporated.
PageMaker is a trademark of Aldus Corporation.
Ventura Publisher is a trademark of Xerox Corporation.
PKZIP and PKware are trademarks of PKware Incorporated.
WildCat! is a trademark of Mustang Software.
PCBoard is a trademark of Clark Development Company, Inc.
DESQview is a trademark of Quarterdeck Office Systems.
Macintosh is a trademark of Apple Computer Inc.
IBM is a trademark of International Business Machines.
GW Basic, QuickBASIC, QuickC, Windows & MASM.
are trademarks of Microsoft Corp.
Acknowledgments
The author wishes to thank Mike McGrath for his advice,
testing, and encouragement early on in this program's development.
Most of his suggestions have made their way into the program in
one form or another. Mike also acted as my proofreader and editor
while preparing this manual. I also wish to recognize Bob Wenzel
for his important help in the fine-tuning of the Laughing Dog's
user interface. I would like to thank all of my CompuServe and
GEnie beta testers, especially Duane Paulson.
Their suggestions have helped make the Laughing Dog Screen
Maker a more complete and easier program to use.
ASP Ombudsman statement
Yardbird Software is a member of the Association of Shareware
Professionals (ASP). ASP wants to make sure that the shareware
principle works for you. If you are unable to resolve a
shareware-related problem with an ASP member by contacting the
member directly, ASP may be able to help. The ASP Ombudsman can
help you resolve a dispute or problem with an ASP member, but does
not provide technical support for members' products. Please write
to the ASP Ombudsman at 545 Grover Road, Muskegon, MI 49442 or
send a CompuServe message via CompuServe Mail to ASP Ombudsman
70007,3536.
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual i
The Shareware Concept
Shareware distribution gives users a chance to try software
before buying it. If you try a Shareware program and continue
using it, you are expected to register. Individual programs
differ on details -- some request registration while others
require it, some specify a maximum trial period. With
registration, you get anything from the simple right to continue
using the software to an updated program with printed manual. See
"Registering The Laughing Dog Screen Maker" below for details on
what you will receive in return for registering this program.
Copyright laws apply to both Shareware and commercial
software, and the copyright holder retains all rights, with a few
specific exceptions as stated below. Shareware authors are
accomplished programmers, just like commercial authors, and the
programs are of comparable quality. (In both cases, there are
good programs and bad ones!) The main difference is in the method
of distribution. The author specifically grants the right to copy
and distribute the software, either to all and sundry or to a
specific group. For example, some authors require written
permission before a commercial disk vendor may copy their
Shareware. See the files VENDOR.DOC and SYSOP.DOC for Laughing
Dog Screen Maker distribution rights.
Shareware is a distribution method, not a type of software.
You should find software that suits your needs and pocketbook,
whether it's commercial or Shareware. The Shareware system makes
fitting your needs easier, because you can try before you buy.
Because the overhead is low, prices are low also.
Shareware has the ultimate money-back guarantee -- if you
don't use the product, you don't pay for it.
This Program is YOURS!
Participating in the shareware marketplace as a registered
user brings more than the mere satisfaction of doing the right
thing, you really become a part of the creative process. We at
Yardbird Software welcome any comments, requests or suggestions
you may have for enhancements to this program, or for entirely new
programs you would like to see produced and distributed as
shareware. Please let us know how we may serve you in any way we
can.
Registered users will also be kept abreast of updates and new
product offerings from Yardbird Software.
We would also love to hear about your particular application
of the Laughing Dog Screen Maker.
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual ii
Disclaimer -- Agreement
(All references to the "Laughing Dog Screen Maker" include the
executable files: LDOG.EXE, LDOGRAB.EXE and LDOGSHOW.EXE.)
Users of the Laughing Dog Screen Maker must accept this
disclaimer of warranty: "The Laughing Dog Screen Maker is
supplied as is.
The author disclaims all warranties, expressed or implied,
including, without limitation, the warranties of merchantability
and of fitness for any purpose. The author assumes no liability
for damages, direct or consequential, which may result from the
use of the Laughing Dog Screen Maker."
The Laughing Dog Screen Maker is a "shareware program" and is
provided at no charge to the user for evaluation. Feel free to
share it with your friends, but please do not give it away altered
or as part of another system. The essence of "user-supported"
software is to provide personal computer users with quality
software without high prices, and yet to provide incentive for
programmers to continue to develop new products.
If you find the Laughing Dog Screen Maker to be a useful
program and continue to use it after a reasonable trial period (30
days), you must make a registration payment of $35.00 to Yardbird
Software (See Registering The Laughing Dog Screen Maker below).
The $35.00 registration fee will license one copy for use on any
one computer at any one time. You must treat this software just
like a book. An example is that this 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 no possibility of it
being used at one location while it's being used at another, just
as a book cannot be read by two different persons at the same
time.
Anyone distributing the Laughing Dog Screen Maker for any
kind of remuneration must first contact Yardbird Software at the
address below for authorization. This authorization will be
automatically granted to distributors recognized by the
Association of Shareware Professionals as adhering to its
guidelines for shareware distributors, and such distributors may
begin offering the Laughing Dog Screen Maker immediately.
However, Yardbird Software must still be advised so that the
distributor can be kept up-to-date with the latest version of the
Laughing Dog Screen Maker. For more information see the file:
VENDOR.DOC, included on the distribution disk.
You are encouraged to pass a copy of the Laughing Dog Screen
Maker along to your friends for evaluation. Please encourage them
to register their copy if they find that they can use it.
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual iii
Registering The Laughing Dog Screen Maker
If you find the Laughing Dog Screen Maker to be a useful
tool, please register it. Yardbird Software depends on your
support in order to continue to serve your needs with high
quality, reasonably priced software.
To register, send $35 cash, check, or money order to Yardbird
Software at the address below. California residents please add
the current sales tax to the total.
Outside the USA, please add $10 to cover special shipping and
handling costs, for a total of $45. US funds drawn on a US bank,
or cash are acceptable--cash payments should be sent via
registered mail and may be in US funds or in your country's
currency at the current exchange rate. Yardbird Software cannot
be responsible for cash payment lost in the mail.
You may print out an order form from within the Laughing Dog
Screen Maker program by selecting the Print Registration Form
button on the registration reminder screen or by printing the
REGISTER.DOC file included on the distribution disk.
Credit Card orders will be accepted through Public (software)
Library (PsL). Call the PsL toll-free order line (800)242-4775 to
place your order. To speed your order use PsL's item number #10538
for the Laughing Dog Screen Maker when ordering.This 800 number is
for ORDERS ONLY! The people there are unable to answer any other
questions about the program. For information on the program or
technical help please call Yardbird Software direct at the number
below.
You may also instantly register via CompuServe's Shareware
Registration service. The registration fee will be billed to your
CompuServe account, and the registered version will be shipped to
you immediately! Just log onto CompuServe and type "GO SWREG" at
the ! prompt. Then choose "Register Shareware" and search the
database using the Registration ID: 344, or Program Name: "Laughing
Dog Screen Maker" Then just follow the on screen instructions.
For information on volume discounts or site licensing,
contact Yardbird Software at the address or phone number below.
All registered users will receive a copy of the latest
version of the Laughing Dog Screen Maker Programs: LDOG.EXE,
LDOGSHOW.EXE, & LDOGRAB.EXE, devoid of ALL Shareware notices and
reminder screens. Registered users also receive a bound,
illustrated version of this manual and several demonstration
screen files. Registered users will also be notified of any
future updates to the Laughing Dog Screen Maker, and be given the
opportunity to upgrade at a reduced price.
For further information or technical assistance, please feel
free to contact Yardbird Software via mail, phone, or email at:
Yardbird Software Phone (voice): (818)704-6402
Box 4646 CompuServe: 73650,104
West Hills, CA 91308 GEnie: J.SLOAN7
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual iv
What is The Laughing Dog Screen Maker?
A hammer is the ideal tool, you just pick it up and use it.
Its purpose is obvious and its function is intuitive. The
Laughing Dog Screen Maker is that kind of a tool.
You won't be spending a lot of time reading this manual, you
will be spending your time creating screens. After all, that's
what you are interested in, isn't it?
Full mouse support, on-line help, pop up menus, and dialog
boxes provide an intuitive user interface to the various nuts and
bolts used to design screens. Choose colors and special
characters by pointing to what you want. Copy, move, clear,
recolor, or fill a portion of the screen with a few keystrokes.
Draw titled windows automatically.
Save screens in a compressed format to be displayed later
individually, or as a part of a slide show. Capture screens from
other text mode programs, modify them if needed, and then use them
in a slide show presentation.
Print screens on most dot-matrix and laser printers. Produce
PostScript (EPS) output for import into word processing or desktop
publishing programs.
Source code is automatically generated in BASIC, C, Pascal,
and assembly language. Screens can be exported in the WildCat!
and PCBoard BBS formats, for use on bulletin board systems. Ready
to run executable files can also be produced.
In addition to all of this, the Laughing Dog Screen Maker is
FUN TO USE.
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual v
---TABLE OF CONTENTS---
Trademarks & Acknowledgements...................................i
The Shareware Concept..........................................ii
Disclaimer -- Agreement.......................................iii
Registering The Laughing Dog Screen Maker......................iv
What is The Laughing Dog Screen Maker?..........................v
1. Introduction.................................................3
2. Packing List--Files you should have..........................5
3. System Requirements..........................................6
4. Installation.................................................6
5. Quick Start (the bare-bone essentials).......................7
6. The Basics..................................................12
6.1 Starting the Laughing Dog Screen Maker.................12
6.1.1 Command Line Options.............................12
6.1.2 Running LDOG Under Desqview......................13
6.2 Using the On-line Help System..........................13
6.3 Using Menus............................................14
6.4 Using Hot Keys.........................................16
6.5 Using Dialog Boxes.....................................17
6.6 Using LDOG.EXE On a Mono or LCD Monitor................18
7. The STATUS BOX -- Information at Your Paws.................19
7.1 Using The STATUS BOX...................................19
7.1.1 The Cursor Position Indicator....................19
7.1.2 The Line-Type/Window Border Indicator............20
7.1.3 The Current Special Character/Color Attribute
Indicator........................................20
7.1.4 The Special Mode Indicator.......................20
7.1.5 Moving and Hiding The Status Box.................20
7.1.6 Dumb Mouse Tricks................................21
7.1.7 Selecting a Special Character/Line-Type..........21
7.1.8 Selecting A Color Attribute......................23
8. Drawing Screens.............................................25
8.1 Modes of Operation.....................................25
8.1.1 NORMAL Mode......................................25
8.1.2 INSERT Mode......................................27
8.1.3 SELECT Mode......................................28
8.1.4 LINE DRAWING Mode................................30
8.2 Drawing Screens Using the Mouse........................32
8.2.1 Accessing Menus..................................32
8.2.2 Positioning the Cursor...........................32
8.2.3 Selecting a Block................................32
8.2.4 Drawing Lines & Boxes............................33
8.2.5 Changing the Current Color or Special Character..33
8.2.6 Getting Help.....................................33
8.2.7 Taming the Wild Mouse
(Constraining Mouse Cursor Movement).............34
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual 1
8.3 Drawing Screens Using the Keyboard.....................35
8.3.1 Accessing Menus..................................35
8.3.2 Positioining the Cursor..........................35
8.3.4 Selecting a Block................................35
8.3.5 Drawing Lines & Boxes............................35
8.3.6 Entering Text....................................36
8.3.7 Entering Special Characters......................36
8.3.8 Changing the Current Color or Special Character..36
8.3.9 Getting Help.....................................37
8.4 Block Operations: Moving, Copy, Paste, Recolor, Fill,
Erase, & Make A Window.................................38
9. Loading and Saving Screens..................................39
9.1 Loading a Screen.......................................39
9.2 Saving a Screen........................................40
9.3 Changing the Data Path.................................41
10. Producing Useful Output....................................42
10.1 Generating Source Code................................42
10.1.1 BASIC Code......................................44
10.1.2 BSAVE File Format...............................46
10.1.3 C Code..........................................47
10.1.4 Pascal Code.....................................50
10.1.5 Assembly Code...................................52
10.2 Other Export File Formats.............................56
10.2.1 BINARY Files....................................57
10.2.2 Executable COM Files............................58
10.2.3 ANSI Files......................................64
10.2.4 WildCat! & PCBoard BBS Files....................66
10.3 Printing Screens......................................67
10.3.1 Setting the Printer Options.....................67
10.3.2 Laughing Dog's PostScript Output................68
11. The Laughing Dog Menus.....................................69
11.1 The MAIN MENU.........................................71
11.1.1 The NEW SCREEN MENU.............................72
11.1.2 The OPTIONS MENU................................73
11.1.3 The GENERATE CODE/EXPORT FILE MENU..............76
11.1.4 The PRINT SCREEN/PRINTER SETUP MENU.............76
11.2 The BLOCK MENU........................................81
11.2.1 The CLEAR/FILL BLOCK MENU.......................83
11.2.2 The RECOLOR MENU................................84
11.2.3 The MAKE A WINDOW MENU..........................86
11.2.4 The WINDOW TITLE OPTIONS MENU...................86
12. LDOG.EXE Error Messages....................................88
13. The Laughing Dog Utilities.................................90
13.1 Grabbing Text Screens from Other Programs
with LDOGRAB.EXE....................................90
13.1.1 Starting LDOGRAB.EXE............................90
13.1.2 Using The Screen Grabber........................91
13.2 Displaying Your Screens with LDOGSHOW.EXE.............93
13.2.1 Starting LDOGSHOW.EXE...........................93
13.2.2 Displaying A Single Screen......................94
13.2.3 Creating A Presentation.........................94
13.2.4 Displaying a Presentation Manually..............96
13.2.5 Displaying a Presentation Automatically.........96
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual 2
1. Introduction
This manual was designed to be used more as a reference guide
to consult from time to time, rather than something that you must
read from cover to cover before you start using the program.
Start up LDOG.EXE, play around a little, then read the "Quick
Start" chapter. It will just take you a few minutes, and you will
be well on your way to creating your first screen. Then later on,
come back to the manual and browse around through the topics that
you need more help on. You will find that the program is very
easy to pick up and use immediately.
You may never have to go beyond this level of expertise, but
if you really want to tap the full power of the Laughing Dog
Screen Maker, everything you need is here in this manual.
For a more detailed discussion of the nuances of the screen
drawing tools, check out "The Status Box" and "Drawing Screens"
chapters.
To learn more about generating source code, exporting screens
in different file formats, or printing your screens, consult the
"Producing Useful Output" chapter.
For a blow by blow description of the menus and what each
menu choice does, see "The Laughing Dog Menus" chapter. This
chapter presents the menus in the same nested organization that
you will encounter them within the program. For instance, the
Options Menu is reached by first calling the Main Menu, then
choosing "Options." The Options Menu is found in this manual, as
a sub-topic of the Main Menu section of the Menus chapter.
The companion Laughing Dog utility programs LDOGRAB.EXE (for
capturing screens from other applications) and LDOGSHOW.EXE (the
screen display utility) each have their own chapters.
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual 3
Typographic Conventions
The following typographic conventions are used when
referring to filenames and command line arguments, as in the
"Starting LDOG.EXE," "Starting LDOGRAB.EXE," and "Starting
LDOGSHOW.EXE" sections of the manual.
Example Description
------- -----------
C: An uppercase letter with a colon after it
indicates an explicit disk drive identifier.
d: A lowercase d, followed by a colon indicates
a variable drive identifier (substitute any
valid disk drive letter).
path The lowercase word "path" indicates a
variable path (substitute a valid path).
LDOG.EXE All uppercase indicates an explicit filename.
filename or fname All lowercase indicates a variable filename
(substitute any valid filename).
filename.DOG A combination of lower and uppercase
indicates that the portion in lowercase is
variable, while the portion in uppercase must
be as indicated.
[a] Square brackets enclose optional single
command line arguments.
[a][b] Several bracketed optional arguments may be
used singly or together.
[a]|[c] Arguments separated by a vertical bar
indicate that a choice of items on either
side of the bar can be made. In this case
you may choose a OR c, but not a & c.
[a]|[[b][c]] Several single optional arguments can be
grouped together on either side of a vertical
bar by enclosing them in another set of
square brackets. In this example you may
choose a OR [a and/or b]. Illegal
combinations would be a & b, and a & c.
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual 4
2. Packing List--Files you should have
The complete Laughing Dog Screen Maker evaluation package
should contain the following 16 files. If any of these files are
missing then the package is not complete and is not suitable for
distribution to others. The complete package may be obtained
directly from Yardbird Software.
File Name Purpose of File
------------ -------------------------------------------------
READ.ME Important last-minute information.
PACKING.LST This list.
FILE_ID.DIZ Short description file for use by BBS sysops.
LEGAL.DOC This file contains all the legal information like:
Software License, Warranty, and Distribution
Requirements and Conditions for individuals,
BBS sysops, disk vendors, etc.
DESCRIBE.DOC Sample descriptions for catalogs, BBSs, etc.
REGISTER.DOC Registration information and order form.
HISTORY.DOC Laughing Dog Screen Maker Upgrade History
LDOG.EXE The Laughing Dog Screen Maker program file
LDOG.HLP The Laughing Dog Screen Maker online help file
LDOG.DOC The Laughing Dog Screen Maker User's Manual
LDOGRAB.EXE The Laughing Dog Screen Capture utility
LDOGSHOW.EXE The Laughing Dog Presentation utility
BLK2EPS.EXE Bonus utility that converts a block file (partial
screen file) into an EPS (PostScript) file.
COLORS.DOG An example Laughing Dog Screen file containing all
of the possible screen colors. Good for
demonstrating PostScript gray scale rendering.
ALLCHARS.DOG An example Laughing Dog Screen file containing the
entire ASCII character set. Good for testing
printer compatibility.
MAGIC.DOG A truly amazing example of what is possible using
the extended character set and flashing attributes.
This file was not originally created by LDOG, it
was captured from an ANSI file using LDOGRAB.
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual 5
3. System Requirements
IBM compatible running DOS 2.1 or greater
512K of RAM
CGA, EGA, VGA, MONOCHROME, or LCD display
Keyboard
1 Floppy disk drive
Suggested, but not required:
Microsoft compatible mouse or trackball
Hard Disk Drive
Printers Supported:
Epson dot matrix or compatible
HP LaserJet II or compatible
PostScript
4. Installation
If you received this program on a distribution disk, it is
suggested that you make a back-up copy, and use the original disk
for archival purposes only.
If you received your disk from a disk vendor, follow the
directions that came along with the disk for decompressing the
files.
If you downloaded the Laughing Dog package from a BBS, the
files are most likely compressed in PKware's ZIP format. You will
need a copy of the decompression utility: PKUNZIP.EXE, available
from PKware or almost any BBS, to decompress the files.
First, Create a directory on your hard disk and name it
whatever you like. For example, type:
MD C:/LDOG
Then copy the all of the files from the distribution disk into
this directory:
COPY A:*.* C:/LDOG
Then decompress the files if needed, and delete the original
compressed file.
ATTENTION: The files LDOG.EXE and LDOG.HLP must reside in the same
subdirectory to enable LDOG.EXE to have access to its help file
LDOG.HLP. That subdirectory may be included in the PATH statement
in the AUTOEXEC.BAT file, allowing you to start the program from
anywhere on your hard drive.
