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LICENSE AGREEMENT
Menumaker is copyrighted but a limited license is
granted under the following conditions:
You MAY:
1. Use Menumaker as much as you like.
2. distribute and copy Menumaker freely, as long as the
associated files are kept together with the main
program.
4. send IntelliCADD any amount of money for all of there
hard work on this phenomenal software. (see system
information on the Menumaker utility menu)
You may NOT:
1. distribute Menumaker in MODIFIED form. That includes
executable, help, documentation and all other files
associated with Menumaker.
2. charge any fee for Menumaker itself.
3. remove, change or alter in any way the copyright notices.
By using Menumaker and it associated software you are
accepting and agreeing with the two terms below.
1. THERE ARE NO WARRANTIES EITHER EXPRESSED OR IMPLIED,
INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE,
AND ALL SUCH WARRANTIES ARE EXPRESSLY AND
SPECIFICALLY DENIED.
2. Liability. You hereby agree that, regardless of the
form of claim, the liability of IntelliCADD for any
damages or loss by you shall not exceed the original
license fee paid. INTELLICADD SHALL NOT BE
RESPONSIBLE FOR ANY INDIRECT, SPECIAL, OR
CONSEQUENTIAL DAMAGES OR LOST PROFITS.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Menumaker is not BEGGERware but:
If you find this program useful, and would like
a complete working copy, a manual, and program
binder. Please send $30.00 to the above address.
If you would like to send us less than $30.00 we
will gladly accept any contribution for our hard
work, but we will not be able to send you back
any of the above.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
IntelliCADD
256 Witherspoon way Suite H
El Cajon CA. 92020
(619) 460-6030
BBS (619) 460-1568
Trademarks
Autocad is a trademark of Autodesk, Inc.
Norton Commander is a trademark of Norton Utilities.
Sidekick is a trademark of Borland Engineering.
Copyright Notice
Copyright (c) IntelliCADD, 1987, 1988, 1989.
All rights reserved.
Menumaker
Reference Manual
Table of Contents
Chapter 1 INTRODUCTION TO MENUMAKER
1.1 What is Menumaker
1.2 How to use this Manual and Software
1.3 Discussion on making Custom Menus
Chapter 2 STARTING MENUMAKER
2.1 General
2.2 System Requirements
2.3 Installing Menumaker
2.4 Existing Menus
Chapter 3 Getting a Fast Start (Tutorial)
3.1 So you want to get started quick
3.2 Submenu Directory Editor
3.3 Submenu Statement
3.4 Command Entry
3.5 Command Description
3.6 Prompt Entry
3.7 Custom Entry
3.8 Writing Your New Menu
Chapter 4 CREATING MENUS
4.1 General
4.2 Help Menus
4.3 The Main Menu of Menumaker
4.3a Editing Auxiliary Buttons
4.3b Editing Mouse Buttons
4.3c Editing Icon-Boxes (Rel.9)
4.3d Editing Pull Down Menus (Rel.9)
4.3e Editing Screen Submenus
4.3f Editing Tablet Menus
4.3g Utilities
4.3h Quit Menumaker
Chapter 5 PROMPT ENTRY
5.1 General
5.2 Prompt Entry
5.3 Prompt Entry Editing Notes
Chapter 6 CUSTOM ENTRY
6.1 General
6.2 Custom Entry
6.3 Custom Entry Editing Notes
Appendix A IF DISASTER OCCURS
Appendix B ARCHIVING FILES
Appendix C TEMPLATE MAKER
1.1 What is Menumaker.
___________________________________________________________
The Menumaker software allows you to easily create and edit
your own Autocad menus customized to your individual needs.
Once installed, Menumaker guides you through the various
steps in the creation of your menus. Along the way, pop-up
Help windows are available to assist you with the required
commands and all of the Autocad commands you will be using.
In addition, Menumaker supports the customization of the
pull-down windows in Release. 9+, and the configuration of
the buttons on your input device.
Menumaker also allows for the inclusion of all of your
favorite Lisp and other macro program commands.
Menumaker allows you to read in any existing menu which is
in an .MNU format for editing purposes. Upon completion,
Menumaker will produce the new .MNU file ready for use with
your Autocad drawing.
1.2 How to use this manual and software
___________________________________________________________
This manual has been written to act as a reference guide for
use with the Menumaker software package. We must assume
that the user has a little experience using Autocad and DOS
commands. An individual chapter in this book is devoted to
each of the three major Menumaker processes for the
customization of your menus. Chapters 4 through 6 each
correspond to one of these applications.
Menumaker makes extensive use of pop-up Help windows
throughout the customization process. The help offered in
these areas will provide general assistance with Menumaker
commands while this manual will provide the detailed
instruction along with specific examples.
In addition, Menumaker supplies Help windows for all of the
Autocad commands. The windows you will see are the same as
if you were in an Autocad drawing and requested help for a
specific command. At the bottom of each Autocad Help
window, Menumaker will refer you to the specific chapter in
the Autocad reference manual for additional details. This
manual does not contain help on the specific Autocad
commands.
1.3 Discussion on making custom menus.
___________________________________________________________
Either by modifying an existing menu or creating your own,
Menumaker offers both the beginner and the expert alike the
required tools to complete the process easily. Included
with Menumaker is a sample menu (EXAMPLE.MNU), for the
purposes of providing you with both a place to start and a
detailed example of a completed menu. It is suggested that
you use this menu together with the tutorial to practice
with, prior to working with one of your existing menus.
When you begin Menumaker for the first time, the "EXAMPLE"
menu will automatically be loaded ready for editing. Now
that you have an existing menu to experiment with, you can
make small changes in order to see the results both in
Menumaker and within an Autocad drawing.
Menumaker allows tremendous flexibility in the creation of
your menus. Because you are able to add, delete and change
any number of times, it is suggested that you build a menu
gradually rather than a complicated one all at once. The
key to a good customized menu is repeated testing of the
finished product.
Menumaker allows you to program a change between menus as
many times as you want. This is important. Even though you
may have a very large menu, several smaller menus will allow
you much faster access time in both Menumaker during editing
and Autocad while you are drawing.
CHAPTER 2 Getting Started
2.1 General
____________________________________________________________
We suggest that you take a few minutes to read this chapter
in order to completely familiarize yourself with the
installation procedure. During the installation process
Menumaker creates its own sub-directory, checks for your
Autocad files, creates batch files and transfers to your
hard disk.
2.2 System Requirements
___________________________________________________________
In general the system requirements are the same as Autocad.
You should have the following minimum system configuration:
IBM PC, PC/XT or AT or compatible
At least 512K of free memory
1 Double sided 360K floppy disk drive
1 hard disk drive with at least 1.5 MB of free space
Compatible Printer (optional)
DOS 2.0 or higher
Menumaker requires that your CONFIG.SYS file in your "Root"
Directory have the following minimum requirements in order
to function properly:
BUFFERS=20
FILES=20
If your CONFIG.SYS does not have these minimum values,
consult your DOS manual or use any asci editor to change
them.
Please note: The running of resident memory programs (ie.
Norton Commander, Sidekick, etc.) may have some minor
effects on Menumaker.
Menumaker will create a separate sub-directory of your
choice as part of the installation process for its files.
It will also automatically transfer your completed menus to
the sub-directory you have designated where you will work
with your drawings in Autocad.
From time to time there will be changes to this manual and
updates to the software. Please type the "README.DOC" file
for this additional information.
2.3 Installing Menumaker
___________________________________________________________
The Menumaker installation process is automatic the first
time that you run Menumaker. You may want to put Menumaker
in it's own sub-directory (ie "MENUMAKR").
To start Menumaker, type the following:
C:\MENUMAKR> MENUMAKR <RETURN>
During the installation process you will be asked
the name of the Sub-directory you would like to place
Menumaker in and the location of your Autocad program.
Finally, you will be asked which printer port you have
connected.
Every time you begin a new editing session, Menumaker will
check to make sure that all files required are present and
in good condition. This will help prevent the frustrations
of a "crash" during the session should the necessary files
be missing. Should files be missing, Menumaker will tell
you which ones the are.
You can re-run the install portion or Menumaker by using a
"/R" at the DOS prompt. Like this:
C:\MENUMAKR> MENUMAKR /R <RETURN>
2.4 Existing Menus
_____________________________________________________________
Menumaker also allows for the modification of existing menus
you are currently using with your Autocad drawings. PLEASE
NOTE: they must be in the uncompiled format designated as an
.MNU file, not an .MNX file. Those menus you wish to modify
should be moved to the Menumaker subdirectory using the COPY
command from DOS. After editing a menu, Menumaker will
automatically transfer your new menu to your Autocad
subdirectory. When this is done the old .MNU file (if
there is one) will be renamed as a .BAK file for archival
purposes. Details for this process are provided in Chapter
4.3e.
Chapter 3 Getting A Fast Start
3.1 So you want to get started quick.....
____________________________________________________________
At this point we know you are anxious to get started with
the customization of your own menus. So we will take a few
moments and walk you through a short tutorial in order to
give a small idea of the power awaiting you. All we ask in
return is that you take the time to read the rest of this
manual as there are a lot of very powerful editing tools to
numerous to mention here.
In this quick tutorial we will take a look at a part of a
the menu you received with your original Autocad software,
make a few changes, then use it in a drawing. In order not
to confuse the menus, the part of the Autocad menu we will
use has been renamed to SAMPLE.MNU. During the installation
procedure it was transferred to your Menumaker directory
ready to use.
The first step is to start your computer, move to whatever
drive and subdirectory Menumaker was installed on and enter:
C:\MENUMAKR> MENUMAKER <RETURN>
Please note that Menumaker will display only the function
keys available with each editor at the bottom of the screen.
