`color(RED,LIGHTGRAY);<<<<<<<<<<<<<<<< Welcome to EnQue's Font Editor V1.00 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>`color();
`tab(2);`color_default(GREEN,BLACK);`color_keyword(LIGHTGRAY,BLACK);`color_hilite(BLUE,LIGHTGRAY);`color_first_char(RED,BLACK);
          `keyword(Introduction,Introduction);                      `keyword(Using EnQue's Font Editor,Using EnQue's Font Editor);
          `keyword(Loading a Font,Loading a Font);                    `keyword(Saving a Font,Saving a Font);
          `keyword(Installing a Font,Installing a Font);                 `keyword(Exiting the Font Editor,Exiting the Font Editor);
          `keyword(Selecting a Character to Edit,Selecting a Character to Edit);     `keyword(Editing a Character,Editing a Character);
          `keyword(Column Operators,Column Operators);                  `keyword(Row Operators,Row Operators);
          `keyword(Cell Operators,Cell Operators);                    `keyword(Undo,Undo);
          `keyword(Rom Fonts,Rom Fonts);                         `keyword(Font Format,Font Format);

`co(7,0);/// Introduction`co();
	EnQue's font editor allows you to create and modify fonts for use in
text mode on EGA/VGA equipped systems.  EGA/VGA allows for up to two sets
of 256 characters to be loaded at one time, and under the proper conditions,
all 512 characters can be displayed on the screen at one time.  See the
UltraWin documentation for further details on this and other features.

`co(7,0);/// Using EnQue's Font Editor`co();
	The font editor is very simple to use and serves as an excellent example
of programming with InTUItion, EnQue's Textual User-Interface library and
construction program (TUICP).  Fonts containing 8, 14, or 16 scan lines can
be edited.  The editor will properly reset it's video mode to match the
number of scan lines in the font you load. Though a mouse is not required,
it simplifies operation.  All commands can be executed via the keyboard.

`co(7,0);/// Loading a Font`co();
	To load a font, simply press `co(4,0);Alt-L`co(); and enter the name of the font file.
If the loaded font differs in scan lines from the current font, the video
mode will be reset.

`co(7,0);/// Saving a Font`co();
	To save a font, simply press `co(4,0);Alt-S`co();.  The font will be saved under the
current filename.                       
	To save a font to a new filename, press `co(4,0);Alt-A`co(); and enter the name of the
font file.  The font will be saved to this filename.

`co(7,0);/// Installing a Font`co();
	Since the EGA/VGA bios resets the video mode when a font is installed,
and this caused the screen to "flicker", it is not automatically installed
each time a font is edited.  The font is installed on command by pressing
`co(4,0);Alt-I`co();.

`co(7,0);/// Exiting the Font Editor`co();
	To exit the font editor simply press `co(4,0);Alt-E`co();.

`co(7,0);/// Selecting a Character to Edit`co();
	To select a character you can simply type the key on the keyboard.
Pressing the `co(4,0);+`co(); and `co(4,0);-`co(); keys moves you forward and backward one character.
`co(4,0);PgUp`co(); and `co(4,0);PgDn`co(); moves 8 characters at a time.  `co(4,0);Home`co(); and `co(4,0);End`co(); take you to the
first and last characters respectively.  You can also enter the desired
character by holding down the `co(4,0);Alt`co(); key and entering the character number
on the numeric keypad, then releasing the `co(4,0);Alt`co(); key. If you are using a
mouse, you can simply "point-and-shoot" the desired character.

`co(7,0);/// Editing a Character`co();
	To edit a character first use the `co(4,0);arrow keys`co(); to move up, down, left
and right, `co(4,0);^T ^B `co(); to move to the top and bottom rows, and `co(4,0);^Left ^Right`co(); to
move to first and last columns respectivly.
  Press the `co(4,0);<SpaceBar>`co(); to toggle the cell on/off.  You can also use
the mouse: the left button turns a pixel on, and the right button turns a
pixel off. You can also hold down the left mouse button to "draw" and the
right to "erase".

`co(7,0);/// Column Operators`co();
 F1 : Insert  - this inserts a column at the current column position,
							 sliding all columns to the right one position to the right.
 F2 : Delete  - this deletes a column at the current column position,
							 sliding all columns to the right one position to the left.
 F3 : Fill    - this fills the entire column.
 F4 : Clear   - this clears the entire column.
 F5 : Reverse - this reverses or flips the column in the vertical direction.
 F6 : Mirror  - this "mirrors" the column around the center cell.
 F7 : Not     - this complements or nots all cells in the current column.

`co(7,0);/// Row Operators`co();
 AF1 : Insert  - this inserts a row at the current row position, sliding
								 all rows below one position down.
 AF2 : Delete  - this deletes a row at the current row position, sliding
								 all columns below one position up.
 AF3 : Fill    - this fills the entire row.
 AF4 : Clear   - this clears the entire row.
 AF5 : Reverse - this reverses or flips the row in the horizontal direction.
 AF6 : Mirror  - this "mirrors" the row around the center cell.
 AF7 : Not     - this complements or nots all cells in the current row.

`co(7,0);/// Cell Operators`co();
 CF1 : Fill     - this fills the entire character.
 CF2 : Clear    - this clears the entire character.
 CF3 : Not      - this complements or nots all cells in the character.
 CF4 : Copy     - this copies the character into the clipboard.
 CF5 : Paste    - this copies the clipboard into the character.
 CF6 : Rotate   - rotates the font 90 degrees. (8x8 cell only).
 CF7 : ReverseX - reverses the entire character on the vertical axis.
 CF8 : ReverseY - reverses the entire character on the horizontal axis.
 CF9 : MirrorX  - mirrors the entire character on the vertical axis.
 CF10: MirrorY  - mirrors the entire character on the horizontal axis.

`co(7,0);/// Undo`co();
	The Undo will reverse up to the last 64 changes on the given character.
When "drawing" with the mouse, all changes made while the button is held
down is considered a single operation and Undo will	restore the character
to the state prior to the "draw" operation.
  When a different character is selected, the Undo buffer is cleared.

`co(7,0);/// Rom Fonts`co();
 These commands allow you to load the rom based fonts into the editor and
use them as a base for editing/creating new fonts sets.  When selected,
the video mode will be adjusted appropriately.

 A1 : Rom 8x8  - this loads the EGA/VGA 8x8  rom font into memory.
 A2 : Rom 8x14 - this loads the EGA/VGA 8x14 rom font into memory.
 A3 : Rom 8x16 - this loads the VGA 8x16 rom font into memory.

`co(7,0);/// Font Format`co();
 The fonts are stored in "raw" format.  For example, an 8x14 font with 256
characters would have 14 bytes for the first character, followed by 14 bytes
for the second, and so on.  No header exists at the start of the file.  You
can easily write programs that modify the entire set for you or convert from
other formats.

`co(4,7);─ End ──────────────────────────────────────────────────────────────────────`co();`sound(500,2);