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual 6
5. Quick Start (The Bare-Bone Essentials)
This section is for those of you that don't want to spend a
lot of time reading a manual, but instead want to jump right in
and get going!
The Laughing Dog Screen Maker has extensive on-line, context-
sensitive help available at all times. The Status Box also
contains a few helpful clues about which keys to use and how to
get help or pop up a menu.
The program operates like many other paint and drawing
applications. If you are familiar with the basic operations of
that type of program, you can probably put this manual down right
now, jump right in, and get productive!
There are many subtle features, however, that require some
reading-up on (either here, or on-line), to get the most out of
the program. If you can possibly spare a few moments to read this
brief section, you will be better equipped to explore the program.
The following explanations are necessarily brief, and since a
picture really is worth a thousand words, it might be useful to
follow along at the computer, and try out each item as you go.
STARTING THE PROGRAM
Type: "LDOG" to start the program with the default settings
for a color monitor. For a list of the command line options, type
"LDOG /?"
GETTING HELP!
To get help at any time press the <F1> key. A help screen
dealing with what you are doing will pop up. If it does not
contain the information you need, press the <up> or <down> arrow
keys to highlight the "Help Index" hyper-text link at the top of
the help screen and press <enter>, or double click it with the
left mouse button. A list of all the menus and help topics will
pop up. Highlight the topic of interest using the <arrow> keys
and press <enter> to go to that topic.
THE STATUS BOX
The most useful feature of the Laughing Dog Screen Maker is
that rather busy looking box that appears at the bottom of the
screen when you start the program. It is called the Status Box
because it displays the status of the screen maker at all times.
This is the quick start, so we won't go into everything here, just
take a look at the box (If the Status Box is not currently
visible, press the <F10> key).
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual 7
MOVING THE STATUS BOX OUT OF YOUR WAY
The Status Box will automatically move out of your way as you
move around the drawing area using the cursor movement keys.
You may deliberately move it out of the way or hide it in the
following ways:
To manually move the Status Box with the mouse, click on the
little arrow in the upper right-hand corner of the Status Box.
To make the Status Box disappear, click on the little box in
the upper left-hand corner of the Status Box, press the <F10> key,
or select "Hide/Show Status Box" from the Main Menu.
Use the <tab> key to highlight the Special Character and
Color Selection boxes and to make the Status Box disappear and
reappear. Just press the <tab> key several times and you will see
the cycle.
NOTE: In order to draw or enter text on the drawing screen the
Status Box must either be hidden altogether, or if it is not
hidden, neither of the selection boxes within it can be
highlighted. This is easy to see on VGA screens, because when the
drawing screen is active, it will be highlighted with a red
border.
MENUS
To call the Main Menu press the <F2> key or click the right
mouse button.
To make a selection, highlight the desired menu item using
the <up/down arrow> keys, then press <enter>, or click on it with
the left mouse button.
To close a menu, press the <esc> key or click the right mouse
button inside the menu area, or click either mouse button outside
the menu in the drawing area.
BYPASSING THE MAIN MENU WITH HOT KEYS
Most of the Main Menu functions are also available, without
having to call the menu, by pressing the "Hot Key" displayed to
the right of the menu item text. For example the Main Menu
function "Quit" can also be performed directly, with the hot key
<cntl>-Q.
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual 8
POSITIONING THE CURSOR
Use the <up/down/left/right-arrow>, <home>, <end>, <page-up>,
and <page-down> keys to move the cursor around. With a mouse,
just position the mouse cursor where you want it and click the
left mouse button.
ENTERING NORMAL TEXT
Position the cursor where you want the text to appear and
type the text.
SELECTING A SPECIAL CHARACTER
Special Characters are selected from the Special Character
Selection Box, which is located in the left hand side of the
Status Box.
If you are using a mouse, just point to the character that
you want in the Special Character Selection Box and click the left
mouse button. There are two pages of special characters to choose
from. Go to the other page by clicking on the scroll bar located
in the right hand side of the Special Character Selection Box.
If you are not using a mouse, press the <tab> key until the
Special Character Selection Box is highlighted. Then move the
special character selection cursor around with the <arrow> keys.
The character under the cursor is the currently selected special
character. There are two pages of special characters to choose
from. To flip to the other page, just arrow up or down past the
first or last row, and the page will flip. Press the tab key two
or three times to get back to the drawing screen.
ENTERING SPECIAL CHARACTERS
Position the cursor where you want the special character to
appear, hold down the <shift> key, and press one of the <arrow>
keys to place the character.
SELECTING A COLOR ATTRIBUTE
The Color Attribute Selection Box is located in the right-
hand side of the Status Box. It displays a "Color Bar" consisting
of little x's showing each foreground color against the current
background color. The "Happy Face" character shows the currently
selected color.
If you are using a mouse, just point to the 'x' which is the
color you want and click the left mouse button. To scroll the
background colors, click on the double-headed arrow at the extreme
_________________________________________________________________
Laughing Dog Screen Maker V1.00 User's Manual 9
left side of the color bar, or by click the right mouse button
anywhere within the color bar.
If you are not using a mouse, press the <tab> key until the
Color Attribute Selection Box is highlighted. Then use the
<left/right>-arrow keys to change the foreground color, or the
<up/down>-arrow keys to change the background color. When the
desired color is highlighted (the happy face is sitting on it),
press the <tab> key once or twice to get back to the drawing
screen.
DRAWING LINES
Lines are drawn using the current line-type, which is
displayed in the Status Box as the little box labeled "Line-Draw."
The Line-type is selected as a by-product of the special character
selection. Go to the special character selection page which
contains the boxes, and choose a box that has as it's outside
lines the line-type you want to use.
The choices are:
All Single Lines
All Double Lines
Single Vertical Lines, Double Horizontal Lines
Double Vertical Lines, Single Horizontal Lines
To draw lines with a mouse, position the cursor where you
wish to begin your line. Double-click and hold the left mouse
button to enter Line Mode, then drag the mouse in the direction
you wish to draw the line. Release the button to terminate the
line.
You can constrain the mouse movement to horizontal only by
pressing the <cntl> key, or to vertical only by pressing the <alt>
key while dragging the mouse.
To draw lines using the keyboard, position the cursor where
you want to begin your line. Press and release the <alt>-L hot
key to enter Line Mode, then hold down the <shift> key and press
the <up/down/left/right-arrow>, <Pg-Up>, <Pg-Down>, <Home> or
<End> keys to draw lines. You can release the <shift> key to move
the cursor without drawing a line and then press it again to start
drawing lines again without leaving Line Drawing Mode. Press the
<enter> key to terminate a line and exit line mode, or press <esc>
to leave the line dangling and exit Line Drawing Mode.
SELECTING A BLOCK
Selecting a block is the first step in performing a block
operation like Move, Copy, Fill, Make a Window, etc.
To select a block with the mouse, position the cursor at a
point which will become one corner of the rectangular area you
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Laughing Dog Screen Maker V1.00 User's Manual 10
wish to select, click and hold the left mouse button, then drag
the mouse to define the area. The color of the area will change
to indicate that it is "selected." End the selection by releasing
the mouse button.
To select a block using the keyboard, position the cursor at
a point which will become one corner of the rectangular area you
wish to select. Press the <alt>-S hot key, then use the
<up/down/left/right-arrow>, <Pg-Up>, <Pg-Down>, <Home> or <End>
keys to define the rectangular area. The color of the area will
change to indicate that it is "selected." End the selection by
pressing the <enter> key.
Upon ending your selection the Block Menu will pop up,
allowing you to choose the operation you wish to perform on the
block.
To cancel the selection while selecting, press the <esc> key
or click the right mouse button.
BLOCK OPERATONS
The Block Menu will pop up when you complete your selection.
The available operations are:
Move Block
Copy Block
Copy Block to a File
Recolor Block
Clear/Fill Block
Erase Block
Make a Window of Block
When copying or moving a block, use the <arrow> keys or left-
click & drag the mouse to reposition the block. Press <enter> or
release the mouse button to drop the block where you have
positioned it. Press <esc> or the right mouse button to cancel
the move or copy.
When choosing one of the other menu items, you will be guided
through the process of performing the operation with additional
menus or dialog boxes, so we won't discuss them here.
BYPASSING THE BLOCK MENU WITH HOT KEYS
The functions of the Block Menu are available as single key
presses, without calling the menu, while selecting a block. The
highlighted letter in each Block Menu item is also the hot key for
that function. For example the hot key for the Move function is
<M>.
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Laughing Dog Screen Maker V1.00 User's Manual 11
6. The Basics
This chapter explains some of the general information you
will need to operate the program. For more specific information
on actually drawing screens, see the "Drawing Screens" chapter.
6.1 Starting the Laughing Dog Screen Maker
Typing "LDOG" at the DOS prompt will start up the Laughing
Dog Screen Maker with the default options in effect. If you need
to override these options, use the command line switches and
arguments listed below.
NOTE: Typing "LDOG /?" or "LDOG /H" at the DOS prompt will display
a help screen with all of these options.
6.1.1 Command Line Options
LDOG [/H]|[[/Q][/M][/V][/E][/L][[fname]|[d:\path]|[d:\path\fname]]
/H or /? Displays a help screen similar to this
page.
/Q Quiet (turns all sound effects OFF, default
is ON)
/M Disables mouse support when there is
actually a mouse driver present.
/V Changes the screen writing method from
direct video memory access, to BIOS calls.
See: Running LDOG Under DESQview.
/E Display and print dates in European format
(day-month-year). Default is US format
(month-day-year)
/L Starts LDOG in monochrome (LCD) mode
fname Name of an LDOG screen file** to load
d:\path drive and path to use as default data path
for saving and loading screen and block
files
d:\path\fname The drive, path, and filename** to load
**Since all screen files are saved with the extension "DOG," it
is not necessary to include the file extension "DOG"
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Laughing Dog Screen Maker V1.00 User's Manual 12
command line examples:
LDOG /Q DOGBARK turns sound Off and loads the file
DOGBARK.DOG (from the current directory)
LDOG /L C:\TEMP starts program in monochrome mode, if the
subdirectory "C:\TEMP" exists, sets the
default Data Directory to C:\TEMP. If this
is not a valid subdirectory, looks for a
screen file in the root directory of drive
C: called "TEMP.DOG" and loads it.
6.1.2 Running LDOG Under DESQview
If you plan to use The Laughing Dog Screen Maker under
Quarterdeck Office System's DESQview Multitasking environment, you
must use the command line switch /V. This changes the default
method of video access from direct memory writes, to the slower
method using BIOS calls.
Set up your PIF file to give LDOG.EXE at least 400K of
memory, and indicate that it should allow LDOG.EXE to use its own
screen colors. It may be necessary to go into DESQview's on-line
setup and further adjust the foreground and background colors
until the true colors are displayed (use the included screen file:
COLORS.DOG to verify the correct color settings).
The operation of LDOG will be much slower using the /V
option. The sluggishness is especially noticeable when moving or
copying a large block, or opening or closing a menu. It is
preferable to run LDOG from the DOS command line or in Microsoft
Windows, where it can run at full speed.
NOTE: If your mouse or trackball does not work in LDOG while
running under DESQview, you may need to tell DESQview, via the PIF
file, that the program uses the serial port (even if you are using
a bus mouse).
6.2 Using the On-line Help System
Context-Sensitive Help is available at any time by pressing
the Help Key: <F1>. If help is more than a single page in length,
you may browse through it using the <Page-Up> & <Page-Down> keys.
Multiple-page help screens are indicated when the symbols: PgUp &
PgDn appear in the lower left-hand corner of the help window.
Exit help screens by pressing the <esc> key.
NOTE: You may also click on the Esc, PgUp, or PgDn symbols in the
lower left-hand corner of the window rather than pressing the
corresponding keys.
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Laughing Dog Screen Maker V1.00 User's Manual 13
Hypertext Help Links
While browsing through the help screens, you will come upon
light blue (Cyan) sections of text surrounded by white arrow
brackets. This is what is known as a hypertext "Help Link."
To get more help on the subject of the link, press the
<up/down arrow> keys until the link of interest is highlighted,
then press <enter> to go to that topic. You may also double-click
on a link with the left mouse button to go to that topic.
All help screens contain two links: "USING HELP" and "HELP
INDEX." Instructions on using the help system can be displayed by
selecting the "USING HELP" link. An index of all help topics is
available by selecting "HELP INDEX." Each topic listed in the
help index is a Help-Link, and may be accessed by simply
highlighting it, and pressing <enter>, or double-clicking on it.
6.3 Using Menus
The Laughing Dog Screen Maker's menu system attempts to be a
CUA (Common User Access)-compliant system, allowing easy access to
the many features available in the program. If you have used
other programs that use pull-down menus, you probably already know
how to use this one.
There are basically two main menu structures in the program,
the Main Menu (and its child menus) and the Block Menu (and its
child menus).
The Main Menu is the one you will use most of the time, the
Block Menu only comes up after selecting a block.
Menus may be accessed via the keyboard or the mouse.
Call the Main menu by pressing the <F2> hot key, or by
clicking the right mouse button anywhere within the drawing area
of the screen.
Selecting a menu item can be done in a number of ways:
1. Highlight the desired item using the <up/down arrow> keys
and then press the <enter> key.
2. Hold down the left mouse button and drag the highlight to
the desired menu item and release the button.
3. Double click on the desired menu item with the left mouse
button.
4. Press the hot key for that particular menu item. The hot
key may be a single letter or a special key combination (like
<cntl>-R) highlighted in red on the menu.
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Laughing Dog Screen Maker V1.00 User's Manual 14
Many menus will automatically close themselves when you are
done with them. If you need to close a menu yourself, you have
several options:
1. Press the <esc> key.
2. Click the right mouse button anywhere within the menu you
wish to close.
3. Click either mouse button anywhere outside the menu, in the
drawing area of the screen.
NOTE: If several menus are on the screen, it is necessary to close
lower level (most recently opened) menus before the higher level
menus will close.
See "The Laughing Dog Menus" chapter for more information on
the individual menus, and menu items. To get help on any menu
item when on-line, move the highlight to that item and press the
<F1> key.
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Laughing Dog Screen Maker V1.00 User's Manual 15
6.4 Using Hot Keys
A hot key is a key or key combination used to instantly
access a feature of the Laughing Dog Screen Maker, often bypassing
a series of menu selections; thus, speeding up the screen making
process. single keys are usually referred to by the marking on
the key surrounded in brackets <>:
<A> Means press the "A" key.
<F2> Means press the "F2" function key.
A multiple key combination will be referred to by the names
of the two keys to be pressed together:
<Cntl>-A Means hold Down The "Control" Key And
Press The "A" Key.
<Alt>-F1 Means hold Down The "Alt" Key And Press
The "F1" Function Key.
This chart shows all of the Laughing Dog Screen Maker (LDOG.EXE) Hot
Keys, what they do, and the modes in which they are available.
--------------------------------------------------------Modes--------
Hot Key Action Normal Select Line
---------------------------------------------------------------------
<F1> HELP x x x
<F2> Menu x x
<F10> Hide/Show Status Box x
<cntl>-Q Quit the program x x
<cntl>-S Save Screen x x
<cntl>-L Load Screen x x
<cntl>-R Toggle Relative Cursor Position x x x
Display
<cntl>-A Pick-Up BG & FG Attribute x x
<cntl>-F Pick-Up FG Attribute x x
<cntl>-B Pick-Up BG Attribute x x
<cntl>-K Pick-Up Special Character x x
<cntl>-<shift> Pick-Up Normal Character x x
<cntl>-U Undo x
<alt>-S Enter Select Mode x
<alt>-L Enter Line Mode x
<M> Move Block x
<C> Copy Block x
<Y> Copy Block to File x
<F> Fill Block x
<R> Recolor Block x
<E> Erase Block x
<del> Erase Block x
<W> Make A Window x
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Laughing Dog Screen Maker V1.00 User's Manual 16
6.5 Using Dialog Boxes
Dialog boxes are used extensively throughout the Laughing Dog
Screen Maker program. If you are not familiar with their use,
this section briefly describes what a dialog box is and how you
use them to communicate with the program.
A dialog box is a window on the screen that may be used to
convey information to you or to get some sort of input from you.
There may be a list of items, which you can scroll through and
make a selection; there may be a text entry field, where you may
be asked to enter some information; or there may simply be several
"buttons" that you can "push" to communicate something to the
program.
Other dialog boxes are informational only, used to inform you
of something like an error that has occurred, etc.
Buttons in Dialog Boxes
All dialog boxes have at least one "button". Each button is
usually labeled with one of the following messages: "OK", "YES",
"NO" or "CANCEL." These buttons are used to close the dialog box
and initiate some sort of action.
Buttons may be "pushed" in several ways. The easiest way, if
you are using a mouse, is to simply click on the desired button
with the left mouse button.
If there is only one button (usually labeled "OK"), just
press the <enter> key to close the dialog box and move on.
If there is more than one button displayed, press the <tab>
key to move the button highlight from button to button until the
one representing the desired action is highlighted, then press the
<enter> key to execute that function.
(indicated by that button being surrounded by a double-line border
If a letter in the button label is accented with a different
color than the rest of the label (usually the first letter in the
label), you may "push" that button by pressing the highlighted
letter. For example: if a button labeled "CANCEL" is in the
dialog box, pressing <C> will close the dialog box and perform the
cancel action.
NOTE: Pressing the <esc> key is the same as pressing the Cancel
button.
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Laughing Dog Screen Maker V1.00 User's Manual 17
6.6 Using LDOG.EXE on a Monochrome or LCD Monitor
You don't have to stop designing screens and presentations,
just because you don't have access to a color monitor!
We recommended that all screen designing be done on a
computer with a color monitor. However, The Laughing Dog Screen
Maker program has many features that support doing full-color
screen design on computers with monochrome or LCD displays. This
support was built into the program with the idea that many of the
program's end users, being the movers and shakers that you
undoubtedly are, may spend considerable time on airplanes,
limousines, and trains, equipped with battery-powered laptop or
notebook computers with LCD displays.
The Laughing Dog Screen Maker's default display option is
COLOR. You may change this via the "Monochrome Monitor" selection
on the Options Menu, or by starting the program with the following
command line:
LDOG /L ("L" for LCD)
All of the design options for setting color attributes, etc.
are still in effect. The results are just being displayed in
monochrome. Color attributes are still stored when you save a
screen.
The Color Attribute Selection Box will display colors as
text, such as: BLACK on RED (meaning Black foreground characters
on a Red background).
The existing color attribute at the cursor position is still
displayed in the Status Box's Cursor Position display.
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Laughing Dog Screen Maker V1.00 User's Manual 18
7. The STATUS BOX -- Information at Your Paws
The Status Box is the heart of the Laughing Dog Screen Maker
display. It tells you more than you probably WANT to know about
what is going on in the drawing screen! It gives you a direct
read-out of the X and Y cursor coordinates (absolute, or relative
to some other point on the screen) as well as the color attribute
and the ASCII value at the cursor position. It informs you of any
special modes of operation you may be in, like Insert, Select, or
Line Modes. It also displays the currently selected color
attribute, special character, and line-type.