As you move between editors, this list of available function
keys will change with each type of editing screen.
Type an "R" to Read-in an existing menu. Menumaker will ask
you to enter the name of the menu to read in. Type the word
"SAMPLE" and press <RETURN>. The menu "SAMPLE" is now
translated into a format to be used in Menumaker and you
have been returned to the Utility Menu. Please note that
this process must be done to all existing menus which are
designated with the .MNU extension. Press <X> OR <escape>
to return to the Main Menu.
Please note: Although you have translated "SAMPLE.MNU" into
a Menumaker format, it is still not the current Menu being
edited. The current menu being edited is noted in the upper
left corner as being "EXAMPLE". To change this, press <C>
while on the main menu, type "SAMPLE" as the name of the new
current menu and press <RETURN>. The menu "SAMPLE" is now
the current menu being edited and is so noted in the upper
left corner of the screen.
In order to edit the individual Submenus that make up the
Menu "SAMPLE" we need to move to the Submenu Directory
Editor. To do this, press <E> on the Main Menu.
3.2 Submenu Directory Editor
____________________________________________________________
You should now have the Submenu Directory Editor on your
screen as shown above. PLEASE NOTE!!! This screen shows a
list of the titles of all of the Submenus (listed at the
right) that make up the Menu "Example" (as noted in the
upper left corner of the screen.)
It is important that you realize that a Submenu represents
what you will see on your drawing screen at any one time,
and that all of these different Submenus (screens) make up
the menu you are currently working with.
Also note that the first submenu at the top of the list is
called the Master Submenu (in this case MASTER). It is the
submenu that first appears on your screen when you start a
drawing in Autocad. Also, for purposes of this
demonstration, less than 5% of the Autocad menu is being
used in the file "SAMPLE.MNU". You may read in the entire
menu later if you like.
You can move the cursor through the list of submenus (screen
displays) to the one you want to edit. The up, down, Pg Up,
Pg Dn, Home and End keys will move you through this list.
You may also type the first letter of the Submenu desired
and Menumaker will take you to the first Submenu starting
with that letter.
Our purpose for editing this menu is to add a new Submenu
called "Practice" right after the Master Submenu "MASTER"
and place the commands to draw parking islands, insert
handicap symbols in the parking spaces and make a
combination of these two commands.
To accomplish this, we first need to create the new Submenu
"Practice" and place it after the Master Submenu "S". Make
sure the marker is at the Master Submenu "MASTER",
(Menumaker places the new Submenu after the "marked"
Submenu) and press [F5]. Menumaker will ask you to enter
the new Submenu Name. Type the new submenu name "PRACTICE"
and press <RETURN>. Menumaker will create the blank Submenu
"practice" and place it after the Master Submenu MASTER.
Next we want to go into the Master Submenu "MASTER" and
insert a command which will take you to this new Submenu
called "Practice". With the marker at the "MASTER" press
[F2].
Your screen now displays the Master Submenu "MASTER". You
should recognize the left-hand column as what you see when
you start an Autocad drawing. In the right-hand column you
will see a brief description of the commands entered. Since
you have Read-in an existing menu, the command description
for each line simply says that there is an existing command
that was already there.
In order to create a menu command to go to our new submenu
"Practice", we must first create a space for it between
"Plot" and "Utility". To do so, first press the <Insert>
key to turn on the Insert toggle at the top of the screen.
Then move the <Cursor> to "Utility" and press <RETURN> (The
up and down arrow keys will move you on this list).
Menumaker has inserted a space (or Return) in front of
"Utility" moving everything down the page, while making room
for your new command. The cursor remains at the new space
ready for your new entry.
Entering a Submenu item is a two step process. The first
being to type the statement you want to appear on the
drawing screen. The second is the actual editing of a
command, which can be done one of three ways; Command
Entry, Prompt Entry or Custom Entry. We will explore each;
one at a time.
3.3 Submenu Statement
____________________________________________________________
With the cursor at its present location on line 14 between
"Plot" and "Utility", type in the Statement you would like
to appear on your drawing screen. In this case type
"PRACTICE". Notice that you are limited by Autocad to no
more than 8 characters in the Statement. You may type any
combination of characters and Autocad will display them on
your drawing screen.
3.4 Command Entry
____________________________________________________________
In order to create the command, we must first choose a form
of editing to insert the command. In this case we will use
Command Entry to create the command to change the menu on
the screen to our new Submenu "PRACTICE". To do so, while
the cursor is still on line 14 with the statement
"Practice", press [F10].
Notice that a list of Menumaker and Autocad commands has
appeared at the right side of your screen. You may move the
cursor through the list using the Up Arrow, Down Arrow, Pg
Up, Pg Dn, Home and End keys. If you know what command you
are going to use, you may also type the first letter of the
command which will move you directly to that portion of the
list. For now we are going to the first item on the list; -
SUBMENU-. This is the command used most often because you
need it to change the Submenu displayed on your drawing
screen from one to another. With the marker at -SUBMENU-
press [F2].
Each of the commands chosen from the Command Entry list will
display a Command Window with a list of options available to
you. They do not include all of the possibilities, but do
incorporate enough to cover most situations. More extensive
possibilities exist in Prompt Entry and Custom Entry. You
can move the option window up or down with the arrow keys to
choose the one you want. Since we are working with a
"screen" Submenu, place the marker in front of "SCREEN" and
press <RETURN>.
If you required additional assistance with this or any
other specific command, a Help Window is always available
for the command you are working with while the Command
Window is on the screen by pressing [F1].
Menumaker will now ask you for the new Submenu name you want
this command to display on the screen. IMPORTANT: This must
be exactly the same name (without the numeric value at the
end of it) of one of the submenus listed on the Submenu
Directory Editor. Type in "PRACTICE" and press <RETURN>.
Menumaker will store the correct command sequence and return
you to the Submenu Editor with the description included.
A more detailed explanation of Command Entry, including all
of the options available, is given in Chapter 4.3b.
3.5 Command Description
____________________________________________________________
Next we would now like to move to our new Submenu "PRACTICE"
and create a new menu item that will draw a parking island.
To do so, we must first save the changes made to this
Submenu by pressing [F2]. Menumaker has now saved your
changes for the Submenu "S" and moved back to the Submenu
Directory Editor. If we had not wanted to save all of our
changes we would have pressed <ESCAPE> to abort the editing
session.
To move to your new Submenu "Practice", move the marker down
the list to "Practice" and press [F2]. This will move you
to the Editor for our new Submenu "Practice". Notice that
since we have just created it, there are no commands listed.
Our first step in working on this new Submenu might be to
write a statement which will tell us while in a drawing what
this Submenu is without including a command. To do this
simply type "PRACTICE" on line 1. We could just leave it
like this and it would appear on our drawing screen, but we
want to place a description on it so we know what it is for
future editing. To do so, we will edit the command
description. With the cursor still on line 1, press [F4].
Inside the Command Description Editor you may type whatever
comments you would like to be displayed. This will only
appear in Menumaker and does not affect the menu when it is
used in a drawing. For instance, type in "INFORMATION
STATEMENT" and press <RETURN>. Notice that your description
has been placed next to line 1. This becomes a convenient
tool for keeping notes as your menus become longer and more
complicated. If you were to press [F8] you would see that
no Autocad command string exists. You can always put one in
later should you need it.
3.6 Prompt Entry
____________________________________________________________
Next we would like like to create a menu item that will
create our parking island by drawing two different lines
connected by an arc between them. Knowing that we will be
using several Autocad commands together as a single menu
item, we choose to create this menu item with Prompt Entry.
Please notice that we are unable to press the "pick" button
on our input device (ie. mouse), so we have substituted the
<INSERT> key. Therefore, every time we want Menumaker to
have your menu stop and wait for input from your device, we
will press the <INSERT> key. If we would have wanted our
menu to pause for input from the keyboard instead, we would
press the <DELETE> key. We will try this combination later.
The first step is to move to a line we want to use, (say
line 5) and type in the statement we want to appear on the
drawing screen. In this case we are going to use the new
menu item to draw parking islands. So we type "P ISLAND" on
line 5. Then in order to use Prompt Entry, we press [F9].
Menumaker will now emulate Autocad. And as you type,
will combine all of your commands and responses into one
command string for line 5. Just as you would in a drawing,
respond to the prompts as follows:
Command: LINE (Press the <RETURN> key)
From point: <Pick> (Press the <INSERT> key)
To point: <Pick> (Press the <INSERT> key)
To Point: (Press the <RETURN> key)
Command: ARC (Press the <RETURN> key)
Center/<Start point>: (Press the <RETURN> key)
End point: <Pick> (Press the <INSERT> key)
Command: LINE (Press the <RETURN> key)
From point: (Press the <RETURN> key)
To point: <Pick> (Press the <INSERT> key)
To point: (Press the <RETURN> key)
Command:
Another editing tool Menumaker displays, is the length of
the command string. Notice the length of this string is 27
characters and is designated in the upper left corner of the
Prompt Entry window. As you enter commands and their
responses, Menumaker will continue to update that length as
you go. Remember, each line on the Submenu is limited to a
total length of 150 characters.
You have now finished our command string which will draw a
line, continue with an arc and finish with another line to
be used in drawing our parking island. Next we will save
this string on our Submenu by simply pressing [F2]. Then
Menumaker will place the comment "* Prompt Entry *" as the
description of our line so that we will know by what means
we created this command.
Before you move on, let's look at what you have created. To
do so, we leave the cursor on line 5 and press [F8].
Menumaker has displayed the Custom Entry format, but we just
want to review our command. Since we do not want to make
any changes at this time, press <ESCAPE> to abort the Custom
Entry.
