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Volume Number: | 4 | |
Issue Number: | 1 | |
Column Tag: | Pascal Procedures |
Keyboard Wars!
By Steven Sheets, Contributing Editor, Hoffman Estates, IL
ADB, Keyboards & TypingBattle
One of the most obvious change to the Mac SE and the Mac // has been the redesign of the keyboard and mouse interface. There are no longer 2 separate interfaces for the mouse and the keyboard, each of which could handle only 1 device. Instead the mouse and keyboards are connected through the new Apple Desktop Bus (or ADB). All of Apple’s new computers (Mac SE, Mac //, Apple //gs) use ADB. This interface allows multiple ADB devices to be connected to the computer at the same time. Thus a Mac SE could have 2 keyboards, a mouse and a third-party ADB device (perhaps a graphics tablet) all connected to the computer at the same time. While most programs will recognize a key being pressed no matter what keyboard (an A is always an A), a program can be written that recognizes the difference between keyboards and acts accordingly. This article will expand on various ideas involving the ADB, the new keyboards, and the sample program. The sample program that is provided is TypingBattle, a multiple keyboard typing contest.
Apple Desktop Bus
The Apple Desktop Bus is a low-speed input-only interface for the new computers from Apple. The Mac SE and the //gs have a single ADB port while the Mac // has two ports. Each ADB device (except for the Mouse which must be the last item on a ADB line) is a pass through device, similar to the SCSI interface. The first ADB keyboard is plugged into the computer’s ADB port, the next ADB keyboard is plugged into the previous keyboard (or a second computer port if there is one). Logically up to 16 ADB devices can be connected to a single Computer. In practice, however, the signal is not powerful enough to go through that many devices. Depending on what style of keyboard is being used, currently 3-5 keyboards and a mouse is the maximum configuration.
ADB devices communicate with the computer using the ADB Manager and special ADB commands. Normally ADB communication is the domain of the ADB device drivers. The Macintosh Start Manager finds all the ADB devices connected to the computer and places that info into an ADB device table. It then initializes any ADB device drivers in the System file. These drivers (stored as ‘ADBS’ resources) will then handle any ADB communication.
The Mac // and Mac SE System Files contain two standard ADB device drivers, the mouse driver and the universal keyboard driver. The mouse driver handles all mouse movements. It also handles all clicking of the mouse button and issues standard MouseDown and MouseUp events to the Event manager. While two mice can be connected to the Mac //, the mouse driver was not designed to be able to differentiate between mice or pass this information over to the application. No information is passed in the MouseUp or MouseDown event record to explain which Mouse was clicked. Still, for a bit of amusement, connect to two mice to the Mac // and give them to two different people. The cursor will move with each move of either mouse, causing much frustration.
Fig. 1 Two keyboards battle for typing supremacy
The ADB universal keyboard driver handles any keys being pressed or released on an ADB keyboard. It generates a KeyDown or a KeyUp event for the Event Manager. However unlike the mouse driver, the keyboard driver passes along information explaining, not only what key was pressed, but on which keyboard. Prior to the ADB, the Message field of a KeyDown/KeyUp Event record contained the ASCII Character in the first byte and the Virtual Key Code in the second byte. With ADB, the Message field’s first and second bytes are the same, while the third bye contains the ADB address of the keyboard that was used. This information is the basis of the sample program, TypingBattle. Two global byte variables are now associated with the ADB Manager; KbdLast, the ADB address of the last keyboard used and KbdType, the Keyboard type of the last keyboard used.
While the sample program only uses the Event record for information about the multiple keyboards, the ADB manager can be accessed directly. The CountADB function returns the total number of ADB devices connected to the computer. GetIndADB (based on the device count from 1 to CountADB number) and GetADBInfo (based on the ADB address of a device) return information about the Device Type, ADB address, service routine address and data area address. Other ADB Manager calls (ADBReInit, ADBOp and SetADBInfo) should not be used directly by an application. Any non-keyboard or non-mouse type of ADB interface would use these commands in it’s own ADB device driver.
The usage of the ADB has yet to be fully recognized. For a hardware developer, designing an ADB device has several advantages. For example, the majority of the current graphics tablets available for the Mac connect to the serial ports, requiring special software drivers (which do not always work with all software packages) and the loss of that serial port for other uses. An ADB graphic tablet that emulates an ADB mouse would work without any special software drivers or loss of port. For the same reasons, an ADB Piano Keyboard would easily interface into all existing Music Packages.