The Status Box contains a toolbar, where you select colors
and special characters with a few keystrokes, or a click of the
mouse. No more typing in obscure hex codes or hard to remember
function key sequences. With the Laughing Dog Screen Maker Status
Box, choosing colors and special characters is simply a matter of
what you POINT TO is what you get!
7.1 Using The STATUS BOX
The following section explains how to get the information you
need from the Status Box, how to select colors and characters with
it, and how to get the darn thing out of your way when you don't
need it!
7.1.1 The Cursor Position Indicator
The Cursor Position Indicator is located in the lower right-
hand corner of the Status Box. It displays the current X,Y
coordinates of the cursor, as well as the ASCII character code,
and the Color Attribute at that position. Cursor position may be
displayed as an absolute or relative value (see below).
Toggling the Relative Cursor Position Display
Normally, the Cursor Position Indicator refers to the
absolute X, Y coordinates, with reference to the upper left hand
corner of the screen (0,0). However, it is sometimes useful to
display the coordinates relative to another point on the screen.
For instance, if you have drawn a window on the screen and
wish to get the coordinates of points within the window with
respect to that window's upper left hand corner, place the cursor
at the position you wish to be the point of reference, and press
<cntl>-R.
Now the coordinates displayed in the Status Box will be
relative to the point you chose. The cursor position indicator
shows that the coordinates are relative and indicates the
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Laughing Dog Screen Maker V1.00 User's Manual 19
reference point by flashing "REL to x,y" (where x and y are the
coordinates of the reference point) above the indicator.
To go back to absolute coordinates, just press <cntl>-R
again.
7.1.2 The Line-Type/Window Border Indicator
This indicator is located just to the left of the Cursor
Position Indicator and is labeled "Line-Type". It displays the
current line-type that will be used for line drawing and for the
frames drawn around windows created with the "Make a Window"
function of the Block Menu. The Line-Type is selected via the
Special Character Selection Box (see below).
7.1.3 The Current Special Character/Color Attribute Indicator
This indicator (labeled "Ch/Attr") is located between the
Special Character Selection Box and the Line-Type Indicator. It
shows the current Special Character, as selected in the Special
Character Selection Box, using the currently selected Color
Attribute. See "Selecting a Special Character/Line-Type" and
"Selecting a Color Attribute" below.
7.1.4 The Special Mode Indicator
This indicator is active whenever you are in a "Special Mode"
to let you know that something out of the ordinary is going on and
that the effects of certain keystrokes may be different than when
in Normal Mode.
The Special Mode Indicator will always be flashing if active,
and will give the following indications:
INS while in Insert Mode
SEL while in Select Mode
MOVE while Moving a Selected Area
COPY while Copying a Selected Area
LINE while in Line Drawing Mode
7.1.5 Moving and Hiding The Status Box
The Status Box will automatically move out of your way as you
move the cursor around the drawing screen. To manually reposition
the Status Box, from the top to the bottom of the screen and vise
versa, click on the reposition button in the upper right-hand
corner of the Status Box.
To make the Status Box disappear and reappear choose the Main
Menu item "Hide/Show Status Box", click on the small close button
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Laughing Dog Screen Maker V1.00 User's Manual 20
[-] in the upper left hand corner of the Status Box, press <F10>,
or repeatedly press the <tab> key.
Pressing the <tab> key cycles through the various Status Box
states, as listed below. You may use <backtab>, which is the key
combination <shift>-<tab>, to move through this cycle in reverse.
The forward cycle is as follows:
1. Status Box visible, neither selection box active.
2. Status Box visible, Special Character Selection Box ACTIVE.
3. Status Box visible, Color Attribute Selection Box ACTIVE.
4. Status Box not visible (press <tab> again to go to #1 above)
7.1.6 Dumb Mouse Tricks
There are a few other handy "mouseables" in the Status Box.
The reminder text "<F1> for Help" and "<F2> for Menu" are
"hot spots" just waiting for you to on click them, so that they
can perform their functions.
7.1.7 Selecting a Special Character/Line-Type
The Special Character Selection Box is the window on the
left-hand side of the Status Box. It allows you to easily select
a Special Character and the Line-Type used for line drawing and
making windows.
The Special Character Selection Box has two separate pages of
characters. One page is devoted to characters used for drawing
boxes and lines, plus a few other block/fill characters. The
other page contains all of the other miscellaneous special
characters and symbols.
To make the Status Box visible, if hidden, press the <tab>
key, press <F10>, or select "Show Status Box" from the Main Menu.
Then to activate the Special Character Selection Box either press
the <tab> key until it is highlighted, or simply move the mouse
cursor to within the Special Character Selection Box's border.
The border around the selection box will become highlighted,
indicating that it is active.
You may now change the currently selected special character
and/or Line-Type in the following ways:
Selecting a Special Character Using the Keyboard
The character under the highlight is the currently selected
one. Use the <arrow> keys to move the highlight around inside the
selection box to select a different character. The "Ch/Attr"
indicator, next to the selection box also indicates the selected
character using the current color. As the highlight reaches the
top or bottom of the selection box, the special character display
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Laughing Dog Screen Maker V1.00 User's Manual 21
will flip to the other page, allowing you to choose any character
you desire. When you have completed your selection, just press
the <tab> or <enter> key until the drawing area of the screen is
active again.
Selecting a Special Character Using the Mouse
To select a character, position the mouse cursor on the
desired special character, and click the left mouse button. If
the character you wish to select is not visible, click on the
Scroll Bar on the right-hand side of the selection box to display
the second page of special characters. The new selection will be
displayed in the "Ch/Attr" indicator portion of the Status Box.
If the selection has effected the Line-Type, that will also be
indicated by the "Line-Type" indicator in the Status Box. When
the desired character is selected, just move the mouse cursor back
to the drawing area of the screen to continue working.
HINT: If you are selecting a Special Character from within a menu,
pressing the <enter> key or moving the mouse out of the selection
box will complete the selection and return you to the menu.
NOTE: The characters displayed on the top line of the symbol page
of the Special Character Selection Box will not print out on many
printers. A blank space will be inserted in any print-out in
place of these characters when using the Print Screen command.
PostScript printers will print all characters.
Using a Special Character
To print the current Special Character to the drawing screen
hold down the <shift> key and press an <arrow> key.
Selecting the Line-Type
There are four Line-Types to choose from:
All Single Lines
All Double Lines
Vertical Lines: Single / Horizontal Lines: Double
Vertical Lines: Double / Horizontal Lines: Single
To select one of these types, select any line drawing
character from one of the box examples in the selection box. A
box showing that type will be shown in the Status Box's "Line-
Type" indicator.
As the special character selection display flips from the
boxes to the other characters, the last line-type that the cursor
was on before the flip will remain as the chosen Line-Type.
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Laughing Dog Screen Maker V1.00 User's Manual 22
SHORTCUT: You may also change the current Line-Type (and/or
special character) by positioning the cursor on a line-drawing
character in the drawing area of the screen and pressing the hot
key <cntl>-K.
7.1.8 Selecting A Color Attribute
The Color Attribute Selection Box is the window in the upper
right hand side of the Status Box. It is used to select color
attributes. The currently selected color is shown on the color
bar as a solid happy face symbol, while the other colors are x's.
To make the Status Box visible, if hidden, press the <tab>
key, press <F10>, or select "Show Status Box" from the Main Menu.
Then to activate the Color Attribute Selection Box either press
the <tab> key until it is highlighted, or simply move the mouse
cursor to within the Color Attribute Selection Box's border. The
border around the selection box will become highlighted,
indicating that it is active. You may now change the currently
selected color attribute in the following ways:
Selecting a Color Using the Keyboard
Use the <left-arrow> or <right-arrow> keys to change the
foreground color, and the <up-arrow> or <down-arrow> keys to
change the background color.
When the display mode is set for COLOR, a little happy face
within the color bar and the Status Box's Ch/Attr indicator will
display the current color.
NOTE: When the display is set for MONO, the color will be shown as
text within the Color Attribute Selection Box (example: "WHITE on
BLUE").
Selecting a Color Using the Mouse (COLOR display mode)
To select a color attribute, just click the left mouse button
on the "x" of the desired color inside the Color Attribute
Selection Box. Only one background color is shown at a time, to
scroll background colors either click on the little double arrow
at the left-hand end of the color bar, or click the right mouse
button anywhere within the color bar.
Selecting a Color Using the Mouse (MONO display Mode)
When the program is in MONO Mode, the Color Attribute
Selection Box displays the current color as text in the following
format: WHITE on BLUE (white foreground, on a blue background).
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Laughing Dog Screen Maker V1.00 User's Manual 23
To change the current foreground color, click on the left
side of the box (on the word describing the foreground color). To
change the current background color, click on the right side of
the box (on the word describing the background color). In both
cases clicking the left mouse button scrolls the list of choices
one way, and clicking the right mouse button scrolls the list in
the other direction.
After you have selected your new color attribute, move the
cursor back to the drawing area of the screen to continue.
HINT: If you are changing colors from within a menu, pressing
<enter>, double clicking, or moving the cursor outside of the
selection box will return you to the menu.
SHORTCUT: You may also change colors by placing the cursor on a
point on the drawing area of the screen that is the color you
want, then press the hot key <cntl>-A.
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Laughing Dog Screen Maker V1.00 User's Manual 24
8. Drawing Screens
This chapter will give you all the information you need to
create and edit your screens. First, an explanation of the
different modes of operation of the Laughing Dog Screen Maker,
then on to the mechanics of creating screens.
8.1 Modes of Operation
While creating screens, you will spend most of your time in
what we will refer to as Normal Mode. This is the mode where
colors and special characters are selected, text and special
characters are printed to the screen, screens are loaded and
saved, and other special modes of operation are entered.
While in a special mode, some keystrokes may have different
functions than they do in Normal Mode. For instance, when in
Select Mode, the arrow keys not only move the cursor, they also
change the size of the highlighted rectangular area of the screen
that is being selected, the <enter> key no longer returns the
cursor to the beginning of the next line, it now terminates the
selection and brings up the Block menu, etc.
Upon entering one of these special modes, a flashing,
indicator is displayed in the Status Box to remind you that you
are in a special mode. The indicator goes away when you return to
normal mode.
The table below shows the indicator message for each special
mode and the hot keys used to enter that mode.
MODE Indicator Message hot key
----------------------------------------------------------------
Insert Mode INS <ins>
Line Drawing Mode LINE <alt>-L*
Select Mode SEL <alt>-S*
Moving a Selected Area MOVE M** (from SEL Mode)
Copying a Selected Area COPY C** (from SEL Mode)
* also available as a Main Menu selection.
** also available as a Block Menu selection.
8.1.1 NORMAL Mode
Normal Mode is where most of your work will be done. Here
are some descriptions of the operations available to you in Normal
Mode:
Getting Context Sensitive Help
Press the <F1> key.
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Laughing Dog Screen Maker V1.00 User's Manual 25
Calling the Main Menu
Press the <F2> key or click the right mouse button.
Placing Normal Text on the Screen
Position the cursor using the <arrow> keys or the mouse and
type in the desired text.
Placing Special Characters on the Screen
Position the cursor, then hold down the <shift> key while
pressing one of the <arrow> keys. This prints the character at
the cursor position and moves the cursor in the direction of the
arrow key used.
Selecting a Color Attribute or Special Character
Make one of the selection boxes active by pressing the <tab>
key until the desired selection box is highlighted, or by moving
the mouse cursor into the desired selection box. Then move the
selection cursor to the desired color or special character with
the <arrow> keys or click on it with the left mouse button. (See
"Selecting a Special Character/Line-Type" and "Selecting a Color
Attribute" under "Using the Laughing Dog Screen Maker Status Box"
for a more detailed explanation).
Drawing Lines
Place the cursor at the starting point of the line you want
to draw and press the hot key <cntl>-L, select "Draw Line" from
the Main Menu, or double-click and hold the left mouse button to
enter Line Drawing Mode.
Then hold the <shift> key down and use the
<up/down/left/right-arrow>, <Pg-Up>, <Pg-Down>, <Home> and <End>
keys or drag the mouse to draw lines (See "Line Drawing Mode"
below for more detailed information on drawing lines).
Selecting a Block to Move, Copy, Fill, Erase, Recolor, Copy to a
File, or Make Into a Window
Position the cursor at a corner of the rectangular block you
wish to select and press the hot key <alt>-S, click and hold down
the left mouse button, or choose "Select Block" from the Main Menu
to enter Select Mode.
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Laughing Dog Screen Maker V1.00 User's Manual 26
Then hold the <shift> key down and use the
<up/down/left/right-arrow>, <Pg-Up>, <Pg-Down>, <Home> and <End>
keys or drag the mouse to define the block (See "Select Mode"
below for more information on selecting and processing blocks).
Pasting a Previously Saved Block File to the Screen
(A block file contains an area of the screen copied to a file
using the "Copy to File" option on the Block Menu).
Position the cursor at the point on the screen where you wish
to paste the upper left-hand corner of the block, and press the
hot key <cntl>-P or choose "Paste From File" from the Main Menu.
The block is placed on the screen in the "selected" state.
Use the arrow keys or the mouse to reposition it, if desired, and
press <enter> to paste it at the current location.
The Paste may be aborted by pressing <esc>.
If the block you attempt to place at the cursor position
extends beyond the screen boundaries, the portion outside of the
screen will be truncated. If this happens unintentionally, just
cancel the paste with the <esc> key, move the cursor further away
from the left and/or bottom screen edge and try again.
Picking Up the Color Attribute at the Cursor Position
Press the hot key <cntl>-A or select "Pick up Attribute @
Cursor" from the Main Menu.
To pick up only the background color at the cursor position
press the hot key <cntl>-B.
To pick up only the foreground color at the cursor position press
the hot key <cntl>-F.
Picking Up a Special Character at the Cursor Position
Press the hot key <cntl>-K or select "Pick up Special Char.
@ Cursor" from the Main Menu.
Picking Up a Normal Character at the Cursor Position
Press the hot key <shift>-<cntl>-K. This function is NOT
available from the Main Menu.
8.1.2 INSERT Mode
By default The Laughing Dog Screen Maker enters text in
overstrike mode, overwriting anything under the cursor. It is
possible to temporarily override the overstrike by entering Insert
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Laughing Dog Screen Maker V1.00 User's Manual 27
Mode. Insert Mode is toggled on and off by pressing the <ins>
key. The Special Mode Indicator in the Status Box will flash
"INS" to indicate Insert Mode is active.
In Insert Mode text and special characters entered from the
keyboard will be inserted at the current cursor position using the
color attribute at that position.
Insert Mode is exited by either pressing the <ins> key again
or by pressing any other non-printable key such as an <arrow key>,
<tab>, <PgUp>, <PgDn>, <esc> , etc.
ATTENTION: While inserting, everything to the right of the cursor
will be pushed over, eventually disappearing off the edge of the
screen. When something is pushed off the screen, IT IS LOST. You
cannot get it back.
8.1.3 SELECT Mode
There are many operations that can be performed on a block of
the screen such as coloring, filling, moving, copying, etc. In
order to do something with a block of the screen, you must first
"select" or define it. To do this you must enter what is called
the "Select Mode" and define that area.
Selecting a Block
To enter Select Mode, position the cursor at a corner of the
rectangular area you wish to select and press the hot key <alt>-S,
click and hold down the left mouse button, or choose "Select
Block" from the Main Menu.
The Status Box will indicate that you are in Select Mode by
flashing the word "SEL." If the sound is turned on, there will be
an ascending melody indicating you just entered a special mode of
operation (key clicks will be heard as each column or row is
selected, and a descending melody will sound when exiting this
special mode).
Select a rectangular area of the screen using the
<up/down/left/right-arrow>, <Pg-Up>, <Pg-Down>, <Home> and <End>
keys or by dragging the mouse. The selected block will change
color to indicate it is selected.
NOTE: For better control when selecting with the mouse, see
"Taming the Wild Mouse" in the "Drawing Screens Using The Mouse"
section this chapter.
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Laughing Dog Screen Maker V1.00 User's Manual 28
Ending the Selection and "DOING" Something with the Block
Press <enter> or release the left mouse button or press one
of the hot keys (see below).
When the selection is complete, the Block Menu will
automatically pop up. You can then select your next action from
this menu.
As you become more familiar with the program, you may wish to
eliminate this menu selection step. In that case, just choose the
"Menu Only on Request" item on the Block Menu the first time that
it pops up. From then on, you can either explicitly call the
Block Menu (using the <F2> key) or use the expert hot keys listed
below to end the selection and perform the desired action:
To Move the block to another screen position Press <M>
To Copy the block to another screen position Press <C>
To Copy the block to a file Press <Y>
To Clear or Fill the block Press <F>
To Recolor the block Press <R>
To Erase any text in the block Press <E>
or <delete>
To Make a Window of the Block Press <W>
NOTE: See the "Block Operations" section of this chapter for
instructions on performing each of the block operations above.
Canceling the Selection
To cancel the selection, press the <esc> key or click the
right mouse button. The cursor will return its original position.
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Laughing Dog Screen Maker V1.00 User's Manual 29
8.1.4 LINE DRAWING Mode
The IBM character set provides a variety of special line
drawing characters that may be used for drawing boxes, windows,
and many other special effects. The Laughing Dog Screen Maker
makes it easy to use these special characters in an intuitive way
with the Smart-Line-Drawing feature of Line Drawing Mode. Line
Drawing Mode is a special mode of operation that you enter into to
draw your lines and then exit when done.
The "Smart" part of the Line Drawing Mode comes into play
when a line you are drawing changes direction or intersects itself
or another line. The appropriate line joining character is
automatically generated by the Laughing Dog!
There are 4 line-types used:
1. All single lines
2. All double lines
3. Single verticals with double horizontals
4. Double verticals with single horizontals.
These line-types are displayed in the Special Character
Selection Box as example boxes drawn using each type. This makes
selecting the proper line-type easier, as you can see the results
of using that line-type before you choose it.
The line-type is selected by highlighting the Special
Character Selection Box and moving the cursor to an example box
that has as its outside lines the line-type you want to use for
drawing (See: Selecting a Special Character).
Smart-line-drawing comes in handy when drawing windows
freehand (you may also automatically generate a window by
selecting a block and choosing the "Make a Window of Selected
Block" function from the Block Menu), or to add vertical or
horizontal dividing lines to existing windows. It's also a heck
of a lot of fun for doodling!
Entering Line Mode
To enter Line Drawing Mode press the hot key <alt>-L, double-
click and hold the left mouse button, or select "Draw Line" from
the Main Menu.
The Status Box will indicate that you are in Line Drawing
Mode by flashing the word "LINE" and if the sound is turned on,
there will be an ascending melody indicating you just entered a
special mode of operation (key clicks will be heard as each line
segment is drawn, and a descending melody will sound when exiting
Line Drawing Mode).
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Laughing Dog Screen Maker V1.00 User's Manual 30
Drawing the Lines
Hold down <shift> and use the <up/down/left/right-arrow>,
<Pg-Up>, <Pg-Down>, <Home> and <End> keys or drag the mouse to
draw lines.
You can move around the screen without drawing a line, while
remaining in Line Drawing Mode, by simply releasing the <shift>
key and using the cursor movement keys alone.