Next, we will add another command using Prompt Entry to
make a layer called "HANDICAP", set the color to blue, set
the linetype to continuous and make "HANDICAP" the current
layer. It will also insert a block called "HCSYMBOL" at a
scale to be determined in our drawing from the keyboard and
a rotation to be designated by your input device. (Be sure
to create a block called "HCSYMBOL" in your drawing
directory in order to allow this command to work).
The first step is to move to a line you want to use (say
line 6) and type "HCSYMBOL" for the statement you want to
appear on the drawing screen. Then press [F9] for Prompt
Entry. Now that you are in Prompt Entry, imagine that you
are in an Autocad drawing. Now type in the following
commands to create your string:
Command: LAYER <RETURN>
Make/Set/New/On/Off/Color/Ltype/Freeze/Thaw: MAKE <RETURN>
New current layer<default>: HANDICAP <RETURN>
Make/Set/New/On/Off/Color/Ltype/Freeze/Thaw: C <RETURN>
Color: BLUE <RETURN>
Layer name(s) for color (color): HANDICAP <RETURN>
Make/Set/New/On/Off/Color/Ltype/Freeze/Thaw: L <RETURN>
Linetype ( or ? )<default>: CONTINUOUS <RETURN>
Layer name(s) for Linetype <default>: <RETURN>
Make/Set/New/On/Off/Color/Ltype/Freeze/Thaw: <RETURN>
Command: INSERT <RETURN>
Block name (or ?): HCSYMBOL <RETURN>
Insertion point: <pick> <INSERT>
X scale factor <1> / Corner / XYZ: <keyboard> <DEL>
Y scale factor (default = X): <RETURN>
Rotation angle <0>: <pick> <INSERT>
Command:
Please note that Autocad supports several different ways of
responding to any given statement. Menumaker will also
support these variations even though we can not describe
them all here. After you have completed the above sequence
press [F2] to save them and return to the Submenu Editor.
3.7 Custom Entry
____________________________________________________________
We would now like to explore more of the editing tools
available to us. As you become more comfortable with the
creation of your own menus, you will probably want to
explore the format of the actual command string as Autocad
will execute it in a drawing. Custom Entry displays this
command string used in an Autocad menu item and allows you
to modify it.
To demonstrate this we can use our present example. Our
goal in the creation of our next menu item is to create one
that will insert the same handicapped symbol on a drawing.
But this time we want to put it on a layer called "SYMBOL"
instead of "HANDICAP".
Now, since we already created most of the command in the
line above, we should re-use what we can in order to save
time. To do this, we need to copy line 6 to line 7 and
change the statement and then modify the command string.
The first step is to move the cursor to the line we want to
copy and press [F5] to mark this line as a block for editing
purposes. The second step is to move the cursor to the line
we want to place the new item on (say on line 7) and type in
a statement (say "ALT SYMB").
We can now either move or copy the "marked" block to the new
location (line 7). In this case we only want to copy it so
press [F6] and Menumaker will place a copy of line 6 on line
7. Next retype the statement for line 7, changing it from
"HCSYMBOL" to "ALT SYMB".
Finally we could redo the command using Prompt Entry, but
for purposes of this demonstration let's change it using
Custom Entry. To do so press [F8] with the cursor on line
7. The Custom Entry window will appear showing the command
string as it was inputted on line 6. We may now move the
cursor to the word "HANDICAP" and retype the word "SYMBOL"
over the top of it. (the <DELETE> key will erase the extra
letters.
Once you are satisfied with your changes, press <RETURN> to
save it and return to the Submenu Editor. Please note the
letters "CE" now appear at the end of the Description to
denote that this line was edited using Custom Entry.
Please note that our demonstration of Custom Entry is
limited for purposes of this tutorial. You are able to
modify any command as much as you want and see what the
results will be in your drawings. But be careful. Every
character has its purpose in the command string. We would
suggest that you make several different items and observe
what happens and then modify one item at a time. Remember,
the options are limitless.
Before we finish, we need to add a command to one of the
existing lines. We want each of the lines to tell the
screen menu to return to the Master submenu after it has
completed its command. To do this we move the cursor back
up to the line we want to add it to and press [F10] to get
to Command Entry. Menumaker will tell us that there is a
command already existing and ask if we want to append to or
replace it. Since we want to add to it press "A" and we
will go on to the Command Editor.
The sequence for changing a submenu is the same as before.
Once there the sequence is the same as before. With the
cursor at -SUBMENU- press [F2] and then <return> with the
marker adjacent to Screen because we are dealing with a
screen menu. When asked for a Submenu to go to we can
either type in "S" or simply press <RETURN> since it was the
previous menu.
Notice that the Command Description now has two pluses (++)
after * Prompt Entry *. This tells us that we have added to
it. You may add to a line as many times as you like, being
only limited to a total of 150 characters. The only way you
can delete from inside a command string is through Custom
Entry. Take the time and add the command description to
return to the Master Submenu "S" to the other lines.
Now that we are finished we must save our Submenu and return
to the Submenu Directory by pressing [F2].
3.8 Writing Your New Menu
____________________________________________________________
Now that we have a modified menu, it's time to try it in a
drawing. To do so we need to get out of the Submenu
Directory Editor and return to the Main Menu by pressing
<ESCAPE>. Then we need to move to the Utilities directory
to write out our menu in an Autocad format. To do this
press "U".
Please note the name of the Menu that you are currently
working with at the top left corner of the screen (in this
case SAMPLE). When you write out a menu, it is the one that
is designated that will be written out. If you had wanted
to write out a different one, you would have entered a "C"
on the main and changed the name of the current menu being
edited. Press "W" and Menumaker will ask what name you want
to write out your current menu under. Type in a name you
would like to use. We would suggest that you use a
different name (ie. test) while you are testing a menu as
your new menu replaces the menu in your Autocad directory.
That way you would be able to recover your original, should
changes be made to your new menu that you don't want. As
the menu is written out it will scroll up the screen and
when finished will return you to the Utility menu.
Now that you have written out your new menu, press "X" or
<ESCAPE> to return to the Main Menu. From here you may
continue with other editing or press "Q" to leave Menumaker.
Once outside Menumaker you can move to your Autocad
directory where your new menu is already been placed, ready
to use. At this point you may want to edit a drawing to
test your menu. Once inside a drawing type "MENU" and then
the name of you new menu.
This concludes the quick tutorial. We have not covered the
programming of pull-down windows or buttons as the command
editing is the same as with the Submenus. A detailed
explanation for these areas is contained in the next three
chapters.
Chapter 4
Creating Menus
___________________________________________________________
4.1 General
____________________________________________________________
Menumaker provides both the beginner and the expert the
necessary tools to customize their own personalized menus.
This chapter provides the backbone around which Menumaker
provides the most assistance in the creation of your menus.
The creation of each command is prompted with the extensive
use of windows displaying all of the possibilities available
as you progress.
4.2 Help Windows
____________________________________________________________
Throughout Menumaker on-screen help is only one button away.
Just press the [F1] key and help with the screen you are on
will appear. In addition, when you are working with a
specific Autocad command simply press the [F1] key and a
help window for that Autocad command will appear. At the
bottom of each help window, reference is made to the chapter
in the Autocad Reference Manual where more detailed
assistance is available.
4.3 The Main Menu
____________________________________________________________
You may enter Menumaker either from within its own
subdirectory by typing "MENUMAKR" or from your root
directory by typing "MM" and pressing <RETURN>. The paths
to both Menumaker and for your edited menus going to your
Autocad directory were established during the Installation.
Menumaker will display this is as the main menu and will
always return to it prior to exiting to DOS. At the upper
left of the screen is information concerning your version of
Menumaker and your Serial Number. Below this is the name of
the current menu you are working with.
On-Screen Help is available for this or any window or
command by pressing [F1].
4.3a Edit Auxiliary Buttons
____________________________________________________________
Menumaker allows for the customization of the buttons on
your auxiliary button device. Currently Menumaker supports
up to 16 buttons which is the same as Autocad. In order to
edit your buttons, enter an "A" at the main menu.
Each line above corresponds with the button on your
auxiliary device. Although up to 16 buttons are
programmable, please note the number of buttons on your
auxiliary device in order not to exceed the number you have.
If you accidentally edit more buttons than you have on your
auxiliary device, it will make no difference other than you
will not be able to use those extra commands.
Entering a Command
____________________________________________________________
Editing a command for an auxiliary button follows much the
same format as a command on the Submenu. Notice that there
is no place to make a statement because there is no screen
to show you what the commands are. In order to edit an
auxiliary button move the marker up or down on the list to
the number you want to work with and press <RETURN>.
Please notice that if a command was already present
Menumaker will not ask if you want to append or replace it.
Because of the complexity of the commands associated with
buttons, Menumaker will always replace the command if it
already exists. Therefore, the list of commands available
will immediately appear at the right of the screen.
You may now tie a specific command to your auxiliary button.
To do so, move the marker to the appropriate command and use
either Custom, Prompt or Command Entry to create your new
item.
Once you have completed the editing of your buttons press
[F2] to save your changes and return to the Main Menu.
Special Editing Tools
____________________________________________________________
Menumaker also provides two function keys as additional
tools that can be used during the editing of your menus. A
description of these are:
[F4] Command Description
Menumaker allows you to edit the description of the
button you have indicated with the marker. This DOES
NOT change the command associated with the button.
To do so, move the marker adjacent to the button
number and press [F4]. If Menumaker had already
placed a description there, it would appear and you
will be able to edit it. Type whatever notes are
helpful and when finished press <RETURN>. These
notes will appear but not effect the command.