Keyboards
There are currently 3 ADB keyboards that can be used on the Mac SE & Mac //. The standard ADB Keyboard is essentially a duplicate of the older non-ADB MacPlus keyboard. It has a standard keyboard layout with cursor keys and a Numeric Keypad. Programs that were written to use the MacPlus cursor keys will function identically on the standard ADB Keyboard.
Most people do not realize the second ADB keyboard will work on the Mac SE & Mac //. The Apple //gs uses the ADB interface. It uses the same Mouse as the Mac SE & Mac //. However the //gs has it’s own ADB keyboard. This keyboard is similar in layout to the standard ADB keyboard, except slightly smaller. Remember that any ADB computer can work with any ADB device. While only a large lab would have both the Macintosh and //gs, it is sometime convenient to know that in a rush, either computer can use the other keyboard.
The third ADB keyboard is the Extended ADB Keyboard (sometimes still referred to by it’s development code name “Saratoga”). It has all the features of the standard ADB Keyboard plus additional keys. These additional keys include 15 Function keys, a Control Key, and 6 Special purpose keys.
The 15 Function key, called F1 through F15, are across the top of the keyboard. The first four function keys, F1, F2, F3 and F4, are designed to be assigned the functions Undo, Cut, Copy and Paste. These functions are printed next to each key on the keyboard. The Virtual Key Codes (ie. the third Byte of the Longint passed in the Event field of the event record for keyboard events) of these keys are $7A, $78, $63 and $76. New programs should recognize these Virtual Key Codes, and implement the functions accordingly. According to Apple’s Guidelines, the F5 thought F15 keys are intended to be defined by the user, not by the Application. Utilities like QuickKeys by CE Software or Apple’s promised MacroMaker allow the user to redefine any key to a specific action. Still, if the developer wishes to do so, a program could use these keys for it’s own purpose.
The Control key was added for compatibility with applications that communicate with another operating systems (ie. terminal packages). Pressing the Control key sets bit 12 of the modifier field of the event record for keyboard events. Since the Macintosh OS does not use the concept of Control characters, except for a communication application, this key should not be used by Macintosh applications.
The other 6 Special Keys are intended to give the user greater control of his application. Each application must handle each special key in it’s own way. The following are the Keys, their Virtual Key Codes and general guidelines for usage.
The Home key ($73) moves the user to the home position in the application. In a word processor, this key may move the scroll bar to the top of the document. In a database, this may move the display to the first field or the first record. The End key ($77) moves the user to the end position in the application. In a word processor, this key may move the scroll bar to the bottom of the document. The Page Up key ($74) and Page Down Key ($79) moves the user to the next page (up or down) in the application. In a word processor, these keys would be equivalent to clicking in the page up (or down) region of the vertical scroll bar. In a database, these keys may move the user to the previous or next record. According to Apple Guidelines, the Home, End, Page Up and Page Down keys should not effect the actual position of the current insertion point.
The Help key ($72) allows the user to request help from the program. A good usage of this key would be invoke the About menu (or Help menu, if one exists). The Forward Delete, or Fwd Del, key ($75) performs similar to the Backspace key. In a word processor, when the Backspace key is pressed, a character before the current insertion point is deleted. Using the Forward Delete key in the same situation, a character after the current insertion point should be deleted. Use this key carefully. It is a bad idea to allow the user to delete something he can not see (for example, in a database, delete the next unseen record).
TypingBattle
TypingBattle is a sample program designed to show how to handle more than one keyboard. It also implements the special keys of the Apple Extended Keyboard. The game is a simple typing speed contest. First the program prompts each user to type his name from his keyboard. This tells the application the number of players, the name of each player and the ADB address of each player’s keyboard. To start a round, each player must press the return key (so that no one is surprised). Roughly three seconds later, a random typing Sample is shown. The first player to correctly type it (including correct punctuation and case), and then press return, wins the round. The player can backspace over any mistakes, up until the time he presses return. Then, his line is judged for correctness. The round continues until a winner finishes or everyone has entered a mistake. The users can use the mouse to select a new round or start a new configuration. The About Menu or the Help Key will display the About Box.
Last Comments
• The program uses MultiLine, a simple Edit unit. Text Edit was not designed to have multiple edit fields open at the same time.
• Modifying the Resource source file or ResEdit can be used to add additional typing Samples.