To resume line drawing use <shift> with the <arrow> keys.
Press the <enter> key or release the mouse button to exit
Line Drawing Mode and "terminate" a line (see note below). To
exit Line Drawing Mode and leave the line "dangling" press <esc>
or any printable key.
NOTE: Line termination refers to the Line Drawing function of
attempting to connect any lines in adjacent screen positions with
the line character at the current cursor position, based on its
line-type and the direction it came from--sounds complicated, but
when you see it you will understand.
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8.2 Drawing Screens Using the Mouse
All features of the Laughing Dog Screen Maker are available
using either the keyboard or the mouse. Using the mouse can
considerably speed up many of these operations, however.
8.2.1 Accessing Menus
Popping Up the Main Menu
Click the right mouse button anywhere inside drawing area of
the screen (same as pressing the <F2> key).
Making a Menu Selection
Position the mouse cursor on the desired selection, and click
the left mouse button. OR position the mouse cursor anywhere
inside a menu, hold down the left mouse button and drag the
highlight to the desired selection, and release the button.
8.2.2 Positioning the Cursor
Move the mouse cursor to the desired point on the screen and
click the left mouse button.
8.2.3 Selecting a Block
Place the mouse cursor at the position of a corner of a
rectangular area you wish to select. Press and hold the left
mouse button and drag the mouse until the desired area is
selected.
The selected area will become highlighted in a different
color than it was originally, to indicate that it is being
selected. When the area is completely selected, release the left
mouse button.
Unless it has been inhibited via the "Menu Only on Request"
toggle on the Block Menu, the Block Menu will now pop-up with a
list of the things you may now do with the block you have
selected.
See the "Block Menu" section of The Laughing Dog Menus
chapter for information of the various block operations.
The selection may be canceled at any time before you have
released the left button during the drag, by clicking the right
mouse button, or by pressing the <esc> key. The cursor will
return to its original position, before the selection started.
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Laughing Dog Screen Maker V1.00 User's Manual 32
8.2.4 Drawing Lines & Boxes
Place the mouse cursor at the position in the drawing area
where you wish to begin drawing a line. Double-click and hold the
left mouse button to begin drawing a line. Drag the mouse in the
direction you wish to draw the line. Release the left mouse
button to terminate the line.
Line termination refers to the Smart Line Drawing function of
ending a line and terminating it to any surrounding lines.
If you wish to stop drawing the line without doing a "Smart
Termination", press the <esc> key before releasing the left mouse
button.
HINT: Line Drawing with the mouse is a whole lot of fun but
according to the sensitivity setting of your mouse driver, it can
at times be VERY hard to control! See "Taming the Wild Mouse"
below for ways to make line drawing with the mouse easier to
control.
8.2.5 Changing the Current Color Attribute or Special Character
Changing colors or special characters with the mouse is
literally as easy as point and click.
To make the Status Box visible if it is hidden press the
<tab> key, or <F10> key or select "Hide/Show Status Box" from the
Main Menu.
Then point to the desired selection box with the mouse. The
boarder of the box will become highlighted to indicate that it is
active. Then point to the color or character you wish to select
and click the left mouse button.
If the special character you wish to select is not on the
currently displayed special character page, click on the special
character selection box's scroll bar to flip pages.
If the background color you want is not showing, click the
right mouse button anywhere inside the color attribute selection
box, or click the right mouse button on the up & down arrow head
at the extreme left-hand side of the box, to scroll through the
available background colors.
8.2.6 Getting Help
If the Status Box is visible, you can click the mouse on the
"<F2> For Help" mouse Hot Spot to activate the context-sensitive
help system. See: Using Help.
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8.2.7 Taming the Wild Mouse (Constraining Mouse Cursor Movement)
The mouse cursor's movement may be constrained to the
horizontal or vertical axes while selecting an area or drawing a
line with the mouse in the following way:
Horizontal Constraint Hold down <cntl> key while dragging mouse
Vertical Constraint Hold down <alt> key while dragging mouse
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Laughing Dog Screen Maker V1.00 User's Manual 34
8.3 Drawing Screens Using the Keyboard
The Laughing Dog Screen Maker program was designed to be just
as easily used without a mouse, as with one. Many commands can be
accessed via the menu system or directly via hot keys.
8.3.1 Accessing Menus
To call up the Main Menu press the <F2> key. Highlight your
choice using the <up/down-arrow> keys and press <enter> to execute
it. To exit a menu, press the <esc> key. For more help on menus
see "Using Menus" in the Quick Start chapter.
8.3.2 Positioning the Cursor
Use the <arrow> keys to move about the screen one character
position at a time. Use the <home> & <end> keys to move to the
left-edge or right-edge of the screen. Use the <PgUp> & <PgDn>
keys to move the cursor to the top-edge or bottom-edge of the
screen. Press the <enter> key to go to the beginning of the next
row.
8.3.4 Selecting a Block
To begin selecting a block, you can either choose "Select
Block" from the Main Menu, or press the <alt>-S hot key. You then
define the selected area using the <up/down/left/right-arrow>,
<Pg-Up>, <Pg-Down>, <Home> and <End> keys. During selection, the
Status Box will flash the "SEL" indicator, and the area being
selected will change color.
Press the <enter> key to end the selection. A menu will pop
up with the choices of operations you may perform on the block.
To abort the selection at any time, press the <esc> key.
8.3.5 Drawing Lines & Boxes
To enter Line-Drawing Mode press the hot key <alt>-L, or
select "Draw Line" from the Main Menu. Then, hold down the
<shift> key and use the <up/down/left/right-arrow>, <Pg-Up>, <Pg-
Down>, <Home> and <End> keys to draw the lines.
You may also move around the screen without drawing a line by
releasing the <shift> key and using the cursor movement keys
alone.
To exit Line-Drawing Mode and terminate the line (make any
final connections at the cursor position) press the <enter> key.
To exit Line Drawing Mode without terminating the line, press
<esc>, or any printable (alpha, numeric, or punctuation) key.
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Laughing Dog Screen Maker V1.00 User's Manual 35
8.3.6 Entering Text
Any of the normal text characters may be printed to the
screen using the currently selected color attribute by merely
typing them as you would expect.
Pressing the <insert> key will toggle between the default
Overstrike mode and Insert Mode.
8.3.7 Entering Special Characters
In addition to the normal text characters, there are many
"Special Characters" that are not directly accessible from the
keyboard. These characters include line-drawing characters,
mathematical symbols, Greek letters, etc.
To print a special character to the screen, first select the
desired character from the Special Character Selection portion of
the Status Box. Then to place it on the screen hold down the
<shift> key and press one of the <arrow> keys. This will place
the special character at the current cursor position and then move
the cursor in the direction of the arrow key pressed.
8.3.8 Changing the Current Color Attribute or Special Character
Color and Special Character Selection are easily done in the
Color Attribute and the Special Character Selection Boxes in the
Status Box.
First, press the <tab> key until the desired selection box is
highlighted. Next use the <arrow> keys to move the cursor to the
color or character you want. The "Ch/Attr" indicator in the
Status Box will display the currently selected Special Character
using the currently selected Color Attribute.
When the color or character is chosen, press the <tab> or
<enter> key to lock in your selection (the highlight will move on
to the next selection box or to the drawing screen).
"Picking Up" a Color Directly From the Screen
To pick up a color attribute, place the cursor on the drawing
screen over a character of the desired color. Then press <cntl>-A
to pick up the entire color attribute, <cntl>-F to pick up only
the foreground color, or <cntl>-B to pick up only the background
color.
"Picking Up" a Special Character Directly From the Screen
Place the cursor on the desired special character, then press
<cntl>-K (K for Karacter!).
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Laughing Dog Screen Maker V1.00 User's Manual 36
It is also possible to pick up a "normal" (alpha-numeric or
punctuation) character to use for filling a block by using the
<shift>-<cntl>-K hot key.
8.3.9 Getting Help
Press <F1> at any time to activate the context-sensitive help
system. See "Using the On-Line Help System" in the Quick Start
chapter for more information.
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8.4 Block Operations:
Move, Copy, Paste, Recolor, Fill, Erase, & Make A Window
This first group of block operations are performed on a block
that you define on the drawing screen.
First select a block, as described in the "Select Mode" or
"Selecting a Block" sections above. Unless inhibited by the Block
Menu toggle "Menu Only On Request", the Block Menu will
automatically pop up when you have completed your selection.
Choose an operation from the Block Menu, or use one of the
hot keys listed below.
Block Menu Operation hot key Action
---------------------------------------------------------------
Move Block <M> Arrow keys or mouse will reposition
the block.
Copy Block <C> Arrow keys or mouse will position a
copy of the block.
Copy Block to File <Y> Pops up a File Save Dialog Box.
Clear/Fill Block <F> Pops up the Clear/Fill Menu.
Recolor Block <R> Pops up the Recolor Menu.
Erase Block <E> Erases any characters in the block,
leaving color attributes intact.
Make a Window of Block <W> Pops up the Make A Window Menu.
See the "Block Menu" section of The Laughing Dog Menus
chapter for a complete description of each of the above
operations.
The other block operation pastes blocks which have been
previously saved to files into the current screen.
Main Menu Operation hot key Action
---------------------------------------------------------------
Paste Block <cntl>-P Pastes a block from a file to the
current screen position.
See the Main Menu "Paste From File" description in The
Laughing Dog Menus chapter for a complete explanation of pasting
blocks.
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9. Loading & Saving Screens
Saving your work-in-progress or finished screens, and loading
them back into the Laughing Dog Screen Maker is accomplished by
calling up the Save File or Load File Dialog Box.
Screens are saved to, and loaded from, the current Data
Directory. This data directory defaults to the directory you were
in when you started the program.
You may specify another drive and/or directory at start up
time via a command line argument (See "Starting the Laughing Dog
Screen Maker" in the Quick Start chapter), or you may change the
drive and/or directory from within the program by calling the
Change Data Directory Dialog Box by choosing "Change Data
Directory" from the Main Menu.
This chapter describes how to call up and use these dialog
boxes.
9.1 Loading a Screen
Choose Load Screen from the Main Menu or press the hot key
<cntl>-L. The Load File Dialog Box will appear.
Using the LOAD FILE Dialog Box
The Load File Dialog Box displays a list of all the screen
files (files having the extension "DOG") in the current Data
Directory. Choose a screen file to load in one of the following
ways:
Keyboard
Move the highlight to the name of the file you wish to load
using the <up/down-arrow> keys, and press <enter>.
You may cancel loading a screen at any time by either
pressing the <esc> key, pressing the <C> key (the highlighted
letter on the "Cancel" button), or by moving the button highlight
to the "Cancel" button using the <tab> key and then pressing
<enter>.
HINT: You may move the highlight a page at a time using the <page-
up/down> keys. The <home> key moves you directly to the beginning
of the list, and <end> moves directly to the end.
Mouse
If the file you wish to load is showing in the list box, just
double-click on the filename with the left mouse button or move
the highlight to the desired filename by single-clicking on the
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Laughing Dog Screen Maker V1.00 User's Manual 39
filename, and then clicking on the "OK" button. Click on the up
or down arrows of the scroll bar to scroll the list past the first
page.
You can move through the list a page at a time by clicking
the left button of the mouse on the portion of the scroll bar that
lies between the thumb and the arrow at the top or bottom of the
scroll bar.
You may cancel loading a screen at any time by clicking on
the "Cancel" button.
HINT: There is a solid block within the scroll bar between the up
and down arrows called the "thumb". As you scroll through the
list (if the list is more than one page long), this thumb moves up
or down the scroll bar to indicate your approximate position in
the list.
9.2 Saving a Screen
Choose Save Screen from the Main Menu or press the hot key
<cntl>-S. The Save File Dialog Box will appear.
Using the SAVE FILE Dialog Box
Type in a legal 8 character filename (no extension) and press
<enter>, click on the "OK" button with the mouse, or press the hot
key <cntl>-O (for OK).
If you type an illegal filename, an error dialog box will
appear, explaining your error. You will be allowed to re-enter the
filename. Press the Help Key <F1> if you need help constructing a
"legal" filename.
If you enter a filename that already exists, you will be
warned of this, and be given the option of renaming the file or
overwriting the existing file.
You may cancel the save at any time by clicking the "Cancel"
button, pressing the <cntl>-C key (C for Cancel), or pressing the
<esc> key.
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9.3 Changing the Data Path
Choose Change Data Directory from the Main Menu. The Change
Data Directory Dialog Box will appear.
Using The Change Data Drive/Directory Dialog Box
Type in the new drive\path you want to use for loading and
saving files. The drive must exist, and have a formatted disc in
it, and the path must already exist.
Be sure to separate the drive and subdirectory names with
backslashes, as in:
C:\LDOG\SCREENS
When entering the path, your spelling must be exact. See
your DOS manual for a complete explanation of subdirectory and
path usage.
When done, press the <enter> key, click on the "OK" button,
or press the hot key <cntl>-O (for "OK").
To cancel the path change, press <esc> or the hot key
<cntl>-C (for "Cancel").
NOTE: If you need to check a path, create a subdirectory, or
format a disk, you can do so without quitting the program by
shelling out to DOS, doing your work and EXITing the shell back to
this program by using the "DOS Shell" command on the Main Menu.
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10. Producing Useful Output
If you want to output your screens in a format other than the
native Laughing Dog format (*.DOG), you have several choices.
This chapter explains those choices.
If you are a programmer, the Laughing Dog can generate
compiler-ready source code for you. If you are a BBS sysop or an
ANSI artist, you can output your screens in the ANSI, WildCat!
BBS, or PCBoard BBS formats. It is also possible to produce an
executable COM file, or output an exact copy of the video memory,
in the form of a binary file.
Just draw your screens and then let Rover take over!
10.1 Generating Source Code
The source code formats supported are:
Microsoft C/QuickC
Turbo C
QuickBASIC
GW BASIC (generic)
BASIC BSAVE File Format
Turbo Pascal
MASM Assembler
The default will generate code to produce a full color
rendition of a screen by creating an array of color attributes and
characters which will be written directly to video memory.
Alternately, you may select the "Code/Export As Monochrome"
option from the Generate Code/Export Menu to reproduce the screen
without the colors. The source code produced will represent each
line of the screen as a delimited ASCII text string. The strings
are printed to the screen using the language-specific function for
the code type selected, such as PRINT for BASIC or printf() for C.
This comes in handy when you want to have more control in
manipulating portions of your screen, and need to have the strings
or characters broken-out separately, or when your needs are for
straight monochrome output.
The same applies to the other file formats: you can generate
a black and white image by selecting the "Code/Export As
Monochrome" option.
About Laughing Dog Source Code
The philosophy of the Laughing Dog Screen Maker's code
generation engine is to produce fully commented, compiler-ready
source code.
The code produced may be compiled and run as a stand-alone
program with absolutely no further modification, or you may easily
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Laughing Dog Screen Maker V1.00 User's Manual 42
turn each screen into a subroutine or function for inclusion in a
larger program.
The stand-alone programs produced will display the screen,
wait for a key stroke, then clear the screen, and exit. That's
it! You may add any further functionality as you please.
It is actually possible to use this code in place of a
windowing library, and completely create your user interface by
calling up Laughing Dog screens.
This is by no means the most efficient way to implement a
program with many screens and menus, however, it may be just the
thing to spruce up a small program that only has a need for a few
data entry screens, a few menu screens, some help screens, a nice
title screen, etc.
The code produced by the code generator, although clean and
well behaved, is not necessarily the best or most efficient
solution for your program. It is ONE WAY to display the screen.
You will probably want to break the code out into a
subroutine or function and fine-tune it to your specifications.
Use the Laughing Dog code as a starting point and go from there.
The main job done for you is converting the screen data into
an array of character and color attribute values that can then be
written directly to video memory in order to be displayed on the
monitor.
The source code produced by the Laughing Dog Screen Maker
will go out and determine what type of video adapter is present
and the current video mode and then adjust the base address of the
video buffer accordingly.
Generally, for all color modes the video buffer is located at
$B800:0000. For monochrome (mode 7) it is $B000:0000. However,
just because a monitor is monochrome does not necessarily mean
that its video buffer is at $B800:0000. Many monochrome video
cards (even for LCD monitors) try to emulate a CGA, EGA or VGA
adapter, and accordingly use $B800:0000 as a base address.
Pick up a good DOS reference book and study up on this
subject if you need to.
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10.1.1 BASIC Code
The main difference between the GWBASIC and QuickBASIC styles
of code is that QuickBASIC does not require line numbers, so none
are used.
The GWBASIC code will compile and run just fine in
QuickBASIC, but the QuickBASIC code will not run under GWBASIC.
Also note that the GWBASIC code is not limited to this particular
version of BASIC, it should run in any generic BASIC environment
like BASICA or the old IBM ROM BASIC.
GWBASIC & QUICKBASIC CODE (full color):
This code just READs the characters and attributes in from a
DATA statement and POKEs them directly to video memory.
1 REM C:\QC25\BIN\TEST.BAS
2 REM -- Laughing Dog Screen Maker Generic Basic-Code file
5 DEF SEG = &H40
6 IF PEEK($H49) = 7 THEN DEF SEG = &HB000 ELSE DEF SEG = &HB800
7 REM Color SEG = B800, Mono = B000
8 CLS
9 READ rows
10 READ cols
11 size = (rows * cols) - 1
12 FOR x = 0 TO size
13 READ z
14 POKE (2 * x), z
15 READ z
16 POKE ((2 * x) + 1), z
17 NEXT x
18 REM Waits for a key press to end program
19 WHILE INKEY$ = ""
20 WEND
21 END
10000 DATA 25, 80
10010 DATA 49, 15, 49, 15, 49, 15, 49, 15
10020 DATA 49, 15, 49, 15, 49, 15, 49, 15....etc.
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GWBASIC & QUICKBASIC CODE (as Monochrome)
This code represents each line of the screen as a double
quotes-delimited string, with any characters that would cause
problems, being handled as CHR$(n). The strings are then just
printed to the screen using a PRINT statement.
1 REM C:\QC25\BIN\TEST1.BAS
2 REM -- Laughing Dog Screen Maker Generic Basic-Code file
100 PRINT "This is a line of the screen...."
110 PRINT "This line has an unprintable char";ch$(26);"and so on"
...etc
...until the last line of the screen:
...
350 lastline$ = "This is the last line ......."
1000 REM POKE last line into memory to avoid scrolling screen
1010 DEF SEG = &H40
1020 IF PEEK(&H49) = 7 THEN DEF SEG = &HB000 ELSE DEF SEG = &HB00
1030 REM Color SEG = B800, Mono = B000
1040 offset = 3840
1050 FOR x = 0 TO 158 STEP 2
1060 POKE offset + x, ASC(MID$(lastline$, x / 2 + 1, 1))
1070 NEXT x
1080 REM Press anykey to end program
1090 WHILE INKEY$ = ""
1100 WEND
1110 CLS
1120 END
NOTE: When printing screens as ASCII text, QuickBASIC and GWBASIC
will not print the following ASCII values as characters correctly:
$07, $08, $09, $0A, $0B, $0C, $1B, $1D, $1E, $1F
In addition GWBASIC will not print $1A, but QuickBASIC will.