[F8] Custom Entry
Because there may be unique situations in your
individual menu requirements, Menumaker allows you
edit the actual entry for an individual button. To
do this, move the marker adjacent to the button
number to be edited and press [F8]. The Custom Entry
Window will appear showing the existing command
string ready for your editing. Custom Entry is
discussed in detail in Chapter 6.
[F10] Command Entry
Command Entry guides you through the possible
commands in the same way it does in the Submenu
Editor. In order to enable the Command Entry
function of Menumaker, move the cursor to the line
you wish to edit using this method and press [F10].
Command Entry is discussed in detail in Chapter 4.
4.3b Edit Mouse Buttons
____________________________________________________________
Menumaker also allows for the customization of the buttons
on your input device (mouse). Currently Menumaker supports
up to 10 buttons which is the same as Autocad. In order to
edit your buttons, enter a "B" at the main menu.
Each line above corresponds with the button on your input
device. Although up to 10 buttons are programmable, please
note the number of buttons on your input device in order not
to exceed the number you have. If you accidentally edit
more buttons than you have on your input device, it will
make no difference other than you will not be able to use
those extra commands.
Entering a Command
____________________________________________________________
Editing a command for an input device button follows much
the same format as a command on the Submenu. Notice that
there is no place to make a statement because there is no
screen to show you what the commands are. In order to edit
an input device button move the marker up or down on the
list to the number you want to work with and press <RETURN>.
Please notice that if a command was already present
Menumaker will not ask if you want to append or replace it.
Because of the complexity of the commands associated with
buttons, Menumaker will always replace the command if it
already exists. Therefore, the list of commands available
will immediately appear at the right of the screen.
You may now tie a specific command to your input device
button. To do so, move the marker to the appropriate
command and use either Custom, Prompt or Command Entry to
create your new item.
Once you have completed the editing of your buttons press
[F2] to save your changes and return to the Main Menu.
Special Editing Tools
____________________________________________________________
Menumaker also provides two function keys as additional
tools that can be used during the editing of your menus. A
description of these are:
[F4] Command Description
Menumaker allows you to edit the description of the
button you have indicated with the marker. This DOES
NOT change the command associated with the button.
To do so, move the marker adjacent to the button
number and press [F4]. If Menumaker had already
placed a description there, it would appear and you
will be able to edit it. Type whatever notes are
helpful and when finished press <RETURN>. These
notes will appear but not effect the command.
[F8] Custom Entry
Because there may be unique situations in your
individual menu requirements, Menumaker allows you
edit the actual entry for an individual button. To
do this, move the marker adjacent to the button
number to be edited and press [F8]. The Custom Entry
Window will appear showing the existing command
string ready for your editing. Custom Entry is
discussed in detail in Chapter 6.
[F10] Command Entry
Command Entry guides you through the possible
commands in the same way it does in the Submenu
Editor. In order to enable the Command Entry
function of Menumaker, move the cursor to the line
you wish to edit using this method and press [F10].
Command Entry is discussed in detail in Chapter 4.
4.3c Editing Icon Boxes (Rel.9+)
____________________________________________________________
In order to begin editing the Icons on your current menu
type an "I" at the main menu and you will move to the Icon-
Box Editor.
Shown above is the Icon-Box Editor. On the left side of the
screen is a list of the various commands available for the
manipulation of your Icons. At the right is a directory of
all of the Icon Screens that are used with your current menu
and are listed in the order they appear in the final format
of a menu.
IMPORTANT: In order to better understand how a set of Icons
is created and displayed, think of each Icon Screen as a
different set of Icons displayed together in your drawings.
The list on the right is a directory of the names of these
Icon Screen displays. Please note that it does not matter
what order they are listed as Autocad moves to whatever Icon
screen you have requested.
Move the cursor through the directory of Icon Screens to the
one you want to edit. The up, down, Pg Up, Pg Dn, Home and
End keys will move you through this directory. You may also
type the first letter of the Icon Screen desired and
Menumaker will take you to the first Icon Screen starting
with that letter. After placing the marker next to the Icon
Screen you wish to edit press [F2] or <RETURN> and Menumaker
will move to that Icon Screen.
Other commands to be used in the Icon-Box Editor are:
[F2] Go to the Icon
When you have placed the marker adjacent to the Icon
Screen you wish to edit, press [F2] to move to that
Icon Screen for that submenu.
[F3] Delete an Icon Screen
Move the marker on the directory to the Icon Screen
you wish to delete. Then press [F3]. Menumaker will
ask you if you are sure you want to delete the Icon
Screen you have marked. Enter a Y or N to complete
the deletion.
[F4] Rename an existing Icon Screen
Move the marker on the directory to the Icon Screen
you wish to rename. Then press [F4]. Menumaker will
ask you for the new name you would like to call this
Icon Screen. Then it will check to see if the Icon
Screen already exists, and if not will then rename
it. If the name already exists, Menumaker will tell
you so and not permit a duplication.
[F5] Create a new Icon Screen
Press [F5] to create a new Icon Screen. Menumaker
will then ask you for the name of your new Icon
Screen. Enter in any 10 digit text without including
spaces.
[F6] Copy an Icon Screen
Move the marker on the directory to the Icon Screen
you wish to copy to another name. Then press [F6].
Menumaker will ask you for the new name you would
like to be created using the contents of the other.
Then it will check to see if the new Icon Screen
already exists, and if not will then complete the
process. If the name already exists Menumaker will
tell you so and not permit a duplication. The newly
created Icon Screen will appear below the marker when
it is copied.
On-Screen Help is available by pressing [F1].
Please note that when an Icon screen is chosen the screen
that appears is divided into 4,9 or 16 boxes which represent
the arrangement of Icons as they would appear when using
them in an Autocad drawing. At the top of the boxes is an
area reserved for the title that will appear when used. At
the bottom left is an area where the description of your
command used in conjunction with the Icon is displayed.
Along the bottom of the screen are the various function keys
used to edit your Icons as detailed below.
Function Keys
____________________________________________________________
Specific function keys have been programmed to assist in the
editing of Icon-Boxes as shown below:
[F2] Done
Throughout Menumaker the [F2] key will save what you
are currently doing and return to the previous menu.
[F3] Delete
Move the cursor to the Icon-Box you wish to delete
and press "F4". Menumaker will delete the box
immediately without asking if you are sure.
[F4] Edit Description
Menumaker allows for the editing of the description
command without modifying the command string. This
may be used to make notes only visible to you as the
programmer. In order to do this, move the cursor to
the appropriate box and press [F4]. Then type in
your comments and press <RETURN>.
[F5] Change #
At any time you may change the number of Icon boxes
you see on your screen to correspond to the number of
Icons you are using. Simply press [F5] and the
screen will toggle between 4, 9 or 16 boxes. Note
that if you have a slide and command in a box that is
not shown because you have toggled to a lesser
number, that information is not lost. Simply toggle
again and the screen will eventually return to 16
boxes.
[F6] Slide
This function key allows you to designate the slide
that will appear when used in a drawing. Simply move
the Marker to the Icon-Box you wish to edit and press
[F6]. The slide window will appear requesting the
name of the slide you wish to use. There are
examples of how Autocad requires the slide to be
designated. If you place a space as the first
character, the following text that you enter will
appear instead of a slide. Once you have designated
a slide you will move on to Custom, Prompt or Command
Entry to place a command string with the slide.
[F7] Title
The title is the area above the Icons as they appear
in an Autocad drawing. In order to create or edit
the title press [F7] and enter whatever text you want
to appear above the Icon Screen. Note that depending
upon the resolution of your monitor not all of the
characters may appear when used in a drawing. If
this should happen, simply shorten the title.
[F8] Custom Entry
Custom Entry will allow you to add a command to the
Icon Box. In order to enable the Custom Entry
function of Menumaker, move the marker to the box you
wish to edit using this method and press [F8].
Custom Entry is discussed in detail in Chapter 5.
[F9] Prompt Entry
Prompt Entry will allow you to add one or more
commands to the Icon Box. In order to enable the
Prompt Entry function of Menumaker, move the cursor
to the box you wish to edit using this method and
press [F9]. Prompt Entry is discussed in detail in
Chapter 4.
[F10] Command Entry
Command Entry will allow you to add commands to the
Icon Box. In order to enable the Command Entry
function of Menumaker, move the cursor to the box you
wish to edit using this method and press [F10].
Command Entry is discussed in detail in Chapter 4.
The creation of slides and the use of slide libraries are
discussed in detail in your Autocad manual.
4.3d Editing Pull-Down Submenus
____________________________________________________________
Menumaker also supports the editing of the Pull-Down
windows in Autocad Release 9. For the purposes of this
chapter much of the process of editing a Pull-Down menu is
exactly the same as the editing for a SubMenu. For this
reason, only the differences will be discussed.
Pull-Down Window Restrictions
____________________________________________________________
Before adding Pull-Down windows to your menu, you must make
sure that you are using Release 9. Also you must make sure
your video card supports this feature. You may edit the
Pull-Down windows without creating a problem in your menu,
but the windows would not appear on your screen.
When you read an existing menu into Menumaker that has Pull-
Down, Menumaker will list them in the directory. If there
are no Pull-Down menus, Menumaker will allocate 10 submenus
and place them in the directory automatically. Autocad
allows each title of a Pull-Down menu to be up to 14
characters long, but since most displays provide a maximum
of 80 characters for the menu bar, Menumaker averages the
title length to 8 characters assuming that all 10 menus will
be used. Should you read in a menu with titles longer than
8 characters, Menumaker will drop the additional characters.
Should this happen, simply modify the titles to fit.