• Whenever connecting new ADB devices, always power down the computer. A simple reset is not enough for the system to recognizes when new ADB device have been connected or detached.
• In the food for thought area, the sample program show how to use multiple keyboards with a single screen. What about multiple keyboards and multiple screens? The ADB working together with the Mac // multiple Video cards would give a true multiuser interface to the Mac. For fun, a MazeWar’s type of game would be simple to do. On the serious side, a database package that handled multiple screens/keyboards would have it’s advantages. The hardware would be much cheaper than setting up multiple Mac’s over Appletalk, while the performance might even increase (no time spent communicating between computers). Any takers?
{1} {TypingBattle by Steve Sheets 11/15/87 } {Simple Demonstration of Multible Keyboards. } PROGRAM TypingBattle; USES MultiLine; {Unit to handle simple editing} CONST MaxAllow = 5; {Max Number of Players} AboutID = 600; {Various Resource IDs} TextID = 600; LineID = 601; AppleMenuID = 1; FileMenuID = 2; EditMenuID = 3; WindowH = 480; {Placement Constants} VEdge = 40; CenterTop = 40; Edge = 10; Hi = 20; PlayOff = 50; TTop = -15; RTop = 5; WTop = 35; TimeCount = 180;{Timer to start round} {Variables: Menus, Done Flag, Number Players, Main Window, Status of game, Number of Samples, Number Players done, lots strings, arrays holding Players Scores, Who’s Done, Names & Bus IDs and finally Edit fields holding Message, Names & Text.} VAR AppleMenu, FileMenu, EditMenu : MenuHandle; Done : boolean; theNum : integer; MyWindow : WindowPtr; Status, NumSamples, NumDone : integer; WelStr, ScoreStr, PreStr, WinStr, PressStr : str255; NoOneStr, EnterStr, SepStr, theTitle : str255; Score : ARRAY[1..MaxAllow] OF integer; isDone : ARRAY[1..MaxAllow] OF boolean; theName : ARRAY[1..MaxAllow] OF str255; theBus : ARRAY[1..MaxAllow] OF integer; MessRec : MLRec; NameRec, TextRec : ARRAY[1..MaxAllow] OF MLRec; {Returns Number Of Samples (ie. Number of strings in the STR# resource.} FUNCTION GetNumSamples : integer; TYPE WP = ^integer; WH = ^WP; VAR W : WH; BEGIN W := POINTER(GetResource(‘STR#’, TextID)); GetNumSamples := W^^; ReleaseResource(POINTER(W)); END; {Given M (Longint Message field of Keydown event), return B (Bus ID), V (Virtual code) & C (Key pressed).} PROCEDURE CalcKey (M : longint; VAR B, V : integer; VAR C : char); BEGIN C := Chr(M MOD 256); B := (M DIV 65536) MOD 256; V := (M DIV 256) MOD 256; END; {Do About Box.} PROCEDURE DoAbout; VAR n : integer; BEGIN n := Alert(AboutID, NIL); END; {Initialize variables} PROCEDURE DoSetup; BEGIN GetIndString(WelStr, LineID, 1); GetIndString(ScoreStr, LineID, 2); GetIndString(PreStr, LineID, 3); GetIndString(WinStr, LineID, 4); GetIndString(PressStr, LineID, 5); GetIndString(NoOneStr, LineID, 6); GetIndString(theTitle, LineID, 7); GetIndString(EnterStr, LineID, 8); GetIndString(SepStr, LineID, 9); NumSamples := GetNumSamples; AppleMenu := GetMenu(AppleMenuID); AddResMenu(AppleMenu, ‘DRVR’); InsertMenu(AppleMenu, 0); FileMenu := GetMenu(FileMenuID); InsertMenu(FileMenu, 0); EditMenu := GetMenu(EditMenuID); InsertMenu(EditMenu, 0); DrawMenuBar; InitCursor; MyWindow := NIL; Done := false; END; {Given an integer H & V, make a centered rectange R.