In order to prevent crashing your program or messing-up your
screens, these ASCII values are filtered out and replaced with
spaces.
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Laughing Dog Screen Maker V1.00 User's Manual 45
10.1.2 BSAVE File Format
BLOADing an image of the screen (which has been BSAVEd)
directly to video memory is the most efficient way to handle
multiple Laughing Dog screens from within a BASIC program, with
the downside being that each screen is stored as a separate file.
This means that your program now consists of multiple files,
rather that just one.
The Laughing Dog assumes that the screen will be BLOADed to a
color monitor, and therefore internally uses the $B800:0000
address as the base of video memory. This may be overridden by
your program by specifying the base address you want to BLOAD to
using a DEF SEG statement (usually hB000 for monochrome adapters).
The offset is always zero (See your BASIC manual: BSAVE, BLOAD,
and DEF SEG).
For an example of how to determine which address to use from
within your program, see the BASIC code examples above.
If the "Code/Export As Monochrome" menu item is toggled ON
at the time of the save, the BSAVE'd file will save all attributes
as GRAY on BLACK (flashing attribute is preserved).
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Laughing Dog Screen Maker V1.00 User's Manual 46
10.1.3 C Code
MICROSOFT C & TURBO C CODE (full color)
Microsoft C and Turbo C code are the same, with the exception
of the _fmemmove() function call in the Microsoft C code which is
replaced with the following movedata() function call for Turbo C:
movedata(FP_SEG(test_screen),FP_OFF(test_screen),0xB800,0,
sizeof(test_screen));
The array "test_screen[]" is composed of integers. The MSB
is the color attribute and the LSB is the ASCII character at the
corresponding screen position. The program simply moves this
block of data directly to the video memory buffer, located at
$B800:0000 for color adapters, and $B000:0000 for monochrome
adapters.
/*
C:\QC25\BIN\TEST.C -- Laughing Dog Screen Maker C-Code file
*/
#include <string.h>
#include <conio.h>
#include <dos.h>
void clearscreen(void);
union REGS regs;
int test_screen[] = {
0x7c35, 0x7c36, 0x7c37, 0xf31, 0xf31, 0xf31, 0xf31, 0xf31,
etc...
0x7c33, 0x7c34, 0x7c35, 0x7c36, 0x7c37, 0x7c38, 0x7c39};
main()
{
int scnBuf
regs.h.ah = 15;
int86(16,®s,®s); /* Get Video Mode */
if(regs.h.al == 7)
scnBuf = 0xB000; /* Mono */
else
scnBuf = 0xB800; /* color */
clearscreen();
_fmemmove((int far*)0xB8000000,(int far*)tst_screen,
sizeof(tst_screen));
getch();
clearscreen();
}
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Laughing Dog Screen Maker V1.00 User's Manual 47
/* Clears the Screen */
void clearscreen(void)
{
regs.h.ah = 6;
regs.h.al = 0;
regs.h.bh = 7;
regs.h.ch = 0;
regs.h.cl = 0;
regs.h.dh = 25;
regs.h.dl = 80;
int86(16,®s,®s);
}
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Laughing Dog Screen Maker V1.00 User's Manual 48
MICROSOFT C & TURBO C CODE (as Monochrome)
The code produced for monochrome is the same for both
compilers. Here we write one row of the screen at a time as a
simple ASCII string. The cputs() function is used, as it treats
the high-ASCII characters (ASCII codes above 125) as printable
characters rather than as control codes.
The last row, up to the last character position, is printed
using cputs(). The last character must be written directly to
video memory to avoid scrolling the screen.
/*
C:\QC25\BIN\TEST.C -- Laughing Dog Screen Maker C-Code file
*/
#include <conio.h>
#include <dos.h>
void clearscreen(void);
union REGS regs;
main()
{
cputs("This is the first row of the screen.......");
cputs("This is the second row of the screen......");
...etc..
cputs("Last line: all but the last char printed this way");
/* Printing last char this way prevents screen from
scrolling up a line
*/
regs.h.bh = 0; /* video page 0 */
regs.h.al = 32; /* char to print */
regs.x.cx = 1; /* count */
regs.h.ah = 10; /* service 10 */
int86(16,®s,®s); /* interrupt #16 */
getch(); /* Wait for a keystroke to end program */
clearscreen();
}
/* Clears the Screen */
void clearscreen(void)
{ /* See the "MICROSOFT C & TURBO C CODE (full color)" section
above for the body of this function. */
}
NOTE: When printing screens as ASCII text, the following ASCII
values are unprintable as characters using the cputs() function,
and will be replaced with spaces:
$07, $08, $0A, $1B
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Laughing Dog Screen Maker V1.00 User's Manual 49
10.1.4 Pascal Code
The Laughing Dog Screen Maker produces code which is
compatible with Borland's Pascal compilers from version 4.0 on up
(it may be compatible with earlier versions or other Pascal
compilers, but has not been tested on them).
TURBO PASCAL CODE(full color)
The Laughing Dog Pascal code uses BIOS interrupt $10,
function $13, mode 2; which writes directly to the screen from a
buffer of alternating characters and attributes.
The last character of the last row must be written separately
to avoid scrolling the screen up one line.
{ C:\TPAS\TEST.PAS -- Laughing Dog Screen Maker Pascal-Code file}
PROGRAM test;
uses Crt, Dos;
VAR
ch : char;
ScnPos : integer;
Regs : Registers;
CONST
test_Length=25;
test_SCREEN : ARRAY [1..4000] OF byte = (
219, 25, 196, 255, 196, 255, 196, 255, 196, 255,
...etc...
85, 30, 115, 30, 105, 30, 110, 30, 103, 32, 30);
BEGIN
Regs.AH := $13; {write chars & attributes to screen}
Regs.AL := 3;
Regs.BH := 0; {video page 0}
Regs.DX := 0; {starting at position 0,0}
Regs.CX := 1999; {write all but last ch/attr pair}
Regs.ES := DSeg; {location of ch/attr array}
Regs.BP := Ofs(test_SCREEN[1]);
Intr($10,Regs);
{Must write last char separately, to avoid scrolling screen}
Regs.AH := 9;
Regs.AL := test_SCREEN[3999]; {get last char}
Regs.BH := 0; {video page 0}
Regs.BL := test_SCREEN[4000]; {get last attr}
Regs.CX := 1; {1 char only}
Intr($10,Regs);
read(ch); {wait for a keystroke}
ClrScr; {clear the screen}
END
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Laughing Dog Screen Maker V1.00 User's Manual 50
TURBO PASCAL CODE(as Monochrome)
This code uses the Pascal procedure write() to write each row
of the screen as a string, up to the last character of the last
line, which must be written directly to video memory to avoid
scrolling the screen up one line.
{ C:\TPAS\TEST.PAS -- Laughing Dog Screen Maker Pascal-Code file}
PROGRAM test;
uses Crt, Dos;
VAR
ch : char;
Regs : Registers;
BEGIN
write('This is the first line...........');
write('This is the second line....etc...');
.. etc...
write('Last line has all but the last char printed this way');
{Must write last char this way to avoid scrolling screen}
Regs.AH := $0A; {Set up for calling interrupt $10, service $0A}
Regs.AL := 32; {Char to write}
Regs.BH := 0; {video page 0}
Regs.BL := 7; {color attribute}
Regs.CX := 1; {number chars to write}
Intr($10,Regs); {Write char to current cursor position}
read(ch); {wait for a keystroke}
ClrScr; {clear the screen}
END.
NOTE: When printing screens as ASCII text, the following ASCII
values are unprintable as characters using the write() procedure,
and will be replaced with spaces:
$07, $08, $0A, $1A
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Laughing Dog Screen Maker V1.00 User's Manual 51
10.1.5 Assembly Code
The Laughing Dog Screen Maker produces code compatible with
the Microsoft Macro Assembler and the Microsoft Quick assembler.
MASM ASSEMBLER CODE (full color)
The Laughing Dog creates an array of words using the DW
directive. The format is:
attribute(MSB)/character(LSB), attribute(MSB)/character(LSB)...
Here is the way The Laughing Dog moves the
attribute/character data to the screen using the "rep movsw"
combination. There are many other ways to do the same thing,
experiment.
; C:\MASM\TEST.ASM
; -- Laughing Dog Screen Maker MASM Assembly-Code file
TEST_LENGTH EQU 2000
.MODEL small
.STACK 100h ;256 byte stack
.DATA
TEST_SCREEN LABEL WORD
DW 0F31H, 0F31H, 0F31H, 0F31H, 0F31H, 0F31H, 0F31H, 0F31H
...etc...
DW 7C33H, 7C34H, 7C35H, 7C36H, 7C37H, 7C38H, 7C39H, 7C30H
.CODE
;STARTUP CODE
ORG 100h ;Set up DS, SS and SP Regs.
mov dx, @data
mov ds, dx
mov bx, ss
sub bx, dx
shl bx, 1
shl bx, 1
shl bx, 1
shl bx, 1
cli
mov ss, dx
add sp, bx
sti
;Actual program begins here
push es ;save es register
mov ah,0fh ;get current video mode
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Laughing Dog Screen Maker V1.00 User's Manual 52
int 010h
cmp al,7 ;is it a monochrome mode?
jz mono ;yes
mov ax,0B800h ;color text video segment
jmp SHORT doit
mono:mov ax, 0B000h ;monochrome text video segment
doit:mov es,ax
mov es,ax ; B800 = color, B000 = mono
sub si,si ;clear source index counter
mov si,offset TEST_SCREEN ;load destination offset
sub di,di ;clear destination index counter
mov cx,TEST_LENGTH
rep movsw ;write to video memory
mov ah,02h ;hide cursor
mov bh,0 ;assume video page 0
mov dx,1A00h ;moves cursor past bottom of screen
int 010h
lup: mov ah, 01h ;wait for a keystroke
int 016h
jz lup
mov ah,0 ;clear keyboard buffer
int016h
;Clear the screen
mov ah, 6 ;function 6 (scroll window up)
mov al, 0 ;blank entire screen
mov bh, 7 ;attribute to use
mov ch, 0 ;starting row
mov cl, 0 ;starting column
mov dh, 25 ;ending row
mov dl, 80 ;ending column
int 10h ;call interrupt 10h
mov ah,02h ;puts cursor back where it belongs
mov bh,0 ;assume video page 0
mov dx,0
int 010h
pop es ;restore es register
mov ax,4c00h ;DOS exit function w/exit code = 0
int 21h
END
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Laughing Dog Screen Maker V1.00 User's Manual 53
MASM ASSEMBLER CODE (as Monochrome)
For moving the data to the screen as monochrome, the Dog has
defined each row of the screen as a string using the DB directive
combined with a double quotes delimited string. BIOS interrupt
$10, function $13, mode 1 (characters only) is then called to
write the whole screen up to the last character, which must be
written separately to avoid scrolling the screen.
; C:\MASM\TEST.ASM
; -- Laughing Dog Screen Maker MASM Assembly-Code file
TEST_LENGTH EQU 2000
.MODEL small
.STACK 100h ;256 byte stack
.DATA
TEST_SCREEN LABEL WORD
DB "This is the first row, as a string"
...etc...
DB "This is the last row, up to next to last char"
.CODE
;STARTUP CODE
ORG 100h ;Set up DS, SS and SP Regs.
mov dx, @data
mov ds, dx
mov bx, ss
sub bx, dx
shl bx, 1
shl bx, 1
shl bx, 1
shl bx, 1
cli
mov ss, dx
add sp, bx
sti
;Actual program begins here
;write screen
mov ax,ds ;make sure ES = DS
mov es,ax
mov ah,13h ;function 13h (write string)
mov al,1 ;write mode 1, write chars only
mov bl,07h ;color attribute to use
mov bh,0 ;video page
mov dx,0 ;start a 0,0 position
mov cx,TEST_LENGTH-1
mov bp,OFFSET TEST_SCREEN
int 10h ;do it
; must print last char this way to prevent screen
; scrolling up one line
mov ah, 0Ah ;function 0Ah
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Laughing Dog Screen Maker V1.00 User's Manual 54
mov bh, 0 ;page 0
mov al, 32 ;char to print
mov cx, 1 ;count
int 10h ;interrupt 10h
mov ah,02h ;hide cursor
mov bh,0 ;assume video page 0
mov dx,1A00h ;moves cursor past bottom of screen
int 010h
;wait for a keystroke
lup: mov ah, 1 ;function 1 (read kbd status)
int 016h ;interrupt 16h
jz lup
mov ah,0 ;clear keyboard buffer
int 016h
;Clear the screen
mov ah, 6 ;function 6 (scroll window up)
mov al, 0 ;blank entire screen
mov bh, 7 ;attribute to use
mov ch, 0 ;starting row
mov cl, 0 ;starting column
mov dh, 25 ;ending row
mov dl, 80 ;ending column
int 10h ;call interrupt 10h
mov ah,02h ;puts cursor back where it belongs
mov bh,0 ;assume video page 0
mov dx,0
int 010h
;DOS exit function w/exit code = 0
mov ax,4c00h
int 21h
END
NOTE: When printing screens as ASCII text, the following ASCII
values are unprintable as characters using interrupt 10h, function
13, and will be replaced with spaces:
$07, $08, $0A
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Laughing Dog Screen Maker V1.00 User's Manual 55
10.2 Other Export File Formats
The Laughing Dog Screen Maker can output your screens in a
number of file formats:
Binary File
Executable .COM File
ANSI File
WildCat! BBS File
PCBoard BBS File
At this time The Laughing Dog Screen Maker cannot directly
import one of these file types. You should always save a copy of
a screen you create in the native .DOG format, in addition to the
export format, if you plan on editing or printing it at a later
date.
If you need to work on a screen that was originally created
in one of these, or any other formats; and you don't have a copy
of it as a .DOG file, all is not lost. You can import any text
screen into the Laughing Dog Screen Maker by first displaying it
from within it's native environment (for instance, 'type' an ANSI
file from the DOS prompt, or display a WildCat! file from within
the WildCat! BBS software, etc.) and then capture it with the
LDOGRAB.EXE utility.
The resulting .DOG file can then be loaded into the Laughing
Dog Screen Maker using the Load File command.
See: "Capturing Screens Form Other Programs With LDOGRAB.EXE" for
complete information on capturing screens.
An explanation of each export file format, and possible uses
of these files follows.
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Laughing Dog Screen Maker V1.00 User's Manual 56
10.2.1 BINARY Files
This is one of the most versatile forms of output available
from the Laughing Dog Screen Maker program. It is a truly generic
record of a screen's contents. It is, in fact an exact replica of
the screen video memory buffer written to a disc file. The format
is simple:
| character | attribute | character | attribute |... etc.
| (byte) | (byte) | (byte) | (byte) |
Using the BIN files created by the Laughing Dog, it is
possible to open the file and process it or read it directly into
the video buffer.
Here is an example written in Microsoft C that reads the data
from the disk directly to the screen:
#include <dos.h>
#include <fcntl.h>
main()
{
int fHandle;
unsigned count;
char far *screen;
screen = (char far *)0xb8000000;
_dos_open("TEST.BIN",O_RDWR,&fHandle);
_dos_read(fHandle,screen,4000,&count);
_dos_close(fHandle);
}
The function _dos_read() is used because it allows for
reading the data in from the file directly to a far buffer (a
buffer whose segment address is different from the Data Segment).
If your language or particular compiler doesn't allow you to
read directly to a far buffer, you could read the file into an
intermediate near buffer and then use one of the techniques used
in the source code generation examples earlier in this chapter to
move the data to the screen.
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Laughing Dog Screen Maker V1.00 User's Manual 57
10.2.2 Executable COM Files
If you are not a programmer and don't even own a compiler,
you can still produce a stand-alone executable program file with
the Laughing Dog Screen Maker by choosing the "Executable COM
file" item from the Generate Code/Export Menu.
The Dog will compile the screen into a file that you can run,
just like any other program, by simply typing its name, or calling
it from a batch file.
Using Laughing Dog COM Files
The program generated by the Laughing Dog Screen Maker
displays the screen and waits for a key press. When a key is
pressed, the program clears the screen and terminates, returning
the scan code value of the key that was pressed as a DOS exit
code.
This ability to know which key was pressed allows you to
create a simple or sophisticated menu system by calling Laughing
Dog COM programs from a batch file and interpreting the user's
response using the DOS "IF ERRORLEVEL" batch processing command.
You can, for instance, write a batch file to display a screen
looking something like this:
Choose One:
1. Run Word-Processor
2. Run Spreadsheet
3. Back-up Hard Drive
4. Format a Disc
5. Play a Game
6. Quit
The user then types in the number for the selection he wants
and the COM program returns a code for the key pressed.
By looking at this code, the batch file can branch to a
command to run the requested program, or to an error screen if the
user typed something other than the requested <1-6> keys.
With a little work, you could even simulate a moving bar
highlight, highlighting each selection as the <arrow> keys are
pressed, waiting for the <enter> key before performing the
indicated action. The possibilities are limited only by your
imagination.
In order to utilize the input from the keyboard, you need to
have a working knowledge of two things:
1. Keyboard Scan Codes--the unique code returned by the COM
program which will indicate exactly which key was pressed
to exit the screen.
2. DOS exit code processing using the "IF ERRORLEVEL" batch
file statement. This is the mechanism the Laughing Dog
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Laughing Dog Screen Maker V1.00 User's Manual 58
COM files use to tell your batch program which key was
pressed.
Here is how it works:
Every program you run returns an exit code. This code may
have a special purpose, or be meaningless, depending on the
program. The COM programs produced by the Laughing Dog Screen
Maker require the user to press a key to remove the screen from
the display and exit the program. The scan code for the key
pressed is returned via the exit code mechanism of DOS.
These exit codes can be intercepted in a batch file by using
the "IF ERRORLEVEL" statement. If you are looking for a specific
code, and all other codes are to be ignored, you can have a line
in your batch file like this:
IF ERRORLEVEL 1 GOTO DOSOMETHING
In this case, if the exit code was 1, the batch file would
branch to the label :DOSOMETHING, and continue from there.
Otherwise it would just continue from the next line after the "IF
ERRORLEVEL...." line.
If there are several different exit codes you wish to parse,
and perform a different action depending on the specific code, you
would need something like this in your batch file:
IF ERRORLEVEL 4 GOTO DO3
IF ERRORLEVEL 3 GOTO DO2
IF ERRORLEVEL 2 GOTO DO1
There are a few important things to note about the example
above. One is that the words: "DO1", "DO2", and "DO3" refer to
what is known as a "Label" in a batch file. A label is a word,
whose first character is a colon, which marks a location in a
batch file (the colon is mandatory as the first character of the
label at the location it is marking in the batch file, but is
optional when referencing that location, as in the GOTOs above).
That location can be used as a destination for a GOTO
command, allowing for some very sophisticated branching within
batch files. For instance, the ":DO3" label is the destination for
the first GOTO command in the lines above.
The second thing to note about the above batch file excerpt
is that the parsing of the ERRORLEVELs must always be in
descending order. That is, you must always check for the highest
meaningful exit code values first. Then look for each smaller
one, in turn.
If you don't get a match, the batch file just continues
executing (falls through to) the next line after the last IF
ERRORLEVEL line. It's actually a little more complicated than
that, but we will get to that later.