Under each Pull-Down window up to 20 lines are supported at
this time in Menumaker. You should be using the same number
of lines as allowed in the Submenu on the right side of your
drawing.
Editing Pull-Down Windows
____________________________________________________________
In order to begin the editing process type in a "P" at the
main menu.
Notice that the screen is basically the same as the Submenu
Editor. All of the commands perform the same as those for
the Submenus. To edit a Pull-Down Submenu move the marker
down the list using the up, down, Pg Up, Pg Dn, Home or End
keys and press [F2] or <RETURN>.
Menumaker designates its Pull-Down Windows as *POP1, *POP2,
etc. and retains this designation throughout the menus.
Menumaker also maintains this designation with each "POP"
title standing for an individual column across the top of
your screen.
After you have finished editing these Pull-Down Menus with
Submenu Editor, Autocad will ignore those Submenus (*POP7,
*POP8, etc.) that do not have any commands underneath them.
Autocad will take those that do and spread them from left to
right across the top of your drawing screen. Therefore,
there is no reason to delete these extra Pull-Down Submenus.
Should one be accidentally deleted and you would like to add
another column simply add another "*POP" title (*POP5, etc.)
that has not already been used.
Editing The Pull-Down Submenu
____________________________________________________________
After you have placed the marker adjacent to the Pull-Down
menu you wish to edit press [F2] or <RETURN>.
If there had been existing menu items from a menu that you
had read into Menumaker, they would have been placed in the
appropriate places within this Submenu. If there were none
the menu would appear as above.
Editing of the individual lines is done exactly as the
Submenus are done for the main menu. The only exception is
that the first command on each of the Pull-Down windows is
reserved. Menumaker has placed a reminder at the location
for you (* * * * * Reserved * * * * *). Whatever you place
on line 1 of a "POP" menu (*POP1, *POP2, etc.) will be what
Autocad displays across the top of the drawing over that
particular column. Please note that if a command is placed
in addition to a title, Autocad will ignore it at this time.
Function Keys
____________________________________________________________
The function keys used in the Pull-Down windows are exactly
the same as those used in Command Entry and will not be
repeated here. Refer to Chapter 4.3e for additional
information.
4.3e Editing the Screen Menu
____________________________________________________________
In order to begin editing your current menu type a "S" at
the main menu and you will move to the Submenu Directory
Editor.
Shown above is the Submenu Directory Editor. On the left
side of the screen is a list of the various commands
available for the manipulation of the your submenus. At the
right is a directory of all of the submenus that make up
your current menu and are listed in the order they appear in
the final format of a menu.
IMPORTANT: In order to better understand how a menu is
created and displayed, think of each Submenu as a different
screen display used in your drawings. The list on the right
is a directory of the names of these screen displays.
Please note that it does not matter what order they are
listed as Autocad moves to whatever screen menu you have
requested. The only item to remember is that the Submenu
name at the top of the directory is the one that will appear
on your screen when you first start a drawing in Autocad.
Move the cursor through the directory of submenus (screen
displays) to the one you want to edit. The up, down, Pg Up,
Pg Dn, Home and End keys will move you through this
directory. You may also type the first letter of the
Submenu desired and Menumaker will take you to the first
Submenu starting with that letter. After placing the marker
next to the submenu you wish to edit press [F2] or <RETURN>
and Menumaker will move to the Submenu Editor for that
screen display.
Other commands to be used in the Submenu Directory Editor
are:
[F2] Go to the Submenu
When you have placed the marker adjacent to the
Submenu you wish to edit, press [F2] to move to the
Submenu Editor for that submenu.
[F3] Delete a Submenu.
Move the marker on the directory to the submenu you
wish to delete. Then press [F3]. Menumaker will ask
you if you are sure you want to delete the Submenu
you have marked. Enter a Y or N to complete the
deletion.
[F4] Rename an existing Submenu.
Move the marker on the directory to the Submenu you
wish to rename. Then press [F4]. Menumaker will ask
you for the new name you would like to call this
Submenu. Then it will check to see if the submenu
already exists, and if not will then rename it. If
the name already exists, Menumaker will tell you so
and not permit a duplication.
NOTE: Be careful when renaming submenus since
throughout your other submenus you may have had a
menu item that would change the submenu to the old
name and now would not work. You must go through
these and change the name to the new one.
[F5] Create a new submenu
Press [F5] to create a new submenu. Menumaker will
then ask you for the name of your new submenu. Enter
in any 10 digit text without including spaces.
If you add one space after the title followed by a
number, Menumaker will start that submenu that number
of lines down form the top of the screen. NOTE: Be
careful, as this may cause items on your menu to fall
below the number of lines supported by your video
card.
[F6] Copy a Submenu.
Move the marker on the directory to the Submenu you
wish to copy to another name. Then press [F6].
Menumaker will ask you for the new name you would
like to be created using the contents of the other.
Then it will check to see if the new Submenu already
exists, and if not will then complete the process.
If the name already exists Menumaker will tell you so
and not permit a duplication. The newly created
submenu will appear below the marker when it is
copied.
On-Screen Help is available by pressing [F1].
Submenu Command Editing
____________________________________________________________
After requesting a specific Submenu, Menumaker will replace
the window with the Submenu Editor.
The name of the main menu and the Submenu you are working
with will be shown at the right side the screen for
reference. Two columns make up the layout for your submenu.
On the left are lines 1 through 20 representing what you
will see on the right side of your drawing screen. The
right column provides a brief description of your command.
Please note that Menumaker Ver. 3.02 offers a maximum of 20
lines for each Submenu. Higher resolution video cards allow
more than 20 lines but at this time you are unable to edit
them on the Menumaker screen. A trick that can be used to
show more than 20 lines is to display two or more screen
menus at a time. The first might start at line 1 and the
second at line 21. You must remember that to do this the
submenu names must be followed by a number that you want
them to start on. Also when using them, you need to call
them up at the same time. This can be complicated, but
offers a solution to editing more than 20 lines. Be
careful! This is for experienced Menumakers only.
You may want to place descriptions in your menus to show the
user such things as titles, company names, etc. To do so,
simply type whatever description you would like to appear as
shown below. In addition a command statement can be written
as shown on line 4 on the example above. Please note that
this statement can be in any form familiar to the user as
the actual Autocad command will be added later.
Function Keys
____________________________________________________________
Specific function keys have been programmed to assist in the
editing of Submenus as shown below:
[F2] Done
Throughout Menumaker the [F2] key will save what you
are currently doing and return to the previous menu.
[F3] Delete
Move the cursor to the line on the Submenu you wish
to delete and press "F4". Menumaker will delete the
line immediately without asking if you are sure.
With the Insert on, Menumaker will remove the line
and replace it with a blank. With Insert off, the
line will be deleted and everything moved up a line.
[F4] Edit Description
Menumaker allows for the editing of the description
command without creating a command string. This may
be used to make notes only visible to you as the
programmer. In order to do this, move the cursor to
the appropriate line and press [F4]. Then type in
your comments and press <RETURN>.
[F5] Marker for Editing Purposes
Move the cursor to the line on the Submenu you wish
to highlight for either copying or moving. Press
[F5] and a marker will appear to the left of the line
number.
[F6] Copy
Place the cursor at the location on the Submenu where
you would like the new command copied to. Another
line must have been "marked" using the [F5] as
discussed above. Now press [F6] and Menumaker will
copy the existing line together with all commands to
the new location. You may then modify the new
location. Be careful. If there is something at the
location you are copying to, it will be erased.
[F7] Move
Place the cursor at the location on the Submenu where
you would like the new command moved to. Another
line must have been "marked" using the [F5] as
discussed above. Now press [F7] and Menumaker will
move the existing line together with all commands to
the new location. You may then modify the new
location. Be careful. If there is something at the
location you are moving to, it will be erase.
[F8] Custom Entry
In order to enable the Custom Entry function of
Menumaker, move the cursor to the line you wish to
edit using this method and press [F8]. Custom Entry
is discussed in detail in Chapter 5.
[F9] Prompt Entry
In order to enable the Prompt Entry function of
Menumaker, move the cursor to the line you wish to
edit using this method and press [F9]. Prompt Entry
is discussed in detail in Chapter 4.
[F10] Command Entry
In order to enable the Command Entry function of
Menumaker, move the cursor to the line you wish to
edit using this method and press [F10]. Command
Entry is discussed in detail in Chapter 4.
In either of these two cases, after entering the statement
press [F10] and Menumaker will return a list of all
available Menumaker and Autocad commands on the right side
of the screen.
You may now tie a specific command to your statement. To do
so, move the marker to the appropriate command. The Up,
Down, Pg Up, Pg Dn, Home and End keys will move you quickly
through this list. In addition, if you know the command you
are going to use, simply type the first letter of the
command at any spot on the list of commands and Menumaker
will move to that area of the list. When the marker is at
your command press [F2] or <RETURN> and the windows
associated with that command will appear.
Menumaker will show you all of the Autocad commands
available through ADE+3 for the version of Autocad you
indicated in the Installation of Menumaker. But if you do
not have the corresponding version of Autocad the commands
will not work. This will not cause problems with the menu
in other areas that are not supported with your version of
Autocad.
Command Windows
____________________________________________________________
After placing the marker adjacent to a command and pressing
either [F2] or <RETURN>, a Command window associated with
that specific command will appear.
Each command will display a window showing the options
available to you for using the particular command. Some
commands that offer no options will tell you what the
command will do and when you press any key to continue will
write the command string. Other commands offer no options
but require a single input. Menumaker will ask for this
value and once you have typed it in, the command string will
be completed.