} PROCEDURE MakeRect (VAR R : rect; h, v : integer); VAR N : integer; BEGIN N := (screenbits.bounds.right - screenbits.bounds.left - H) DIV 2; SetRect(R, N, VEdge, N + H, VEdge + V); END; {Handle Special Keys, return true if none was pressed. In this case, only handle Help by calling About Box. Note the Hex Codes.} FUNCTION NotSpecKeys (Virtual : integer) : boolean; BEGIN IF Virtual = $72 THEN BEGIN DoAbout; NotSpecKeys := false; END ELSE NotSpecKeys := true; END; {Finds out who is playing (ie. set Names & Bus IDs) or quit game (ie. Done true).} PROCEDURE GetPlayers; CONST ConV = 85; ConH = 360; DLOff = 15; kOff = 25; kTop = 15; kHi = 20; LineLeft = 20; butBot = -15; OKLeft = 90; QUITLeft = 210; Voff = 15; VAR tempPort : Grafptr; myW : WindowPtr; cont, F2 : boolean; tempEvent : EventRecord; tempWindow : windowptr; tempCode, tempVirtual : integer; tempChar : char; OKcon, QUITcon, tempCon : ControlHandle; Lines : ARRAY[1..MaxAllow] OF MLRec; PROCEDURE DoBox (V : integer); VAR R2 : Rect; BEGIN WITH Lines[V] DO BEGIN R2.left := Fr.left - 1; R2.right := Fr.right + 1; R2.top := Fr.top - 1; R2.bottom := Fr.bottom + 1; IF V > theNum THEN PenPat(Gray); FrameRect(R2); PenPat(Black); END; END; PROCEDURE CheckOK; BEGIN IF (theNum > 0) AND (theNum <= MaxAllow) THEN HiliteControl(OKcon, 0) ELSE HiliteControl(OKcon, 255); END; PROCEDURE RegKey (V : integer; C : Char); VAR count, L : integer; BEGIN count := 0; FOR L := 1 TO theNum DO IF theBus[L] = v THEN count := L; IF count = 0 THEN BEGIN IF (theNum < MaxAllow) AND (Ord(C) >= 32) THEN BEGIN theNum := theNum + 1; theBus[theNum] := V; Lines[theNum].St := ‘ ‘; Lines[theNum].St[1] := C; Lines[theNum].Cr := ‘_’; MLreset(Lines[theNum]); DoBox(theNum); CheckOk; END; END ELSE BEGIN MLchar(Lines[count], C); IF Lines[count].St = ‘’ THEN BEGIN IF count <> theNum THEN BEGIN FOR L := count TO theNum - 1 DO BEGIN MLtext(Lines[L], Lines[L + 1].St); theBus[L] := theBus[L + 1]; END; Lines[theNum].St := ‘’; END; Lines[theNum].Cr := ‘ ‘; MLreset(Lines[theNum]); theNum := theNum - 1; DoBox(theNum + 1); CheckOk; END END; END; PROCEDURE DoGPSetup; VAR nn, count : integer; S : str255; Bx : rect; BEGIN nn := ConV + (MaxAllow * kOff); MakeRect(Bx, ConH, nn); myW := NewWindow(NIL, Bx, ‘’, true, 1, POINTER(-1), false, 0); SetPort(myW); SetRect(Bx, OKLeft, nn - 20 + butBot, OKLeft + 60, nn + butBot); GetIndString(S, LineID, 10); OKcon := NewControl(myW, Bx, S, true, 0, 0, 0, 0, 0); SetRect(Bx, QUITLeft, nn - 20 + butBot, QUITLeft + 60, nn + butBot); GetIndString(S, LineID, 11); QUITcon := NewControl(myW, Bx, S, true, 0, 0, 0, 0, 0); cont := false; theNum := 0; FOR count := 1 TO MaxAllow DO BEGIN nn := (count * kOff) + DLOff; SetRect(Bx, LineLeft, nn, ConH - LineLeft, nn + kHi); MLinit(Lines[count], ‘’, ‘’, ‘ ‘, Bx, false); END; END; BEGIN DoGPSetup; CheckOk; REPEAT SystemTask; IF GetNextEvent(everyEvent, tempEvent) THEN BEGIN IF tempEvent.what = mouseDown THEN BEGIN F2 := true; IF FindWindow(tempEvent.where, tempWindow) = inContent THEN BEGIN GlobalToLocal(tempEvent.where); IF FindControl(tempEvent.where, myW, tempCon) <> 0 THEN IF TrackCOntrol(tempCon, tempEvent.where, NIL) <> 0 THEN BEGIN IF tempCon = QUITcon THEN BEGIN Done := true; F2 := false; END ELSE IF tempCon = OKcon THEN BEGIN Cont := true; FOR tempCode := 