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Laughing Dog Screen Maker V1.00 User's Manual 59
To better understand this concept, here is a more complete
example of a batch file using several Laughing Dog COM files. In
this example, the file BDEMO.COM will present the user with a
beautiful screen asking him/her to choose one of three programs,
or to quit. Here is a list of the keys we will ask the user to
press, the codes that correspond to those keys, and the action we
will take if that key is pressed:
KEY CODE ACTION
-----------------------------------------------------
"1" 02 run the program called choice1
"2" 03 run the program called choice2
"3" 04 run the program called choice3
"Q" 16 Quit, exit the batch program
any other key continue displaying the menu screen
Here is the batch file written that does what was described
above. Trace through it using the different keys as inputs, and
see if you can understand the flow:
REM ----------beginning of batch file----------
echo off
:TOP
bdemo
IF ERRORLEVEL 17 GOTO TOP
IF ERRORLEVEL 16 GOTO END
IF ERRORLEVEL 5 GOTO TOP
IF ERRORLEVEL 4 GOTO DO3
IF ERRORLEVEL 3 GOTO DO2
IF ERRORLEVEL 2 GOTO DO1
GOTO TOP
:DO1
choice1
goto TOP
:DO2
choice2
goto TOP
:DO3
choice3
goto TOP
:END
ECHO You pushed "Q" to quit
REM ---------------end of batch file-------------
First the Laughing Dog generated program "BDEMO.COM" is run.
It waits for a keystroke from the user. When the user presses a
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Laughing Dog Screen Maker V1.00 User's Manual 60
key, we compare it to the code for the "Q" key. If it matches the
code for "Q", we branch to the label ":END", which prints the
message: "You pushed 'Q' to quit." It then exits the batch file,
and returns to the DOS prompt.
If it wasn't a "Q" we compare the exit code to the code for
the "3" key. If it is a "3" we branch to the ":DO3" label and
execute the program called "choice3". After choice3 is finished,
we go back to the label ":TOP" and redisplay our menu screen and
wait for another key press.
If it wasn't a "3", we compare the exit code to the code for
"2". If it matches, we branch to the ":DO2" label and execute
the program called "choice2", etc.
There is one more thing about the IF ERRORLEVEL command that
we need to understand, as illustrated in the above batch file.
The IF is not simply testing for equality, it's a little more
complicated that. For example, the above line: "IF ERRORLEVEL X
Y" really means:
"IF the exit code is greater than or equal to X --AND-- less than
the last exit code examined with the preceding 'IF ERRORLEVEL'
command, THEN do Y, OTHERWISE go on to the next line."
This is NOT explained in your DOS manual, and is kind of hard
to understand the first time around.
Let's examine the section of the batch file above that parses
the exit codes, line by line, to better understand why it is
written the way it is:
IF ERRORLEVEL 17 GOTO TOP This line is here to protect our
batch file from executing the GOTO
END command whenever an exit code is
encountered that is above 16 (the
code for the "Q" key). Any exit
code for a key greater than or equal
to 17 will send us back to the label
":TOP"
IF ERRORLEVEL 16 GOTO END This is the line that actually looks
for the "Q" key. If the exit code
matches the code for "Q" (16) we
branch to the label ":END,"
otherwise we fall through to the
next line.
IF ERRORLEVEL 5 GOTO TOP This is another protection line. It
insures that exit codes between 16
and 4 will branch to the label
":TOP" Codes less than 5 cause us
to fall through to the next line.
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Laughing Dog Screen Maker V1.00 User's Manual 61
IF ERRORLEVEL 4 GOTO DO3 Here is the line that looks for the
code for the key "3". If the exit
code matches the code for the "3"
key, we branch to the label ":DO3,"
otherwise we fall through to the
next line.
IF ERRORLEVEL 3 GOTO DO2 Since there are not any other codes
we need to protect against between 4
and 3, we don't need any protection
lines, and are able to immediately
look for the next lower exit code
value, which is 3 (the code for the
"2" key). If the exit code matches
the code for the "2" key (3), we
branch to the label ":DO2,"
otherwise we fall through to the
next line.
IF ERRORLEVEL 2 GOTO DO1 Same explanation as preceding line
GOTO TOP If none of the above conditions are
satisfied, we fall through to this
line, where we branch to the label
:TOP
The moral of the story is: Always parse exit codes in
descending order and remember that it is easier to parse
consecutive exit codes (6,5,4,3,2,1, etc.) than it is to parse
codes separated by intermediate values. If you do need to parse
non-consecutive code values you need to "bracket" the IF
ERRORLEVEL statement lines with lines that will let you capture
the "unwanted" codes and decide what happens when those situations
occur.
NOTE: When you register, you will receive the above batch file
called "TEST.BAT" plus screen files: "BDEMO", "CHOICE1", "CHOICE2"
and "CHOICE3" (for producing COM files for use with this demo).
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Laughing Dog Screen Maker V1.00 User's Manual 62
Keyboard Scan Codes
Scan codes identify the actual key pressed, and are distinct from
the ASCII character produced when that key is pressed. For
instance, an upper case "A" and a lower case "a" have different
ASCII codes, but they share the same scan code, since the same key
is pressed in order to produce either character.
This is pretty easy to understand with the alphabetic
characters, it gets a little more tricky with the numeric keys.
Consider a 102-key AT-style keyboard which has two separate keys
for each number, the top row of the normal keyboard, and the
numeric keypad on the right hand side of the keyboard! The number
"1" from the top row of the keyboard has a different scan code
from the "1" on the numeric keypad. Suffice it to say that with
scan codes, we are actually referring to the PHYSICAL key pressed,
not to its LOGICAL character value.
key scan code key scan code key scan code
------------------- ------------------- ------------------
Alpha keys: Top Row Numeric: Function Keys:
a A.........30 1 !.........2 F1..........59
b B.........48 2 @.........3 F2..........60
c C.........46 3 #.........4 F3..........61
d D.........32 4 $.........5 F4..........62
e E.........18 5 %.........6 F5..........63
f F.........33 6 ^.........7 F6..........64
g G.........34 7 &.........8 F7..........65
h H.........35 8 *.........9 F8..........66
i I.........23 9 (.........10 F9..........67
j J.........36 0 ).........11 F10.........68
k K.........37 _ -.........12 Inverted T:
l L.........38 = +.........13 UpArrow.....72
m M.........50 Keypad Numerics: DnArrow.....80
n N.........49 1 End.......79 LtArrow.....75
o O.........24 2 DnArrow...80 RtArrow.....77
p P.........25 3 PgDn......81 Discrete whatevers:
q Q.........16 4 LtArrow...75 Insert......82
r R.........19 5...........76 Delete......83
s S.........31 6 RtArrow...77 Home........71
t T.........20 7 Home......71 End.........79
u U.........22 8 UpArrow...72 PgUp........73
v V.........47 9 PgUp......73 PgDn........81
w W.........17 0 Insert....82 Other Keys:
x X.........45 . Delete....83 Esc.........1
y Y.........21 *...........55 Tab.........15
z Z.........44 -...........74 L-Cntl......29
[ {.........26 +...........78 R-Cntl......29
] }.........27 L-Shift.....42
; :.........39 R-Shift.....54
' ".........40 L-Alt.......56
, <.........51 R-Alt.......38
/ ?.........53 BackSpace...14
` ~.........41 Enter.......28
\ |.........43 Spacebar....57
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Laughing Dog Screen Maker V1.00 User's Manual 63
10.2.3 ANSI Files
Another way of saving and displaying your screens is to use
commands in the form of ANSI "escape sequences." These escape
sequences, or ANSI graphics commands, are particularly well suited
for use on BBS's to add color to title screens, menus, and
messages.
ANSI File Options
When you choose "ANSI File" from the Generate Code/Export
Menu, the ANSI Menu will pop up. Use the ANSI Menu to set the
following ANSI file options and then create the file:
SET LAST SCREEN ROW
To save less than the full screen to the file select "Set
Last Screen Row" from the ANSI Options Menu. A dialog box will
pop up. Set the last screen row using the <up/down> arrow keys or
by clicking on the up or down arrows in the dialog box
The row numbers correspond to the y-coordinates displayed in
the Status Box, a 25 line screen begins at row 0, and the last row
is 24.
PRODUCE COMPACT FILE
When set to ON, this produces a file that is one long string
of ANSI commands, with no line breaks. The default, "Produce
Compact File" OFF, will generate a file in which each line of the
file is 70 characters or less in length. This helps if you intend
to go in and view or edit the resulting file with a text viewer or
editor that may not be able to handle the longer line lengths.
Short line lengths are also necessary if you are planning to
upload your ANSI artwork to the message section of a BBS. Many of
the BBS line editors into which you would be transferring your
file will not handle unbroken lines, and require carriage returns
before the line wraps at 80 characters.
NOTE: To insure that your file will upload into a BBS line editor,
DO NOT save a full screen. The last line in a full screen (Row
24) cannot be broken up, so even when "Produce Compact File" is
set to OFF, the last line in a screen will be as long as is
necessary to hold all of the text and ANSI escape sequences.
If the "Code/Export As Monochrome" toggle on the Generate
Code/Export Menu set to ON, the screen will be saved using one
color only (Light Gray on Black). Any flashing attributes will be
preserved.
ANSI Files are saved with the ANS extension.
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Laughing Dog Screen Maker V1.00 User's Manual 64
Displaying an ANSI File
The computer displaying these ANSI screens must have the
ANSI.SYS device driver installed. Check the CONFIG.SYS file for a
line like this:
DEVICE=C:\DOS\ANSI.SYS
If this is not present, you must add it to the CONFIG.SYS
file, specifying the actual path where the ANSI.SYS file is
located. Reboot the system to activate the ANSI.SYS driver.
To display an ANSI screen on a system having the ANSI.SYS
driver installed use the DOS "type" command:
TYPE filename.ANS
Displaying a Full Screen ANSI File
Normally, a full 25 line ANSI screen file when typed (using
the DOS "type" command), will scroll up one extra row when the DOS
prompt appears at the bottom of the screen at the end of the file.
A full screen ANSI file produced by the Laughing Dog Screen
Maker contains a little bit of ANSI magic that will allow you to
display a full ANSI screen without scrolling.
In order to take advantage of this feature you need to type
the ANSI file from a batch file which "nulls out" the prompt
temporarily.
Here is a batch file you can use to display any full screen
ANSI file produced by the Laughing Dog Screen Maker without
scrolling:
echo off
type %1
pause>nul
Create this batch file and name it "ANS.BAT". To display a
full-screen ANSI file type:
ANS YOURFILE.ANS
This will display the ANSI file called "YOURFILE.ANS," wait
for a keystroke, and return to the DOS prompt.
For more information on ANSI graphics, consult your DOS
manual <Grin>.
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Laughing Dog Screen Maker V1.00 User's Manual 65
10.2.4 WildCat! & PCBoard BBS Files
WildCat! BBS files are used by Mustang Software's WildCat!
BBS System Software, and PCBoard BBS files are used by Clark
Development Company's PCBoard BBS Software. They allow sysops to
save screens in a single format for presentation to both callers
who desire ANSI graphics, and those who don't.
Although the actual color code format is slightly different
for each program, everything else about the way the Laughing Dog
Screen Maker handles these two export files is the same, so they
will be discussed together in this section.
As with ANSI files, you can choose to save less than the
full screen to the file. This comes in handy when you need to
allow room for other text or the BBS status line at the bottom of
the screen.
When you choose the WildCat! or PCBoard BBS selection from
the Generate Code/Export Menu, a dialog box will pop up. Set the
last screen row using the <up/down> arrow keys or by clicking on
the up or down arrows in the dialog box (row numbers correspond to
the y-coordinates displayed in the Status Box, a 25 line screen
begins at row 0 and ends at row 24).
Your screen will be saved using WildCat! or PCBoard @Color
Codes. WildCat! BBS files are saved with the extension "BBS" and
PCBoard files are saved with the extension "PCB."
At this time, the Laughing Dog Screen Maker does not support
automatic insertion of system info. and user info. macros such as
@TIME@, @LASTCALL@, @USER@, etc. You can, however, insert these
macro codes manually, by typing them into the screen at the
desired position.
Keep in mind the field lengths of the resulting data which
will be inserted into the final user screens, and allow for this
with blanks in your screen design.
Also, take care not to change colors within a macro string,
as this will insert a color code in the middle of the macro,
corrupting the macro.
NOTE: The color code $OO has a special meaning to PCBoard and
WildCat! and $FF has a special meaning to PCBoard, so will not be
interpreted as colors.
For this reason, characters with attributes having the value:
$00 (black on black) will be converted to space characters with an
attribute value of $0F (white on black) for both file formats, and
attributes having the value of $FF (blinking white on lightgrey)
will be changed to $7F (non-blinking white on lightgrey) for
PCBoard files.
A SPECIAL NOTE TO SYSOPS: If you have any comments or suggestions
for ways that Yardbird Software could better serve your particular
needs, please drop us a line or give us a call. Our experience
with BBS software admittedly is very limited, so we need your
input in order to reach our goal of making the Laughing Dog Screen
Maker the ultimate screen design tool for BBS sysops.
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Laughing Dog Screen Maker V1.00 User's Manual 66
10.3 Printing Screens
Printouts of your screens may be useful as worksheets when
developing screens, or for inclusion in printed documentation.
The printer types supported by this version of the Laughing
Dog Screen Maker are:
Epson Dot Matrix
HP LaserJet
PostScript
Epson-compatible and HP LaserJet-compatible printers will
produce very nice printouts of your screens, suitable for
inclusion in manuals, program documentation, or presentations.
PostScript devices will produce stunning photo-like reproductions
of your screens suitable for framing! (or certainly suitable for
producing professionally typeset manuals.)
The Laughing Dog Screen Maker assumes that you are printing
to the LPT1: or PRN: device. If you have a serial printer you
need to tell DOS about this, either from the command line, or in
your AUTOEXEC.BAT file using the DOS command "mode."
Here is an example for redirecting printer output COM1:
MODE LPT1: = COM1:
10.3.1 Setting the Printer Options
Before attempting a print out, be sure to go to the Printer
Setup Menu (available from the Print Screen Menu or the Options
Menu) and select your printer type and set up the formatting
options.
You may also choose to send the printer output to a file for
printing later. The options you select may be preserved as the
start-up defaults by selecting "Save Options" from the Options
Menu after completing your setup.
The options available to you in the Printer Setup Menu are as
follows:
PRINT TO FILE
PRINT SCREEN BORDER
PRINT COORDINATE SCALE
PRINT SCREEN IN CONDENSED MODE
PRINT SCREEN IN LANDSCAPE ORIENTATION
SELECT PRINTER TYPE
Special Postscript Options:
DOWNLOAD FONT NOW / WRITE FONT FILE
EPS FORMAT: COMPLETE (INCLUDING FONT)
EPS FORMAT: NO FONT (FONT ALREADY DOWNLOADED)
You may need to experiment with the different formatting
options, to produce the most pleasing output from your particular
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Laughing Dog Screen Maker V1.00 User's Manual 67
printer. For instance, you may need to print the screen in
"Condensed" mode in order to have room to include a border or a
coordinate scale, or using Landscape orientation might give you
the best results when producing overhead transparencies, etc.
Play around until you find the correct setup for your printer
and the job at hand.
See "Printer Setup Menu" in the Laughing Dog Menus section of
the manual for a complete description of each option.
10.3.2 Laughing Dog's PostScript Output
PostScript printer output offers the most accurate rendition
of your Laughing Dog screens, and should be used whenever
possible.
The Laughing Dog Screen Maker will output directly to a
PostScript printer connected to your printer port (the device
selected as PRN:, default = LPT1:) or, if the "Print To File"
selection of the Printer setup Menu is toggled ON, to an
Encapsulated PostScript (EPS) file.
A custom, EGA/VGA look-alike font is downloaded to the
PostScript device and the color attributes are represented as
discrete gray scale values, producing a stunningly accurate "snap-
shot" of your screen.
An EPS file is, by its very nature, completely device
independent, and may be imported into any program that accepts
PostScript input (such as any PostScript compatible desktop
publishing, draw, or paint program).
The image of the screen may be manipulated (scaled, rotated,
stretched, etc.) to suit your needs without losing any resolution.
In fact, the resolution of PostScript images gets BETTER the
larger it is scaled!
If you are producing professional typeset quality
documentation, or wish to, Laughing Dog EPS files are the only way
to go.
Registered users will receive a bound manual containing
numerous examples of the PostScript output of this program. You
may also send Yardbird Software a Self Addressed Stamped Envelope
and ask to be sent a sample PostScript printout if you need
convincing!
About the Special PostScript Options
Printing a screen on a PostScript printer can take a long
time (about 90 seconds on an HP LaserJet IIP w/HP PostScript
cartridge) due to the fact that a special font is be downloaded to
the printer each time a screen is printed.
If you are just doing one printout, there is no way around
this. However, if you intend to do several screen printouts, the
Special PostScript Options offer a way to cut down on this time.
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Laughing Dog Screen Maker V1.00 User's Manual 68
It is possible to do a "persistent download" of the font
prior to printing any screens and avoid having to download the
font with each job. This means that once the font is downloaded
to the printer, it will remain in memory for as long as the
printer remains turned on, and is not reset.
The PostScript Special Options
The following options only apply to PostScript output. They
have no effect on the other types of printer output.
DOWNLOAD FONT NOW / WRITE FONT FILE
Choose the "Download Font Now" item from the Printer Setup
Menu to do a persistent download of the Laughing Dog EGA/VGA look-
alike font.
If the "Print To File" option is ON, a file called
"LDOGFONT.PS" is created in the current data directory.
This file may be sent to your printer prior to printing a
Laughing Dog PostScript screen using the DOS copy command:
"COPY LDOGFONT.PS LPT1:"
EPS FORMAT: COMPLETE (INCLUDING FONT)
This is the default setting. The special, EGA/VGA look-alike
font is downloaded with each job, and does not remain resident in
the printer. Once the screen is printed, the font is removed from
printer memory.
When the "Print To File" option is ON, the EPS files
generated will be true EPS, meaning that they will contain all of
the information needed by another application to import them.
EPS FORMAT: NO FONT (FONT ALREADY DOWNLOADED)
Only use this option if the special, EGA/VGA look-alike font
has already been downloaded to the printer. Screens will print
MUCH faster this way, since the font does not have to be
downloaded with each job.
When the "Print To File" option is ON, the EPS files produced
will be much smaller, due to the fact that the font is not
included. Just be sure that the font is sent to the printer prior
to printing a file produced with this option ON.
NOTE: Technically, the files created with this option set to ON
are not TRUE Encapsulated PostScript files. In order for a file
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Laughing Dog Screen Maker V1.00 User's Manual 69
to be true EPS, it must, among other things, contain EVERYTHING,
including special fonts, necessary to produce the image.
Additional PS Notes
1.) The EPS files generated by the Laughing Dog Screen Maker do
not contain a bitmap image of the screen so when you import
them into other applications, you will most likely just see the
bounding box as a place holder for the actual image.
This is normal. The actual screen image will print when you
print the document containing the Laughing Dog EPS images.