At any time a specific command window is being displayed on
the screen, help with that Menumaker or Autocad command is
available by pressing [F1]. In the case of an Autocad
command the Help Window will look just like the window you
see while editing a drawing in Autocad. The Help Window
will also refer you to the appropriate chapter in the
Autocad Reference Manual.
When options are available, Menumaker will provide a list of
the options with a window for each showing a brief
description as shown in the example. Shift between options
using the Up and Down arrow keys. Notice that as you do,
the description at the right changes to the new option.
Move the box to the option you wish to use and press
<RETURN>. Menumaker may ask for any additional input
required to complete the command string as shown below. In
some cases an additional set of window prompts will appear.
Answer all of the questions filling in the required data.
Repetitive Commands
____________________________________________________________
Many times in a drawing it is useful to repeat a command
more than once in order to eliminate going back to the menu
to choose the command again. Menumaker allows you to
program this into your menus for most commands as follows:
After you have answered the appropriate questions within the
command window, Menumaker will ask you if you would like to
repeat the command in your command string. Enter a Y or N
and press RETURN. The command string is then created and
placed with your statement.
Please note. Because of the complex nature of Autocad
commands, not all of then can be repeated in your command
string. Menumaker will give you the option to repeat where
ever possible.
Command Descriptions
____________________________________________________________
Once the command string has been created a brief description
appears to the right of your statement. In addition,
several other items will appear that have significance as
discussed in the following list.
R
An "R" appearing at the start of your string
indicates that this command will repeat itself when
used AND/OR is restricted to no further appending
because of the complex nature of the command. Please
Note: Once a command string has an "R" in front of
the description, you should not append to it because
the end result may not work. In some cases appending
may work, but you should experiment with this
carefully.
++
Several pluses (++) after the string indicates the
string has been appended to.
CE
A "CE" after the string indicates that it was either
entered or edited with the "Custom Entry" option
discussed later.
*Prompt Entry*
A "Prompt Entry" instead of the string indicates that
it was created using the "Prompt Entry" option
discussed later.
Several of these options may be included in your
description as you continue to edit your commands.
Existing Command
An "Existing Command" instead of the string indicates
that it was read in from an existing menu and has not
yet been modified.
Menumaker also lets you add on to an existing
command. To do so, move the cursor to the line you
wish to append and press [F8], [F9] or [F10].
Menumaker may ask if you want to Append or Replace
it. Enter an "A" or "R" and Menumaker will continue
with the list of commands from which you will choose
from. When appending, Menumaker will automatically
combine it with your current string. You may append
to a string as many times as you like. You are only
limited to a total of 150 characters in the ultimate
command string. If you do not want to replace or
append the command, simply press <ESCAPE>. Experiment
with this carefully,as some combinations may not
work.
Menumaker Editing Notes
____________________________________________________________
Menumaker also provides many additional editing tools that
can be used during the creation of your menus. A brief
description of these follows:
[F4] Single Command (only while in Command Entry)
Menumaker also allows for a single command entry
without requesting additional input. This is
normally done when you only want the command inserted
once without any further input from your menu. To do
so, place the cursor on the line you wish to edit and
type in the statement you wish to appear on the
screen and press <RETURN>. Then move your marker
through the list of commands to the one you want and
press [F4]. This will place the command in the menu
and when used in a drawing will simply execute the
command and then wait for additional input.
[F8] Custom Entry as a command viewer
Many times it is desirable to view your finished
command string for format, spelling, etc. Whatever
the reason, place the cursor on the line you have
chosen and press [F8]. This normally would allow you
to custom edit the string but for your purposes now
it is simply a means of viewing your final product.
After viewing simply press <ESCAPE> and Menumaker
will return without making any changes. Actual
Custom Editing is discussed in Chapter 6.
Cursor Movement
In addition to the arrow keys mentioned previously,
Menumaker also supports other editor keys.
<CONTROL> E Up Arrow
<CONTROL> X Down Arrow
<CONTROL> R Page Up
<CONTROL> C Page Down
<CONTROL> A Home
<CONTROL> F End
4.3f Editing Tablet Menus
___________________________________________________________
Menumaker also allows for the customization of tablet menus
for use in your Autocad drawings. This portion of the
program is referred to as Tabletmaker but is a part of the
total Menumaker software. You are able to layout tablet
menus from the keyboard, specify command strings to be
associated with each point on the tablet and finally create
an Autocad drawing of your template automatically.
In order to begin press "T" at the main Menumaker Menu. If
no tablet has been defined with your current menu,
directions for the calibration of your new tablet menu will
appear.
In order to define the area to be used as a tablet you
should have it with you in order to take the required
measurements. Please note that Autocad does not require
these dimensions. They are used to create an Autocad
drawing of your template when you are finished. However,
it is a good practice to dimension all of your tablet menus.
When entering the dimensions of your tablet please note that
the requested dimensions are for the area to be used
as a tablet, not necessarily the total digitizing
area. If you are starting a new template it is a
good idea to place a piece of paper on your tablet
and draw in the areas you wish to use so that good
measurements can be made. Once you have entered the
horizontal and vertical dimensions, you must decide
how many different tablet menus you want on this
template. Autocad allows up to four areas. You may
designate fewer than four and add more later without
losing menu items. The only requirement would be to
redefine the individual areas.
After the answering these questions, Tabletmaker will
display a layout of the template with the Tablet Menu areas.
Note that in addition to the Tablet Menu areas there is also
an area reserved as a screen area designated with an
"S".
If you had already been working with a template layout,
Tabletmaker will display the current configuration. Also,
if you have read-in an existing menu which already contains
a tablet, Tabletmaker will require you to define the areas.
Once the areas are defined, the existing commands will be
available for modification.
Defining Templates
____________________________________________________________
The template drawing appearing on your screen allows you to
create a graphic representation of what your final template
will look like. Function keys displayed on the bottom of
the screen have been programmed to assist you in your layout
as follows:
[Esc] Abort allows you to leave this editing session with
or without saving your changes. Tabletmaker will
ask you if you want to save your changes or not.
[F1] On screen help is available at any time for both
Tabletmaker and Autocad commands.
[F2] Done. When ever you are finished press [F2] and
Tabletmaker will save all of your current editing
session and return you to the previous menu.
[F3] Edit. Once you have defined your tablet areas, move
to the area you wish to edit commands in and press
[F3]. This will display a grid of that specific
area and allow you to move through it editing
commands utilizing Custom, Prompt or Command Entry.
This area is explained in detail later.
[F4] Define. Once you have manipulated the areas on the
screen to a position you desire, press [F4]. Note
the questions asked by Tabletmaker in the upper left-
hand corner. If you plan to have Tabletmaker create
your template as an Autocad drawing, you must enter
all measurements in inches as accurately as possible
(use fractions of an inch in decimal form).
If this is not required, simply press [Esc] for each
dimension. Lastly the number of columns and rows is
required for ALL tablet menus. When utilizing an
existing menu, it is critical that you designate the
exact number for each on your existing template.
[F5] Next. By pressing [F5] you will move between the
tablet and screen areas.
[F6] Redo. This command allows you to redefine the tablet
and screen areas associated with your template.
Please note that if you Redo the template, you are
required to redefine all of the areas (start over).
The commands associated with each area are not lost.
You would use this command to add an additional menu
if you did not already have four areas.
[F8] Middle. This command places the arrows within your
current area in the middle of each of the four
sides. With the arrows in this position, when you
press the arrow keys on your keyboard, the entire
block is moved around the screen.
[F9] Upper Left. This command places 2 arrows within
your current area at the upper left hand corner.
With the arrows in this position, when you press the
arrow keys on your keyboard, the upper or left side
of the area is either stretched or shrunk.
[F10] Lower Right. This command places 2 arrows within
your current area at the lower right hand corner.
With the arrows in this position, when you press the
arrow keys on your keyboard, the lower or right side
of the area is either stretched or shrunk.
Template Notes
____________________________________________________________
When laying out your areas on the screen you should not have
the screens overlap although the border lines for different
ones can be on top of each other.
Defining Tablet Commands
___________________________________________________________
Once you have laid out the graphic representation of your
template and defined the grids for each, move the arrows to
the tablet you wish to edit commands in by pressing [F5].
When the area is indicated press [F3] to edit the grid
within that area.
The Tablet area (1-4) is designated at the top right-hand
corner for your reference. At the bottom left-hand corner
is a brief description of the command associated with the
box that your marker is in. Next to the description is
the location of the marker designated as rows x columns.
Your screen will display a maximum grid area of 17 columns
by 9 rows at one time. If there are more grids to the right
or below, you will notice the lines extend slightly beyond
the last grid. To see the additional grids, simply use the
arrow keys on your keyboard to scroll to the additional
grids.
Move your marker around the grid editing the individual
boxes with the function keys described below.
Function Keys
____________________________________________________________
Specific function keys have been programmed to assist in the
editing of Tablet Menus as shown below:
[F2] Done
Throughout Menumaker the [F2] key will save what you
are currently doing and return to the previous menu.
[F3] Delete
Move the marker to the box on the grid you wish to
delete and press "F4". Menumaker will delete the box
immediately without asking if you are sure.
[F4] Edit Description
Menumaker allows for the editing of the description
command without creating a command string. This may
be used to make notes only visible to you as the
programmer. In order to do this, move the marker to
the appropriate box and press [F4]. Then type in
your comments and press <RETURN>.
[F5] Marker for Editing Purposes
Move the marker to the box on the grid you wish to
highlight for either copying or moving. Press [F5]
and an asterisk will appear on both sides of the
marker.
[F6] Copy
Place the marker at the location on the grid where
you would like the new command copied to. Another
box must have been "marked" using the [F5] as
discussed above. Now press [F6] and Menumaker will
copy the existing box together with all commands to
the new box. You may then modify the new location.