1 TO theNum DO theName[tempCode] := Lines[tempCode].St; F2 := false; END; END ELSE F2 := false; END; IF F2 THEN sysbeep(1); END; IF tempEvent.what = keydown THEN BEGIN CalcKey(tempEvent.message, tempCode, tempVirtual, tempChar); IF NotSpecKeys(tempVirtual) THEN RegKey(tempCode, tempChar); END; IF tempEvent.what = updateEvt THEN IF myW = WindowPtr(tempEvent.message) THEN BEGIN GetPort(tempPort); SetPort(myW); BeginUpdate(myW); MoveTo((ConH - StringWidth(EnterStr)) DIV 2, kTop + Voff); DrawString(EnterStr); FOR tempCode := 1 TO MaxAllow DO BEGIN MLupdate(Lines[tempCode]); DoBox(tempCode); END; DrawControls(myW); EndUpdate(myW); SetPort(tempPort); END; END; UNTIL cont OR done; KillControls(myW); DisposeWindow(myW); END; {Dispose Window (if any), get Players (if any), if so create the Window and} {Edit fields for the next game.} PROCEDURE DoConfigure; VAR tempRect : Rect; flag : boolean; count : integer; Bx : rect; BEGIN IF MyWindow <> NIL THEN BEGIN DisposeWindow(MyWindow); MyWindow := NIL; END; GetPlayers; IF NOT done THEN BEGIN MakeRect(tempRect, WindowH, WTop + (theNum * PlayOff)); MyWindow := NewWindow(NIL, tempRect, theTitle, false, 1, POINTER(-1), false, 0); SetPort(MyWindow); Bx.left := Edge; Bx.right := WindowH - Edge; Bx.top := Edge; Bx.bottom := Bx.top + Hi; MLinit(MessRec, ‘’, ‘’, ‘ ‘, Bx, false); FOR count := 1 TO theNum DO BEGIN Bx.top := (count * PlayOff) + TTop; Bx.bottom := Bx.top + Hi; Score[count] := 0; MLinit(NameRec[count], CONCAT(theName[count], ScoreStr), ‘’, ‘ ‘, Bx, false); Bx.top := (count * PlayOff) + RTop; Bx.bottom := Bx.top + Hi; MLinit(TextRec[count], ‘’, ‘’, ‘ ‘, Bx, true); END; ShowWindow(MyWindow); END; END; {Start a game by setting status to 1, setting correct message, clearing score,} {text and done flags.} PROCEDURE DoStart; VAR count : integer; tempPort : GrafPtr; BEGIN GetPort(tempPort); SetPort(MyWindow); Status := 1; MLtext(MessRec, WelStr); FOR count := 1 TO theNum DO BEGIN Score[count] := 0; MLtext(NameRec[count], ‘0’); MLtext(TextRec[count], ‘’); IsDone[count] := false; END; SetPort(tempPort); END; {Handle updating the window by calling Edit fields update.} PROCEDURE DoUp; VAR count : integer; tempR : rect; BEGIN SetRect(tempR, 0, 0, 1000, 1000); EraseRect(tempR); MLupdate(MessRec); FOR count := 1 TO theNum DO BEGIN MLupdate(NameRec[count]); MLupdate(TextRec[count]); END; END; {Flush the Event buffer of Keydowns.} PROCEDURE FlushKeys; BEGIN FlushEvents(keyDownMask, 0); END; {Depending on Game Status, handle the Key down. Who is Players number (not bus ID). Status 1 is everyone waiting for all Players to press return for the next round.Status 2 has everyone playing.} PROCEDURE DoKey (Who : integer; Key : char); VAR ll : longint; Sp : str255; count : integer; dummy : boolean; tempPort : GrafPtr; BEGIN GetPort(tempPort); SetPort(MyWindow); SetPort(MyWindow); IF (Status = 1) AND (Key = Chr(13)) THEN BEGIN {Player Pressed return.} IsDone[who] := true; dummy := true; FOR count := 1 TO theNum Do dummy := dummy AND IsDone[count]; {If everyone pressed return, wait awhile, then display the Sample, flush any old key events & go to Status 2.