2.) The special, EGA/VGA look-alike font program is the
copyrighted property of Yardbird Software (Jeff Sloan). Only
registered users of the Laughing Dog Screen Maker may legally
use this font for printing anything other than Laughing Dog
screens.
Anyone using this font for Laughing Dog Screens, or anything
else, must leave the font file header intact, including the
copyright notice.
3.) The printed version of this manual has numerous screen-shot
illustrations generated by the Laughing Dog as EPS files.
It was created entirely using Microsoft Word For Windows
V2.0. The EPS files were saved without the font information to
save on space. The LDOGFONT.PS file was sent to the printer
prior to printing anything, and remained resident. EPS files
were inserted into the manual using W4W's Insert Picture
command. The images, which showed up as a gray box, were then
repositioned, scaled, and cropped as necessary.
The process will be similar for any other word processor or
desktop publishing program that accepts PostScript graphics.
It's simple and the results are fantastic! (Register, and
you'll get the manual so you can see for yourself!)
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Laughing Dog Screen Maker V1.00 User's Manual 70
11. The Laughing Dog Menus
The following section briefly describes each of the major
menu structures of the Laughing Dog Screen Maker program and gives
a brief explanation of the items on each of the menus.
Most menu items, when selected, will immediately perform some
function like Quit, Save a File, etc.
Some menu items, however, represent some parameter which is
used by another menu function. These menu selections will
alternately "toggle" the condition or parameter ON or OFF. An
example of this is the "Enable Undo" toggle in the Options Menu.
When a toggle is ON, a check mark will appear immediately to the
left of the menu item, when OFF, there will be nothing there.
Most of this information is available in the on-line help
system. To access on-line help for a menu item, place the menu
highlight on the item of interest and press the <F1> key.
11.1 The MAIN MENU
The Main Menu is accessed by pressing the <F2> key OR by
clicking the right mouse button anywhere in the drawing area of
the screen. The menu contains the following items:
New Screen...
Load Screen...
Save Screen...
DOS Shell
Change Data Directory...
Options...
UNDO!
Select Block
Draw Line
Paste from File
Pick up Attribute @Curs.
Pick up Character @Curs.
Generate Source Code...
Print Screen...
Hide/Show Status Box
Registration Info...
Quit Program
HINT: an ellipsis ( ... ) next to a menu item indicates that
selecting that item invokes another menu or a dialog box.
NEW SCREEN
This selection gives you the option to save the current screen
(if needed) and start a new one. You will be presented with a
menu offering the following choices for clearing the screen.
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Laughing Dog Screen Maker V1.00 User's Manual 71
11.1.1 The NEW SCREEN MENU
This menu allows you to initialize the screen in a number
of ways.
CLEAR TO BLACK
This will clear the screen to black. All text or special
characters will be wiped out.
CLEAR TO CURRENT COLOR
This will clear the screen to the currently selected color
attribute (see: Selecting a Color Attribute). All text or
special characters will be wiped out.
CLEAR & FILL WITH CURRENT COLOR AND CHARACTER
This will clear the screen to the current color, and fill
the screen with the currently selected special character.
CHANGE CURRENT COLOR ATTRIBUTE
This will activate the Color Attribute Selection Box,
allowing you to change colors without exiting the menu.
CHANGE CURRENT SPECIAL CHARACTER
This will activate the Special Character Selection Box
allowing you to change special characters without exiting
the menu.
LOAD SCREEN
Use this to load a screen that was saved using the "Save
Screen" function. A Dialog Box will display a list of all the
screen files in the current data directory. Use the <up/down
arrow> keys or the mouse to select the file to load
This function is also available via the hot key <cntl>-L.
SAVE SCREEN
Use this to save the screen you are working on to a disk file.
You may load it later using the "Load Screen" function, or
display it using the Laughing Dog Screen Display Utility:
LDOGSHOW.EXE.
You will be presented with Dialog Box allowing you to enter a
filename under which to save the screen.
This function is also available via the hot key <cntl>-S.
CHANGE DATA DIRECTORY
Use this to change the current Data Directory. This is the
disk and subdirectory where files are stored when the "Save
Screen" or "Copy Selected Block to File" functions are used,
and the place from which files are retrieved when using the
"Load Screen" and "Paste from File" functions.
You may have several different directories containing screen
files from different projects and use this function to switch
between these different directories.
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Laughing Dog Screen Maker V1.00 User's Manual 72
You will be presented with a Dialog Box for entering the new
drive\path.
The Data Directory defaults to the directory containing the
LDOG.EXE file, but may be set differently at start-up time via
a command line argument (Type "LDOG /?" at the DOS prompt for
a listing of all the available command line arguments and their
usage, OR, see "Command Line Options" in the Quick Start
chapter).
DOS SHELL
Use this to temporarily exit (shell out of) Laughing Dog to run
another program or execute a DOS command, then return to
Laughing Dog and resume where you left off.
To return from the shell, type "EXIT" at the DOS prompt.
OPTIONS
This selection brings up a menu that allows you to configure
the Laughing Dog Screen Maker options.
11.1.2 The OPTIONS MENU
Use this menu to set the various Laughing Dog options, set-up
the printer, and to save these options as defaults.
A check mark next to the menu item indicates that feature is
ON. To toggle the status of a menu item, highlight the item
using the <up/down arrow> keys and press <enter>, or click on
it with the mouse.
SOUND ON/OFF
There are many situations when this program beeps to warn
of error conditions, or to let you know you are in a
special mode, etc. To turn these sounds OFF, just un-
check the "Sound" item on the Options Menu.
The default is SOUND ON.
MONOCHROME/COLOR MONITOR TYPE SELECTION
Use this selection to switch between the Color and
Monochrome Display modes. In Monochrome Mode, all of the
menus, dialog boxes, and the drawing screen will be
displayed in black and white. All of the actual color
attributes are stored when you use the "Save Screen"
command, allowing you to view the screen in full color on
a color monitor at another time.
The Monochrome option can also be specified at start-up by
using the command line argument "/L" (as in LCD)
The default is COLOR.
ENABLE/DISABLE UNDO FEATURE
A one-step undo buffer is maintained when this menu item
is checked which allows you to undo the last change you
made to the screen. When enabled, the last action may be
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Laughing Dog Screen Maker V1.00 User's Manual 73
undone by using the hot key <cntl>-U or by selecting
"UNDO!" from the Main Menu.
NOTE: There is a slight degradation in the speed of the
program when this feature is enabled.
The default is UNDO DISABLED.
SET UP PRINTER
This option brings up the Printer Setup Menu. See the
Printer Setup Menu description, under the "Print
Screen/Printer Setup Menu" heading later in this chapter
for a complete description of this menu.
SAVE OPTIONS
This will save the current state of the Options Menu and
the Printer Setup Menu to a configuration file called
LDOG.CFG in the subdirectory that contains LDOG.EXE.
These settings become the start-up defaults the next time
you start the program. The file LDOG.CFG is created the
first time you save the options. If this file is missing,
the default settings will take effect upon start-up.
The default display type and sound on/off options may be
overridden at start-up, if necessary, by using a command
line argument. See "Command Line Options" in the Quick
Start chapter or type "LDOG.EXE /?" for further
information.
UNDO
If enabled (via the Options Menu), this allows you to "undo"
the last action that effected the screen (print a character,
copy, move, recolor, erase, a selected block, make a window,
etc.).
If the UNDO option is not enabled, this menu choice will be
grayed out, and you will not be able to select it.
To enable UNDO, choose "Options" from the Main Menu, and toggle
the "Enable UNDO" menu item to ON.
NOTE: There is a slight degradation in the speed of the program
when this feature is enabled.
The default is UNDO OFF.
SELECT BLOCK
This puts you into Select Mode. You may also use the hot key
<alt>-S or click & hold the left mouse button to enter Select
Mode. See "Select Mode" in the Drawing Screens chapter for
more info.
DRAW LINE
This puts you into Line Drawing Mode. You may also use the hot
key <alt>-L or double-click & hold the left mouse button to
begin drawing a line. See "Line Drawing Mode" in the Drawing
Screens chapter for more info.
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Laughing Dog Screen Maker V1.00 User's Manual 74
PASTE FROM FILE
Use this to paste block files, which were previously saved
using the Block Menu choice "Copy to File," into the current
screen.
To Paste a block, first position the cursor at the point where
you want the upper left-hand corner of the block to be placed,
then select this menu choice, or press the hot key <cntl>-P.
You will be presented with a Dialog Box, and asked to choose a
file from a list of all the block files in the current Data
Directory (see "Loading & Saving Screens" for an explanation of
using this dialog box).
The block from the file you choose will be placed on the screen
in a "selected" state, and you may then move it around using
the <arrow> keys, or by clicking and holding the left mouse
button and dragging it to the desired position. Press <enter>
or release the left mouse button to paste it at its current
position.
If the block you attempt to place at the cursor position
extends beyond the screen boundaries, the portion outside of
the screen will be truncated. If this happens unintentionally,
just cancel the paste with the <esc> key, move the cursor
further away from the left and/or bottom edge of the screen and
try again.
You may abort the paste at any time while the area is still
"selected," by pressing the <esc> key or clicking the right
mouse button.
This function may also be accessed directly by using the hot
key <cntl>-P.
PICK UP ATTRIBUTE AT CURSOR
Use this to change the current color attribute without going to
the Color Attribute Selection Box within the Status Box.
Position the cursor on a point on the drawing screen that has
the color attribute that you want, call the Main Menu with
<F2>, then select "Pick up Attribute @ Cursor".
This function may also be accessed directly by using the hot
key <cntl>-A.
PICK UP SPECIAL CHARACTER AT CURSOR
Use this to change the current Special Character without going
to the Special Character Selection Box within the Status Box.
Position the cursor on a point on the drawing screen that has
the Special Character you want (MUST be a Character not
normally available from the keyboard), then call the Main Menu
with <F2>, and select "Pick up Special Character @ Cursor".
This function may also be accessed directly by using the hot
key <cntl>-K.
GENERATE SOURCE CODE / EXPORT
Use this selection to generate compiler-ready source code to
display a Laughing Dog Screen from within your own program, or
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Laughing Dog Screen Maker V1.00 User's Manual 75
to export a screen as an ANSI, WildCat! BBS, PCBoard BBS, or a
stand-alone executable program.
If the language you are using does not appear on the menu,
select the closest match, examine the code produced, and make
any changes necessary.
After choosing the type of file you want to generate, you will
be presented with a dialog box and asked to provide a filename.
If the code generated uses a variable name for the screen array
produced, that array will also take on the name of the source
file (less the extension).
11.1.3 The GENERATE CODE/EXPORT FILE MENU
The selections on this menu allow you to reproduce your
Laughing Dog screens in a variety of different programming
languages and file formats.
The languages and file formats supported are:
Microsoft C/QuickC
Turbo C
QuickBASIC
GW BASIC (generic)
BASIC BSAVE File Format
Turbo Pascal
MASM Assembler
Binary File
Executable .COM file
ANSI File
WildCat! BBS File
PCBoard File
In addition, you may toggle the menu choice:
Code/Export As Monochrome
See "Generating Source Code & Exporting Files" for a complete
description of each type of file produced, and tips on using
them.
PRINT SCREEN / PRINTER SETUP
This brings up a menu for setting up printer options and
printing the currently displayed screen.
11.1.4 The PRINT SCREEN/PRINTER SETUP MENU
This menu allows you to produce a printout of your Laughing
Dog Screen Maker screens on an Epson-compatible dot-matrix
printer, HP LaserJet-compatible laser printer or PostScript-
compatible output device.
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Laughing Dog Screen Maker V1.00 User's Manual 76
The two menu choices are:
PRINT SCREEN
This will initiate printing of the screen using the
parameters set up in the "Printer Setup" sub-menu.
SET UP PRINTER
This option brings up the Printer Setup Menu.
THE PRINTER SETUP MENU
Use this menu to specify your printer type and
choose from several formatting options. This menu is
accessed from either the Print Screen/Printer Setup Menu
or the Options Menu. These options may be saved as
start-up defaults via the Options Menu item "Save
Options."
PRINT TO FILE
When this option is toggled ON, everything that
would have been sent to the printer will be written
to a file.
You will be presented with a dialog box for
entering a filename for the print file. Print
files have the filename extension PRN, with the
exception of PostScript printer files, which have
the extension EPS.
To print the resulting file use the DOS command:
COPY filename.prn LPT1
Substitute the real filename and the correct
printer port name (LPT2, LPT3, COM1, etc.)
PRINT SCREEN BORDER
This option will print a single-line border around
the screen image sent to the printer. If you are
having trouble fitting the screen with a border on
your paper, try using the "Print Screen in
Condensed Mode" or "Print Screen in Landscape Mode"
options, or simply de-select this option.
PRINT COORDINATE SCALE
When this option is ON, a scale will be printed
above, below, and along the left-hand edge of the
screen image, marking the X and Y screen
coordinates. This is helpful when using printouts
as worksheets during screen development, or when
writing code to interface with screens you have
designed. The coordinates are zero-based (screen
origin = 0,0).
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Laughing Dog Screen Maker V1.00 User's Manual 77
If the language or function library you are using
treats screen coordinates as one-based (screen
origin = 1,1), add 1 to the coordinate values.
The scale printed will be in this format:
0 1 2 3
0123456789012345678901234567890...
0
2
3 Screen Image Here
4
.
.
.
24
0123456789012345678901234567890...
PRINT SCREEN IN CONDENSED MODE
If the selected printer type supports printing in
condensed mode, the screen will be printed
condensed. This is sometimes helpful if you are
having trouble getting the screen image to fit
correctly on the paper, or just prefer the smaller
finished size.
PRINT SCREEN IN LANDSCAPE ORIENTATION
This option will print the screen sideways on the
paper. It is not available on all printers, but
having it selected for a printer that does not
support it will have no bad effects.
SELECT PRINTER TYPE
The printer types supported by this version of the
Laughing Dog Screen Maker are:
Epson Dot Matrix
HP LaserJet
PostScript
Select the printer type that most closely matches
your printer, or a printer emulation that your
printer is capable of performing.
If your printer type doesn't appear here, try Print
Screen using the <shift>-<PrtScn> key combination
(it may be necessary to set up your printer to
print the IBM character set using DIP switches or
front panel commands -- see your printer manual).
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Laughing Dog Screen Maker V1.00 User's Manual 78
SPECIAL POSTSCRIPT OPTIONS
The following options apply only to PostScript
output devices.
DOWNLOAD FONT NOW / WRITE FONT FILE
Choose this to do a persistent download of the
Laughing Dog EGA/VGA look-alike font.
If the "Print To File" option is ON, a file called
"LDOGFONT.PS" is saved in the Data Directory.
EPS FORMAT: COMPLETE (INCLUDING FONT)
This is the default setting. The special EGA/VGA
look-alike font is downloaded with each job, and
does not remain resident in the printer. Once the
screen is printed, the font is removed from printer
memory.
When the "Print To File" option is ON, the EPS
files generated will be True EPS, meaning that they
will contain all of the information needed by
another application to import them.
EPS FORMAT: NO FONT (FONT ALREADY DOWNLOADED)
Only use this option if the special, EGA/VGA look-
alike font has already been downloaded to the
printer.
NOTE: Technically, the files created with this
option set to ON are not true Encapsulated
PostScript files. In order for a file to be true
EPS, it must contain EVERYTHING necessary to
produce the image, including special fonts.
See: Printing Screens for more information on the
Special PostScript Options.
REGISTRATION INFORMATION
This will display information describing how you may register
this program with Yardbird Software and will give you the
option to print out a registration form.
When you register, you will receive the latest version of this
program along with a printed manual. You will also be notified
of all future revisions and additions to the Laughing Dog
Screen Maker Program. Registered users are also entitled to
free phone support.
HIDE/SHOW STATUS BOX
If the Status Box is not visible, this will make it visible
again. If it is currently visible, it will hide it. You may
also hide it by repeatedly hitting the <tab> key, by clicking
the close button [-] in the upper-left corner of the Status Box
or pressing the <F10> key.
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QUIT PROGRAM
This will exit the program and return to DOS. If the program
detects that any changes were made to the screen since last
saving it, it will prompt you to save the screen before
exiting.
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11.2 The BLOCK MENU
This menu will pop up automatically when a selection is
completed, unless this has been inhibited by the "Menu Only on
Request" option (see below). It can also be accessed while you
are selecting a block by pressing the <F2> key.
BLOCK MENU Choices:
Move Block
Copy Block
Copy Block to a File
Clear/Fill Block
Recolor Block
Erase Block
Make a Window of Block
Menu Only on Request (Expert Mode)
MOVE BLOCK
Use the MOVE command to reposition the selected block on the
screen. The difference between MOVE and COPY, is that COPY
leaves the original area intact, while MOVE leaves the original
area blank.
Moving the Block (Keyboard)
Use the <arrow> keys to move the selected block to the
desired position on the screen, then press <enter> to drop it
there. Press <esc> to cancel the move and return the cursor
and the block to their original positions.
Moving the Block (Mouse)
Position the mouse cursor anywhere within the selected
block, click and hold the left mouse button, then drag the
selected area to the desired position on the screen. Drop it
there by releasing the left mouse button. The move may be
canceled by clicking the right mouse button. The cursor and
the block will return to the original positions.
NOTE: During the MOVE, the Cursor Position display within the
Status Box displays the position of the upper left hand
corner of the moving block.
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Controlling the Fill Color when Moving a Block
When moving a piece of the screen, the original area is
left blank. Since this area may have contained many
different color attributes, the program must decide which
color to use when filling the vacated area. The color chosen
is the color at the cursor position from which the original
selection was begun.
By carefully choosing the point from which to begin
selecting a block for a move, it is possible to control the
fill color, allowing you to avoid leaving gaping "holes" in
your screen, or to achieve many interesting effects such as
drop-shadows, etc.
The Move function can also be accessed by pressing the hot key <M>
while selecting a block.
COPY BLOCK
Use the COPY command to copy the selected block to another
position on the screen. The difference between MOVE and COPY,
is that COPY leaves the original area intact, while MOVE leaves
the original area blank.
Copying the Block (Keyboard)
Use the <arrow> keys to position the block to the
desired position on the screen, then press <enter> to drop it
there.
Press <esc> to cancel the copy and return the cursor and
the block to their original positions.
Copying the Block (Mouse)
Position the mouse cursor anywhere within the selected
block, click and hold the left mouse button and drag the
block to the desired position on the screen. Drop it there
by releasing the left mouse button.
The copy may be canceled by pressing <esc> or by
clicking the right mouse button while copying. The cursor
and the block will return to their original positions.
NOTE: During the COPY, the Cursor Position display within the
Status Box displays the position of the upper left-hand
corner of the moving block.
The Copy function can also be accessed by pressing the hot
key <C> while selecting a block.
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COPY BLOCK TO FILE
Use this function to copy a selected block to a disk file.
You will be presented with a dialog box and asked to provide a
filename under which to save the screen. The block file will
then be available for pasting into a screen using the Main Menu
selection "Paste from File" or the hot key <cntl>-P or for
displaying by itself using the companion program LDOGSHOW.EXE.
All block files are saved with the filename extension ".PUP"
This function is also available by using the hot key <Y> (as in
"copY" to file) while selecting a block.