Be careful. If there is something at the location
you are copying to, it will be erased.
[F7] Move
Place the marker at the box on the grid where you
would like the new command moved to. Another box
must have been "marked" using the [F5] as discussed
above. Now press [F7] and Menumaker will move the
existing box together with all commands to the new
location. You may then modify the new box. Be
careful. If there is something at the box you are
moving to, it will be erase.
[F8] Custom Entry
In order to enable the Custom Entry function of
Menumaker, move the marker to the box you wish to
edit using this method and press [F8]. Custom Entry
is discussed in detail in Chapter 5.
[F9] Prompt Entry
In order to enable the Prompt Entry function of
Menumaker, move the marker to the box you wish to
edit using this method and press [F9]. Prompt Entry
is discussed in detail in Chapter 4.
[F10] Command Entry
In order to enable the Command Entry function of
Menumaker, move the cursor to the line you wish to
edit using this method and press [F10]. Command
Entry is discussed in detail in Chapter 4.
4.3g Utilities
____________________________________________________________
Menumaker provides several utilities as additional tools in
the editing process. To access the Utility Menu press "U"
on the Main Menu.
Each of the Utilities perform a specific function and are
listed below:
[C] Change the current menu
_____________________________________________________
Menumaker allows you to move between menus during the
editing process. Please note. The menus inside
Menumaker are not in a .MNU format. They must be
converted to a .MMU format before editing. This is
done in the Utilities directory and discussed in
detail in Chapter 4.3e. In order to change the
current menu you are working with in Menumaker.
Type in the name of the new menu you would like to
work with. If the menu is existing, Menumaker will
load it and designate your new menu as being current
in the upper left corner of the screen. If the menu
does not exist in a Menumaker format, you will be
told so and asked if you would like to start a new
menu by that name. You may press <RETURN> to create
the new menu or <ESCAPE> to abort back to the Main
Menu. If you tell Menumaker to start a new menu, it
will create a blank menu with only a Master
Subdirectory ready for you to edit.
On-Screen help is available by pressing [F1].
[R] Read in Existing Menu
Menumaker allows you to read in an existing menu
provided it is in a .MNU format for editing purposes.
In order to Read a menu into Menumaker , it must be
in the Menumaker DOS subdirectory. When the menu is
present , type an "R" at the Utility Menu and
Menumaker will ask you for the name of the menu you
would like to read in. Type in the name leaving off
the .MNU extension and press <RETURN>. If the file
does not exist, Menumaker will say so and return you
to the Utility Menu.
If the menu does exist, Menumaker will transfer it
into a format with the same name and a .MMU extension
ready for editing. After you have read in an
existing menu you must still make it the "current"
menu by typing a "C" at the Main menu and designating
this new menu as the one you want to edit.
[W] Write a New Menu
Once you have finished editing your new menu this
utility will return it to a .MNU format and place it
in your Autocad directory ready for use. To do this,
be sure the menu you want to write out is the
"current" menu as shown at the top of your screen,
then type a "W" at the Utility Menu. Menumaker will
ask for the name of the menu you would like to create
using the current menu. Type in a name and press
<RETURN>. Menumaker also shows the path to the
location where you use Autocad which was designated
in the installation program. If you move Autocad to
another subdirectory, simply re-install Menumaker
providing the new subdirectory.
When Menumaker moves the new menu to your Autocad
directory and a menu already exists with the same
name, you will be asked if you want to overwrite the
existing menu. Answer "Y" or "N". If Yes then a
back-up file (.BAK) for the existing menu will be
created. Each time you write a menu the old .BAK
file will be replaced by a newer one. A good
practice for editing an existing menu would be to
name it differently when writing it out (ie. TEST),
so that you can run all of your experiments with that
menu before saving it to its permanent name. That
way you would always have the original menu
unchanged.
[T] Create a Template File
Tabletmaker allows you to produce an Autocad drawing
file of your template grid for editing in Autocad.
To do so, press [T] and Tabletmaker will ask what
name you would like to give to the new drawing file.
After typing the name, press <RETURN> and the drawing
file will be created and transferred to your Autocad
directory. Please note. The drawing file will only
be as good as the information you supplied during the
configuration of your template. Also, only the grid
is shown. You may add whatever you wish to each box
before it is plotted out.
[P] Print Menu on Printer
Menumaker also allows you to produce a hard copy of
your menu. The print out is broken into three columns.
The menu is printed in the order the submenus appear
within Menumaker. The first column represents the
titles of the various parts of the menu designated by
asterisks (*). Under each submenu title are the
various statements as they appear on your Autocad
drawing screen. The second column contains up to 30
characters of the actual command string as Autocad
uses it. If the string is longer than 30 spaces,
Menumaker drops off the rest of the string. The
third column is the brief description that appears in
Menumaker when you are editing the submenu.
This print out represents another means of reviewing
your menu and using it as a tool in designing others.
Please note. If your computer is not 100% IBM
compatible, an error may occur when you send a menu
to the printer and the printer is not turned on.
[S] System Information
Menumaker provides a brief overview of the
information associated with your version of the
program. To review this information type an "S" on
the Utility Menu. In addition to your version and
serial number at the top of the page, your name,
address and phone number are included as a means of
personalizing your software. Should you change your
address you may return the distribution disks along
with $3.00 for postage and handling to IntelliCADD at
the address shown, and a new diskette will be
returned with your new information.
[D] Display Colors
Menumaker makes extensive use of colors throughout
the program. This utility simply allows you to
adjust your monitor for color balance. To do so type
a "D" at the Utility Menu and the color bar will
appear. On a monochrome monitor you will see various
shades and should adjust your monitor to show as many
as possible.
[X] Exit Back to Main Menu
This command moves you from the Utility Menu back to
the Main Menu once you have finished and changes
saved.
4.3f Quit Menumaker
____________________________________________________________
Once you have completed your editing process this command
ends Menumaker and returns you to DOS. Simply type a "Q" at
the Main Menu and Menumaker will close all of your files and
return the DOS prompt.
Chapter 5 Prompt Entry
5.1 General
____________________________________________________________
Here the lies the real power of Menumaker. In prompt Entry,
Menumaker displays exactly what you would see at the bottom
of your Autocad drawing. You simply type in a command
exactly as you would inside a drawing. As you type,
Menumaker responds with the same responses and prompts you
would in your drawing. You may type several commands,
together including the responses, to form a single string,
being only limited to 150 total characters.
After you have completed the command string, one button [F2]
saves all that you have entered as a single command in your
new menu. You may also Append to or Replace an existing
command using this method.
5.2 Prompt Entry
____________________________________________________________
In order to edit an item on your submenu using Prompt Entry
you must first display the Submenu you wish to edit on the
screen. From the Main Menu press "E" to edit the menu you
are currently working with. Then select the particular
Submenu you wish to display and press [F2]. The Submenu
will be displayed.
To use Prompt Entry move the cursor to the line you wish to
edit. If there is no Statement of what "You'll See", type
in what you would like to appear on your drawing screen,
then press [F9]. If there is a command already existing,
Menumaker will ask if you would like to (A)ppend or
(R)eplace it. Enter an "A" or "R" depending on what you
would like to do. Menumaker will then display the Prompt
Entry.
Notice that the bottom of the screen looks exactly like the
bottom of a screen when you are editing a drawing in
Autocad. Anything you type in at this point will generate a
response as if you were typing in Autocad. As you type,
Menumaker is saving everything in your command string
exactly. For instance, if you make a mistake and type a ^C
(Control C) to stop, Menumaker will react exactly the same
way as Autocad and clear your previous input. Notice that
the length of the command string shown goes back to 4
because you have typed ^C and told Menumaker that you want
to cancel the command and start over.
5.3 Prompt Entry Editing Notes
____________________________________________________________
Because of the complexity of some of the Autocad commands
and the unique characteristics in each of your drawings,
there are several editing notes that must be clarified:
Length:
Menumaker will display the current length of the
command string you are creating. This number will
begin with at least 4 (^C^C automatically starts
every new command string) when you begin your Prompt
Entry. If you are appending an existing command, the
value will represent the length of the existing one
that you will be adding to. Every time you press
<RETURN> this value will be updated. This will help
you as you go because your total string length can
not exceed 150 characters.
You will note that if you append an existing line
that has a repeating command (indicated with an "R"
at the beginning of the description) the Length will
be 150 plus or minus. You must change the command to
remove the repetition using Custom Entry [F8] or by
simply deleting it and starting over with Prompt
Entry.
<default>
Throughout Prompt Entry, Menumaker will return lines
including the term <default> in response to your
commands. In a drawing Autocad would return a
default value for those values which you are
requesting to be changed (ie. Layer, Ltype, Color,
Style, etc.). Because Menumaker does not not these
it will return the word <default> instead. As you
are creating your menu using Prompt Entry, you can
either press <RETURN> to use the default settings in
your drawings or type an the new value.
<SPACE BAR> and <RETURN>
Menumaker allows you to utilize the <SPACE BAR> and
<RETURN> exactly as you would in Autocad. For
instance, when you use the space bar between commands
in Autocad, the previous command is executed again.
<Insert>
During your Prompt Entry you will be asked to input
answers to the various questions associated with each
command. If you were in Autocad your response would
be from either your keyboard or a "pick" from your
input device (your mouse). In Menumaker you may
provide the same response to a "pick" by press the
<Insert> key.
Notice that when you press the <Insert> key Menumaker
places a <pick> statement after the question asked.
This shows that your menu, when executing, will stop
and wait for a "pick" from your mouse before
proceeding.