} IF dummy THEN BEGIN MLtext(MessRec, PreStr); ll := Tickcount; NumDone := 0; FOR count := 1 TO theNum DO BEGIN IsDone[count] := false; MLtext(TextRec[count], ‘’); END; count := (Random MOD NumSamples) + 1; GetIndString(Sp, TextID, count); WHILE tickcount < ll + TimeCount DO ; MLtext(MessRec, Sp); Status := 2; FlushKeys; END; END ELSE IF Status = 2 THEN BEGIN {If player has not pressed return,} IF NOT IsDone[who] THEN BEGIN MLchar(TextRec[who], Key); {Handle the Key.} IF Key = Chr(13) THEN BEGIN {If return, he is done.} NumDone := NumDone + 1; IsDone[who] := true; IF EqualString(TextRec[who].St, MessRec.St, true, false) THEN BEGIN {Handle him winning.} Status := 1; Score[who] := Score[who] + LENGTH(MessRec.St); MLtext(MessRec, CONCAT(WinStr, theName[who], PressStr)); NumToString(Score[who], Sp); MLtext(NameRec[who], Sp); FOR count := 1 TO theNum DO IsDone[count] := false; END ELSE IF NumDone = theNum THEN BEGIN {Handle no one winning.} Status := 1; MLtext(MessRec, NoOneStr); FOR count := 1 TO theNum DO IsDone[count] := false; END; END; END; END; SetPort(tempPort); END; {Handle Menu.} PROCEDURE MainMenu (tempResult : LONGINT); VAR tempInteger : integer; tempStr : str255; BEGIN tempInteger := LoWord(tempResult); CASE HiWord(tempResult) OF AppleMenuID : IF tempInteger = 1 THEN DoAbout ELSE BEGIN GetItem(appleMenu, tempInteger, tempStr); tempInteger := OpenDeskAcc(tempStr); END; FileMenuID : IF tempInteger IN [1, 2] THEN BEGIN IF tempInteger = 2 THEN DoConfigure; IF NOT done THEN DoStart; END ELSE IF tempInteger = 4 THEN Done := true; EditMenuID : IF NOT SystemEdit(tempInteger - 1) THEN sysbeep(1); OTHERWISE END; HiliteMenu(0); END; {Main Event Loop.} PROCEDURE DoMainLoop; VAR tempEvent : EventRecord; tempWindow : windowptr; tempCode, tempBus, tempVirtual : integer; tempPort : Grafptr; tempChar : Char; tempRect : rect; BEGIN REPEAT SystemTask; IF GetNextEvent(everyEvent, tempEvent) THEN BEGIN CASE tempEvent.what OF mouseDown : BEGIN tempCode := FindWindow(tempEvent.where, tempWindow); CASE tempCode OF inMenuBar : MainMenu(MenuSelect(tempEvent.where)); inSysWindow : SystemClick(tempEvent, tempWindow); inContent : IF tempWindow <> FrontWindow THEN SelectWindow(tempWindow); inDrag : IF (MyWindow = tempWindow) AND (tempWindow <> NIL) THEN BEGIN SetRect(tempRect, -32000, -32000, 32000, 32000); DragWindow(tempWindow, tempEvent.where, tempRect); END; OTHERWISE END; { of tempCode case } END; { of mouseDown } keydown : BEGIN CalcKey(tempEvent.message, tempBus, tempVirtual, tempChar); IF BitAnd(tempEvent.modifiers, cmdKey) <> 0 THEN MainMenu(MenuKey(tempChar)) ELSE IF NotSpecKeys(tempVirtual) THEN FOR tempCode := 1 TO theNum DO IF (theBus[tempCode] = tempBus) AND (theNum > (tempCode - 1)) THEN DoKey(tempCode, tempChar) END; updateEvt : BEGIN tempWindow := WindowPtr(tempEvent.message); GetPort(tempPort); SetPort(tempWindow); BeginUpdate(tempWindow); IF (tempWindow = MyWindow) AND (tempWindow <> NIL) THEN DoUp; EndUpdate(tempWindow); SetPort(tempPort); END; OTHERWISE END; END; UNTIL Done; END; {Game over.} PROCEDURE DoQuit; VAR n : integer; BEGIN DeleteMenu(AppleMenuID); DeleteMenu(FileMenuID); DeleteMenu(EditMenuID); IF MyWindow <> NIL THEN DisposeWindow(MyWindow); END; {Main Body} BEGIN DoSetup; DoAbout; DoConfigure; IF NOT done THEN BEGIN DoStart; DoMainLoop; END; DoQuit; END. {MultiLine Unit by Steve Sheets 11/15/87 } {Simple Edit Fields for Multible Keyboards. } UNIT MultiLine; INTERFACE {Data Type containing Text Str, Prompt Str, Cursor Char, Cursor Width, Frame Rect, Frame Flag, Horizontal Start Position, Horizontal Current Postion, Horizontal Prompt Position, Vertical Start Postion.