CLEAR/FILL BLOCK
This selection presents you with the Clear/Fill Menu, giving
you several options for clearing or filling the block. Any
existing text or special characters within the block will be
wiped out.
This function is also available by using the hot key <F> while
selecting a block.
11.2.1 The CLEAR/FILL BLOCK MENU
The Clear/Fill Block Menu allows you to choose the type of
clear or fill you wish to perform on the selected block.
The available choices are:
CLEAR TO BLACK
This clears the block to black. All text or special
characters within the block will be wiped out.
CLEAR TO CURRENT COLOR
This clears the block to the currently selected color
attribute. All text or special characters within the
block will be wiped out.
FILL WITH CURRENT CHARACTER
This fills the block with the currently selected special
character** retaining the existing color attributes within
the block.
CLEAR & FILL WITH CURRENT COLOR AND CHARACTER
This command will clear the block to the current color,
and then fill it with the currently selected special
character**.
**NOTE: It is also possible to fill a selected block with a
"normal" character, that is, one that is not found in the
Special Character Selection Box.
To do this, the character you wish to use for the fill
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Laughing Dog Screen Maker V1.00 User's Manual 83
must be on the drawing screen (temporarily type it and
erase it later if it is not already on the screen) you
must then "pick up" the character.
Since the <cntl>-K hot key restricts you to actual
"special" characters, a special hot key has been defined
for temporarily picking up a normal character. This hot
key is <shift>-<cntl>-K. Place the cursor on the normal
character, then press <shift>-<cntl>-K. Now you may use
this character for filling.
CHANGE CURRENT COLOR ATTRIBUTE
This will activate the Color Attribute Selection Box,
allowing you to change colors without exiting the menu.
CHANGE CURRENT SPECIAL CHARACTER
This will activate the Special Character Selection Box,
allowing you to change special characters without exiting
the menu.
RECOLOR BLOCK
Use this function to change the color attributes of all the
text or special characters within a block.
This function may also be accessed using the hot key <R> while
selecting a block.
11.2.2 The RECOLOR MENU
The Recolor Menu allows you to choose the type of recolor you
wish to perform on the selected block. It is also possible to
change the current color from within the menu.
RECOLOR FOREGROUND AND BACKGROUND
This will recolor both the foreground (text and special
characters) and the background of the block to the color
of the currently selected color attribute.
RECOLOR FOREGROUND** ONLY
The foreground text and special characters will be
recolored to the currently selected foreground color
attribute. The background attributes within the block
will remain unchanged.
RECOLOR BACKGROUND** ONLY
The background of the block will be recolored to the
currently selected background color attribute. The
foreground text or special characters' attributes will
remain unchanged.
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CHANGE CURRENT COLOR ATTRIBUTE
This activates the Color Attribute Selection Box, allowing
you to change colors without leaving the Recolor Menu.
**NOTE: Although the flashing characteristic of the color
attribute is generally considered a part of the background
portion of the attribute, the Laughing Dog Screen Maker
treats it as part of the Foreground.
This seems to make sense for two reasons. First, the
Color Attribute Selection Box displays the colors in this
way, grouping all flashing and normal attributes with the
same background color together. Second, it is just more
natural to do it this way because it is the foreground
characters that appear to be flashing , not the
background!
ERASE BLOCK
This erases all the text or special characters within the
block, leaving the color attributes intact.
This function may also be accessed using the hot keys <E> or
<delete> while selecting a block.
MAKE A WINDOW OF BLOCK
Use this to convert the selected block into a framed, titled
window, using the current color and line-type. The Make A
Window Menu will pop up, where you can select the various
window options you would like to use for making the window.
The inside of the window can be cleared to the current color,
recolored to the current color, or left as is.
You can also call up the Window Title Options Menu, for
specifying the placement of the title and the type of brackets
to use.
If the "Prompt for Window Title" option from the Window Options
Menu is set to ON (default), a dialog box will pop up when you
select the type of window to create from the Make A Window
Menu. The text entry field in the dialog box is set to the
maximum length for the size window you have defined. Type in
the text you wish to appear as the title, then press <enter> or
click on the "OK" button with your mouse. The title is
inserted into the window frame at the position specified in the
Window Options Menu. If you choose not to enter any text, the
title brackets will not be drawn.
This function may also be accessed using the hot key <W> while
selecting a block.
HINT1: A block at least 2x2 characters must be selected in
order for the automatic window making feature to be available.
HINT2: The selected area must be at least 6 characters wide for
the auto-titling feature to be available.
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Laughing Dog Screen Maker V1.00 User's Manual 85
11.2.3 The MAKE A WINDOW MENU
Use this menu to set up and make a titled window out of the
selected block.
DRAW FRAME ONLY
Draws a frame around the selected block using the current
color attribute and line-type. The inside of the window
will remain as it is.
DRAW FRAME & CLEAR TO CURRENT COLOR
Draws a frame around the selected block using the current
color/line-type and clears any text or special characters
within the window to the current color attribute.
DRAW FRAME & RECOLOR INSIDE
Draws a frame around the selected block using the current
color/line-type and recolors any text or special
characters within the window to the current color.
WINDOW TITLE OPTIONS
This brings up Window Title Options Menu.
11.2.4 The WINDOW TITLE OPTIONS MENU
Use the Window Title Options Menu to set up the
parameters for automatic window titling, such as whether
or not to do automatic titling, and if so, which bracket
type to use and where to position the title.
PROMPT FOR WINDOW TITLE?
If set to ON the Window Title dialog Box will pop up when
making a window, allowing you to enter a title. If set to OFF,
you will not be given the option of entering a title.
WINDOW TITLE POSITION
Select the window title position. Choices are TOP-
CENTER or BOTTOM-CENTER.
WINDOW TITLE BRACKET TYPE
Define the type of bracket (or no bracket) which will
surround the window title.
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MENU ONLY ON REQUEST (Expert Mode)
When set to ON, the Block Menu will no longer automatically pop
up when you finish selecting a block.
Without the menu, press one of the following hot keys to end
the block selection and perform the corresponding Block Menu
function:
<M> to Move the block
<C> to Copy the block
<Y> to copY the block to a File
<R> to Recolor the block
<E> to Erase the block
<F> to clear/Fill the block
<W> to make a Window of the block
You can also end the selection first, by pressing <enter>, and
then either use the hot keys or explicitly call the menu with
the <F2> key.
The selection can be canceled by pressing the <esc> key.
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12. LDOG.EXE Error Messages
When one of the following error conditions is detected the
corresponding error message will appear in a dialog box.
Depending on the error, you may need to make a Yes/No decision, or
just respond with an OK (even if it isn't OK with you!).
FILE ALREADY EXISTS! Overwrite Existing Data?
There is a file having the same name as the one you typed in.
If you choose "Yes," the data in that file will be overwritten by
the new data. The contents of the old file will be destroyed. If
you want to save the old version, as well as the new one, just
choose "No," and save the screen using a different name.
ILLEGAL FILENAME!
DOS filenames must be between 1-8 characters long and contain
ONLY the following characters
a-z, A-Z, 0-9 ! # $ & ` ' ( ) - _ @ { } ~
Filenames cannot begin with a digit. Try again...
CAN'T OPEN FILE!
Some sort of disk error has occurred, the file cannot be
opened. The disk could be damaged or the drive door may be open
(if it is a floppy drive). If you are trying to load a file, the
file and/or its attributes could have become corrupted. If you
are trying to save a file, the disk may not be formatted.
Check your disk drive and try again.
FILE NOT FOUND!
The file you selected has disappeared between the time the
dialog box read the filename into its list of files and when you
actually tried to read it. If this ever happens, something is
drastically wrong!
INVALID PATH!
The drive and/or path you specified does not exist, is
spelled wrong, the disk is not in the drive, or the drive door is
open, etc. Check the spelling, and be sure you used backslashes
"\" to separate the drive and subdirectories in your path.
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Laughing Dog Screen Maker V1.00 User's Manual 88
NO SCREEN/BLOCK FILES FOUND!
When the program looked in the data directory, it found no
screen or block files.
The data directory is by default the directory where the
LDOG.EXE file is located. The data directory may be set to
something different at start-up time by using the "drive\path"
command line argument, or while the program is running by using
the Main Menu selection "Change Data Directory."
NOTE: Screen files Must have the extension "DOG", and block files
Must have the extension "PUP," These extensions are automatically
added to the filename you enter when you save a screen or block.
Do not change these extensions if you wish to load the screens
again!
MEMORY ALLOCATION ERROR!!
The program tried to get some memory, and it was unable to.
This is most likely caused by running the program in a DOS Shell.
Try typing "EXIT" after you are dumped out of the program to see
if you pop back into the program you shelled out of to run this
one. If that is the problem, you don't have enough memory to run
LDOG.EXE from the shell. Run it by itself.
If it turns out you are not attempting to run LDOG.EXE from a
shell, there may be a more serious memory conflict. Try rebooting
your computer and try running the program again.
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13. The Laughing Dog Utilities
Two utility programs are provided to round out the Laughing
Dog Screen Maker package. The first one, LDOGRAB.EXE, allows you
to capture screens from any text mode program for importing into
LDOG.EXE. The other one, LDOGSHOW.EXE, allows you to display your
Laughing Dog screens one at a time, or to group several screens
together into a slide show that may be displayed manually or
automatically.
13.1 Grabbing Text Screens from Other Programs with LDOGRAB.EXE
LDOGRAB.EXE is a screen grabbing utility, which allows you to
"grab" or capture copies of screens from any text mode
application. These screens may then be loaded into the screen
design program, LDOG.EXE, to edit, print, convert to another file
format, or compress. They may also be displayed using the
Laughing Dog screen display utility LDOGSHOW.EXE.
LDOGRAB.EXE is a TSR (Terminate and Stay Resident) program
that is loaded into memory before running the text mode program
from which you wish to "grab" screens.
Screens are saved in an uncompressed format readable by
LDOG.EXE or LDOGSHOW.EXE.
NOTE: LDOGRAB.EXE will NOT WORK for programs running in graphics
mode.
13.1.1 Starting LDOGRAB.EXE
USAGE: LDOGRAB [/N][/K key][/D Pathname]| [H|?]
/N suppress messages sent to application screen when
saving screens.
/K xx change the default hot-key (<cntl>-<left-shift>)
replace xx with one of the following key codes:
cr = <cntl>-<right-shift>
al = <alt>-<left-shift>
ar = <alt>-<right-shift>
Defaults to <cntl>-<left-shift>
/D specifies a disk and subdirectory location for
saving screen files. Pathname must be complete
path, including drive! Defaults to current path.
/? /H Displays a help screen similar to this.
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Laughing Dog Screen Maker V1.00 User's Manual 90
examples:
ldograb installs the screen grabber
ldograb /N suppress screen messages
ldograb /D c:\dog\bites will store files in \dog\bite
subdirectory of drive C:
13.1.2 Using The Screen Grabber
First load LDOGRAB using any of the command line arguments
from above, then run the program from which you wish to grab
screens. When a screen comes up that you want to save, press the
screen grabbing hot key (the default hot key is <cntl>-<left-
shift>, but you may specify another key combination, if the
default conflicts with the program you are grabbing screens from,
by using the /k option in the command line when you start
LDOGRAB.EXE).
When you grab a screen, you will hear a single beep and a
message will pop up at the top of the screen, informing you that
the screen capture was successful and showing you the name of the
file that the screen was saved to. If there was a problem, you
will hear three beeps and an error message will be displayed
describing the nature of the error.
Press any key to make the message go away, and continue with
the foreground application.
NOTE: These messages can be suppressed using the /N command line
option. In that case, your only clue to a successful screen save
will be the single beep. If you hear three beeps, there was a
problem saving the screen.
Continue saving screens until you have what you need, and
then quit your application and re-boot your computer to remove the
TSR from memory (it is not wise to leave TSRs hanging around when
you have no further need of them, as they just take up valuable
memory space that your foreground applications may need).
Finding Your Captured Screens
The screen files are saved in the default directory (the
directory you started LDOGRAB.EXE from) unless you specified
another disk and/or directory using the /D option above.
The filenames are in a generic format (SCN0000.DOG,
SCN0001.DOG, SCN0002.DOG, etc.). The program will not overwrite a
file with the same name. It will automatically increment the
filename to the next SCN# until it finds an unused filename.
Later, you may change the filenames to something more meaningful
for your purposes. You may not change the file extensions (the
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Laughing Dog Screen Maker V1.00 User's Manual 91
trailing "DOG" part of the file name) because The Laughing Dog
Screen Maker and the presentation utility LDOGSHOW.EXE key on
these extensions when searching a directory for screen files.
Compressing Screen Files
In order to keep LDOGRAB as small as possible, screen
compression is not done within the TSR. Accordingly screens are
saved in an uncompressed format. A normal 25-line by 80-column
screen will produce a file 4010 bytes long.
LDOG.EXE, on the other hand, automatically compresses screens
as it saves them to disk. Therefore, screen files may be
compressed simply by loading them into LDOG.EXE and saving them
again.
The compression ratio is dependent on screen content, but can
range from 1:1 all the way up to 1333:1. The average is about
8:1.
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13.2 Displaying Your Screens with LDOGSHOW.EXE
This program is used to display a single screen, or to string
together several screens into a slide show presentation that may
be displayed manually or automatically. Slide shows may contain
up to 100 screens.
13.2.1 Starting LDOGSHOW.EXE
USAGE: LDOGSHOW [ScnFilename]|[/L ListFilename.ext][/#n][/F]|[H|?]
ScnFilename Displays the specified screen file
/L ListFilename.ext Begins a "slide show" of the screen files
listed in the file ListFileName.ext
/#n n = number of seconds delay between
screens for an automatic, repeating slide
show [exited by pressing <esc>]
/F Forward only display of manual slide show
/M Displays screens in monochrome
/? /H Displays a help screen similar to this.
examples:
LDOGSHOW grins displays the screen file: GRINS.DOG
LDOGSHOW POUND.PUP displays the partial screen file
POUND.PUP
LDOGSHOW /L LANDRY.LST displays the screen files listed in the
list file LANDRY.LST
NOTE1: A ScnFilename with no extension assumes the "DOG"
extension. Block files may also be displayed, but you must
specify the "PUP" extension.
NOTE2: The list file and ALL screen files must be in the current
(default) directory.
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13.2.2 Displaying a Single Screen
This is a great way to view a single screen or block file
without having to start up the whole Laughing Dog Screen Maker
program (LDOG.EXE). Just type "LDOGSHOW FILENAME.EXT"
substituting the actual screen or block filename. The extension
"DOG" is assumed if none is specified.
To view a block file, type its full name, including the
extension "PUP." When "PUP" files are displayed by themselves,
they appear in the position on the screen from which they were
originally saved, leaving the rest of the screen intact.
13.2.3 Creating a Slide Show Presentation
A presentation consisting of several screen files and/or
block files can easily be built by creating a text file containing
of a list of the desired screen and/or block files in the order
you wish to view them. You may include comments in the file by
beginning a line with a semicolon ";". That line will be skipped
over by LDOGSHOW when it compiles its list of files to display.
You may also include comments on the same line as a filename, so
long as there is at least one space separating the filename from
the comment. You may prohibit moving backward through the list
file by placing "/F" (forward only) as the first thing on any line
in a list file. As with displaying a single screen, a filename
extension of "DOG" is assumed, unless you specify a block file by
including the "PUP" extension.
Legal List File Entries:
;comment Comment on a line by itself
FILENAME Filename by itself, assumed extension:
"DOG"
FILENAME.EXT Filename by itself, extension of "DOG" or
"PUP"
An empty line
FILENAME ;comment Filename followed by a semicolon and a
comment
FILENAME comment Filename followed by a space and a
comment
/F Forward only command
*NOTE: Filenames may be in either upper or lower case.
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Doing Some Dog Tricks
It is possible to drastically decrease the amount of disk
space used by your presentations with the judicious use of PUP
files. For instance, if you display a full screen, and the next
screen is to depict the same screen with a menu pulled down, you
can save that portion of the screen that is different from the
first screen (in this case, the menu) as a PUP file (using LDOG's
"Copy To File" command from the Block Menu).
When using LDOGSHOW in the manual, bi-directional mode
(default, with no "/F" argument), it is possible to move backward
as well as forward through your list of files. This is no problem
when displaying full screens, but can be a little tricky when
displaying a series of block (PUP) files.
A PUP file is displayed without disturbing the existing
background, everything on the screen is unchanged, and the PUP
file is just "pasted" over that background. Think of displaying a
PUP file as being like pasting semi-permanent "stickers" on your
screen. You can continue sticking little stickers onto the
screen, but you can't peel them off to reveal what was previously
underneath them. The only way to get rid of a sticker is to paste
one of the same size, or larger, over it.
Here is an example of the contents of a list file for use
with LDOGSHOW:
;--- Beginning Of List File ------
;This is a comment about this sample list file.
;We will display 5 files: 2 full-screen files and 3 partials
TITLE.DOG
POPUP.PUP
BOX1.PUP This is another comment
FULLSCN
LITTLE.PUP
;---the end ---
This list file has comments, screen file names, and block
file names. The first screen displayed is a full screen stored in
the file: "TITLE.DOG", next a block file called: "POPUP.PUP" is
"pasted" over part of the screen. Then another block file called:
"BOX1.PUP" is pasted on top of these. Next, another full screen,
"FULLSCN.DOG" is displayed (note that the "DOG" extension is not
necessary), completely wiping out the composite screen we had
built up.
It is important to note here that if you now moved backward
through the list, from "FULLSCN" to "BOX1.PUP", the resulting
display would not necessarily look the same as it looked when
going forward! The partial screen "BOX1.PUP" would now get
"pasted" over "FULLSCN.DOG" rather than over "TITLE.DOG" as
before.
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Continuing, after the screen "FULLSCN.DOG" is displayed, the
block file "little.pup" is pasted over it. Note here that if we
now moved back a screen, the display would look the same as it did
when we were moving forward, because the previous screen is a full
screen.
13.2.4 Displaying a Presentation Manually
Start LDOGSHOW.EXE, specifying the list file to use with the
"/L FILENAME.EXT" command line argument. Note that you DO need
the list file extension here. The program will display the first
screen in the list and wait for a keystroke from you.
To move through the screens in a list, use the following keys:
<home> Moves immediately to first screen in list.
<end> Moves immediately to last screen in list.
<up-arrow> Backs up one screen in the list. ***
<left-arrow> Backs up one screen in the list. ***
<backspace> Backs up one screen in the list. ***
<any other key> Advances one screen in list.
<esc>, <cntl>-q Quits immediately.
***NOTE: These keys will not move backward through the list if the
program was started with the "/F" command line argument, or if the
"/F" command is embedded in the list file. They will be
interpreted as any other key, advancing to the next screen in the
list.
13.2.5 Displaying a Presentation Automatically
To display a presentation automatically, use the command line
argument "/#n", where n = the number of seconds to pause between
screens. Note that the timer used here is very crude and is only
accurate to 1 second, so don't expect precise timing!
When started in automatic mode, LDOGSHOW will display each
screen in turn, pausing the specified interval between screens.
When it reaches the end of the list, it will cycle to the
beginning of the list and repeat. This continues until the <esc>
key is pressed.
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