<Del>
In addition to "pick" entries from your mouse, you
may want to specify your keyboard as the input device
to answer the prompt from Autocad. When asked during
your Prompt Entry to input answers to the various
questions and you want to designate a keyboard entry,
simply press the <Del> key.
Notice that when you press the <Delete> key Menumaker
places a <keyboard> statement after the question
asked. This shows that your menu, when executing,
will stop and wait for a keyboard entry before
proceeding.
<^C> <CONTROL C>
Menumaker allows you to use <CONTROL> C exactly as
you would in an Autocad drawing. Any time you are in
the Prompt Entry and type a ^C, Menumaker will cancel
whatever you have been doing and return a command
prompt. However, if you have completed one or more
commands and are back at the command prompt and type
^C, Menumaker interprets this as your wanting to
start over. Your complete string would be canceled
and return a command prompt. Notice the length will
grow as you execute each line but when you press ^C
it returns to 4.
<?>
A question mark reacts the same in Menumaker as it
does in Autocad. When you you type a ?, Menumaker
will come back with same response as Autocad. You
may type <RETURN> for a list of the commands for
which help is available or type the command for
specific help. Remember when you are requesting
help, Menumaker is saving all of these responses and
will combine them in your string unless you type a
^C.
<'> Transparent Commands
Transparent commands are denoted with a apostrophe
(') in front of the command which tells Autocad that
this command is not to interrupt the current command
but to execute this command once and then continue.
Because these transparent commands cannot be
predicted as to their outcome, Menumaker is unable to
support them in Prompt Entry. Normally they are used
by themselves in a command. To create these
commands, use the Command Entry, [F10].
If a transparent command is entered on the command
line (ie. 'ZOOM or 'PAN), Menumaker will respond with
the statement, "Transparent commands can only be
entered under Command Entry". As a result, no
command is saved to your menu.
<ARRAY>, <MINSERT> and <PURGE>
Because of the complexity of these three commands,
Menumaker can only support these commands through the
first response. For example: the purge command will
ask you what items you want to purge and since you
won't know what has or has not been purged, you are
unable to provide a response at this time. Menumaker
will accept the initial command and response, but
then will be return a statement "Prompt Entry can
only support this command to this point". Your
command will be saved to that point and a command
prompt will appear.
Should your application be specific enough to
complete the command string, you may enter the
additional information through Custom entry.
PLEASE NOTE: The number of combinations that exist
with Autocad commands as they apply to your drawings
is virtual limitless. Because of this, we are unable
to test them all. There may be combinations that
create unwanted results. Should this situation
arise, the normal cure is to develop the string in
Prompt Entry including the "bug" and then experiment
with it by adding to or deleting from it in Custom
Entry.
Chapter 6 Custom Entry
6.1 General
____________________________________________________________
Menumaker also provides for the user who wishes to do more
with their menus. At any time you are working with a
command string created through either Command or Prompt
Entry, you may view what Menumaker has created for the
individual menu string. Then you may actually edit this
string to obtain any additional effects you desire. Once
you have completed the editing using this method, Menumaker
will save your changes in your menu.
6.2 Custom Entry
____________________________________________________________
In order to edit an item on your submenu using Custom Entry
you must first display the Submenu you wish to edit on the
screen. From the Main Menu press "E" to edit the menu you
are currently working with. Then select the particular
Submenu you wish to display and press [F2]. The Submenu
will be displayed.
To use Custom Entry move the cursor to the line you wish to
edit. If there is no Statement of what "You'll See", type
in what you would like to appear on your drawing screen,
then press [F8]. If there was a command already existing,
Menumaker will ask if you would like to (A)ppend or
(R)eplace it. Enter an "A" or "R" depending on what you
would like to do. Menumaker will then display the Custom
Entry format.
Menumaker has shown the command string in its executable
format. You may now modify it to fit whatever your special
situation is. Normal word processing "control keys" and
arrow keys can be used for cursor movement. The <INSERT>
and <DELETE> keys allow you to insert or remove characters
without retyping the string.
Once you have completed your modifications, press [F2] to
save your modifications and return to your Submenu. Your
modified command is now part of your menu.
6.3 Custom Entry Editing Notes
____________________________________________________________
Custom Entry allows you to edit every possibility you can
think of. You are only limited to 150 total characters.
Because of the ability to completely change a command string
with a single character, care should be used. Take the time
to look at the commands as Menumaker creates them, and then
experiment with small changes and see what happens when they
are used in a drawing.
Appendix A IF DISASTER OCCURS
____________________________________________________________
Listed below are a list of possible error messages that you
may encounter while running Menumaker. Hopefully these codes
should help you find the problem and solve it with out much
difficulty.
Not enough memory or
Fatal error: 8 or
Fatal error: 43
The most common reason for this message is a memory
resident program is currently in use (ie. Norton
Commander, Sidekick, system managers etc.). Solution: Remove
memory resident program and try again.
Fatal error: Not enough disk space or
Fatal error: 26 or
Fatal error: 24
Menumaker is telling you that there is not enough
room on your hard disk to run the program. Menumaker
requires at least .5 mb (500000 bytes) for the program help
files and a couple of your menus for editing. Menumaker may
require even more disk space if you are working with or
reading in a very large menu. Solution: Remove any unused
software from your hard disk and try again.
Fatal error: <file name> not found !
Menumaker is telling you a file that is vital to
Menumaker is missing. Solution: Reinstall Menumaker
from your distribution diskettes and try again.
Fatal error: Can't have files called Menumakr
Menumaker reserves the name "Menumakr" for its own
use and will not allow it for a menu name. Solution:
Rename menu to a deferent name and try again.
Fatal error: 10
Menumaker went looking for a vital file that was not
found. Solution: Reinstall Menumaker from the master
disks or reread in your .MNU file to try and recover
any missing files.
Fatal error: 17
You may have specified in the installation a disk
drive that is not present in your system. Solution:
Reinstall Menumaker specifying correct drives.
Fatal error: 17 or
Fatal error: 22 or
Fatal error: 23 or
Fatal error: 43
Check your CONFIG.SYS. The BUFFERS should be 20 or
more and the FILES should be 20 or more. Solution:
Increase FILES and/or BUFFERS and try again.
Fatal error: 31
Menumaker is telling you a file vital to the program
has deteriorated in some way. Solution: Reinstall
Menumaker off master disks, and try again or reread
in the working menu file.
If none of the above help the problem or your error code is
not shown above, try and get the error to occur more than
once. If the error is not really hindering your work but
only happens once or rarely, please fill out the "BUG"
report in the back of this manual and send it to
IntelliCADD. If the error is persistent and interrupting
your work you may contact IntelliCADD directly and we will
do our best to solve your problem.
Appendix B ARCHIVING FILES
_________________________________________________________________
We recommend highly that if you a going to edit you menus to
any extent that you back up you files menus on a regular
bases. If in the event your hard disk should fail and it was
the only place you had your menu you may lose a lot of hard
work. When backing up files you should keep in mind one
thing, When we where creating Menumaker we wanted it to be
FAST so for the benefit of speed we had to translate an MNU
file into a large format to increase the speed at which
Menumaker it can access parts of the menu. Example the
Autocad menu translates to about 650000k even know the
actual menu file if about 32000k. To back up your menus you
can do it two ways:
1. Requires a large amount of floppy space.
Copy all the files associated with your menu to floppy
disks. We recommend that if you save all the files you copy
them onto a high density disk so that your entire translated
menu will all be in one place. The files you will copy are
as follows:
<name>.BTN - Button and Auxiliary commands
<name>.MMU - Screen commands
<name>.POP - Pull Down window commands
<name>.ICN - Icon commands and Slide names
<name>.TAB - Tablet menu commands
<name>.DEF - Template dimensions
2. Requires a small amount of floppy space.
Write the menu out ([W] on the Utilities menu) into MNU form
and save only the MNU file. If you have to restore the file
from archive you can Read it back into Menumaker format and
your off again. The only setback to this way is all of the
command descriptions will be shown as * Existing Command *
when you read the menu back in to Menumaker. You might also
want to save the template dimensions also so you will not
have to re-enter all of the template dimensions and the
number of rows and columns.
<name>.MNU - Menu file in Autocad format
<name>.DEF - Template dimensions
Note: <name> is the same as the current menu.
Appendix C TEMPLATE MAKER
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Template Maker (TEMPLMKR.LSP) is a Autolisp utility that was
put it your Autocad directory during the installation of
Menumaker. With this utility you can automatically create an
Autocad drawing of your template with your own custom
commands to be placed over you tablet.
To use template maker first you must enter the dimensions
and the number of rows and columns of your template. This
can be done in the [T] Tablet portion of Menumaker. By
starting a new menu with no defined template areas or by
pressing the [F6] key while working on the tablet area. The
dimensions for the layout of the tablet while working in
Menumaker are in the file <name>.DEF. Note the file ACAD.DEF
was placed in the Menumaker directory this file is the
dimensions for the standard Autocad template you may copy
this file to another name if you like to make your current
menu have the standard layout for the Autocad template.
BUG REPORT
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Date________________
Name____________________________________________________
Company_________________________________________________
Address_________________________________________________
City____________________ State_______ Zip_____________
Country_________________ Phone ( )________________
Menumaker Version_________ Serial number________________
Computer brand name________________ Model_______________
Memory_______________ Expanded memory__________________
DOS Version_____________ Clock speed________________Mhz
Hard disk size_______________ Autocad Version__________
Graphics adapter_________________ Monitor______________
Problem Description
__________________________________________________________
__________________________________________________________
__________________________________________________________
__________________________________________________________
__________________________________________________________
__________________________________________________________
__________________________________________________________
End of Menumaker DOC