} TYPE MLRec = RECORD St, Pr : Str255; Cr : char; CW : integer; Fr : rect; FF : boolean; StartH, CurH, PrH, StartV : integer; END; {Draws the Rec Edit Field} PROCEDURE MLupdate (Rec : MLRec); {Resets the Rec Edit Field, after someone has changed a setting.} PROCEDURE MLreset (VAR Rec : MLRec); {Initalize the Rec Edit Field} PROCEDURE MLinit (VAR Rec : MLRec; Prompt : str255; Tx : str255; Curs : char; Box : rect; FrFlag : boolean); {Handle a Key (Printable Keys & Backspace)} PROCEDURE MLchar (VAR Rec : MLRec; C : char); {Reset the Text Str to S (calls MLReset).} PROCEDURE MLtext (VAR Rec : MLRec; S : str255); IMPLEMENTATION PROCEDURE MLupdate; VAR R2 : rect; BEGIN WITH Rec DO BEGIN IF FF THEN BEGIN FrameRect(Fr); R2.left := Fr.left + 1; R2.right := Fr.right - 1; R2.top := Fr.top + 1; R2.bottom := Fr.bottom - 1; EraseRect(R2); END ELSE EraseRect(Fr); MoveTo(StartH, StartV); IF Pr <> ‘’ THEN DrawString(Pr); DrawString(St); IF CW > 0 THEN DrawChar(Cr); END; END; PROCEDURE MLreset; BEGIN WITH Rec DO BEGIN CurH := StartH; IF Pr <> ‘’ THEN CurH := CurH + StringWidth(Pr); PrH := CurH; IF St <> ‘’ THEN CurH := CurH + StringWidth(St); IF Cr <> ‘ ‘ THEN CW := CharWidth(Cr) ELSE CW := 0; END; MLupdate(Rec); END; PROCEDURE MLinit; BEGIN WITH Rec DO BEGIN Fr := Box; St := Tx; Pr := Prompt; StartH := Fr.left + 5; StartV := Fr.top + 16; FF := FrFlag; Cr := Curs; END; MLreset(Rec); END; PROCEDURE MLchar; VAR Small : str255; L : integer; BEGIN WITH Rec DO IF Ord(C) = 8 THEN BEGIN L := Length(St); IF L > 0 THEN BEGIN CurH := CurH - CharWidth(St[L]); TextMode(srcBic); MoveTo(CurH, StartV); DrawChar(St[L]); IF CW > 0 THEN DrawChar(Cr); TextMode(srcOr); MoveTo(CurH, StartV); IF CW > 0 THEN DrawChar(Cr); Delete(St, L, 1); END; END ELSE IF (Ord(C) >= 32) THEN BEGIN IF CharWidth(C) + CW + CurH < Fr.right THEN BEGIN MoveTo(CurH, StartV); IF CW > 0 THEN BEGIN TextMode(srcBic); DrawChar(Cr); TextMode(srcOr); MoveTo(CurH, StartV); END; DrawChar(C); CurH := CurH + CharWidth(C); IF CW > 0 THEN DrawChar(Cr); Small := ‘@’; Small[1] := C; St := CONCAT(St, Small); END; END; END; PROCEDURE MLtext; BEGIN Rec.St := S; MLReset(Rec); END; END.
TypingBattle.Rsrc
{2} Type MENU ,1 \14 About TypingBattle... (- ,2 File New Game New Configuration (- Quit ,3 Edit Undo/Z (- Cut/X Copy/C Paste/V Clear Type DITL ,600 3 button 130 170 150 230 OK staticText 20 18 40 382 Welcome to TypingBattle by Steve Sheets for MacTutor staticText 60 18 110 382 TypingBattle is a Multiplaying Typing Contest designed to be used ++ on a Mac SE or Mac // with 1 or more ADB Keyboards. Type ALRT ,600 40 56 210 456 600 4444 Type STR# ,601 11 Everyone press return to start a new sequence. Score: Prepare to type: The winner is . Everyone press return to start a new sequence. No one has finished. Everyone press return to start a new sequence. TypingBattle Enter your name from the correct keyboard: : OK Quit Type STR# ,600 5 Now is the time for all good men ABCDEFGHIJKLMNOPQRSTUVWXYZ The quick red fox jumped over the lazy brown cow. I have not yet begun to fight. An Apple a day keeps the doctor away.
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