home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
C!T ROM 5
/
ctrom5b.zip
/
ctrom5b
/
PROGRAM
/
DIVERSEN
/
EDITH13
/
DEMOS.ZIP
/
HELPANIM.EDH
< prev
next >
Wrap
Text File
|
1995-01-25
|
6KB
|
242 lines
Version 010F
Help
true
205
9
0
30
0
0
20
0
1
0
0
Write="Write",(0,0,500,500,0),,(255,0,0),(0,255,0)
My copyright
3
FM Encoding
FM
1
3
browse
Topic Text -----------------------------
When data is stored on a low-density disk, FM Encoding is used.
Click the mouse on the picture or press the
{dll=HelpAnim.dll,ANIMFUNC(S:"AnimWnd",S:"1",i:1),Enter}
key.
Press Pg-Dn for more information:
{embed=HelpAnim.dll,AnimWnd,1/picpos.txt}\
Notice that the width of the magnetisation domains is either
1 unit or 2 units.
{link=2,MFM encoding} can be used to store the data at twice this density.
\end
2
MFM Encoding
MFM Encoding
1
4
browse
Topic Text -----------------------------
When data is stored on a high-density disk, MFM Encoding is used.
Click the mouse on the picture or press the
{dll=HelpAnim.dll,ANIMFUNC(S:"AnimWnd",S:"1",i:1),Enter}
key.
Press Pg-Dn for more information:
{embed=HelpAnim.dll,AnimWnd,1/picpos2.txt}\
The width of the magnetisation domains is either
1 unit or 2 units or 1.5 units. The magnetic medium must be sufficiently
good quality to record these fine differences in domain width.
Note that, to decode the data, the disk controller must be synchronised with
the bit frame. Otherwise, a sequence of 1 bits cannot be distinguished
from a sequence of 0's:
{bitmap=hilo1.bmp}
And the sequence 111000 cannot be distinguished from 0000111:
{bitmap=hilo2.bmp}
The only sequence which can be distinguished uniquely is a 0 between
two 1's. It translates to a domain of width 2 units:
{bitmap=hilo3.bmp}
So the header of each disk sector must contain this synchronisation pattern.
{link=3,FM encoding} can be used to store the data at half this density
on poorer quality medium.
\end
1
Animation Demonstration
Demonstration
INDEX
1
1
browse
Topic Text -----------------------------
This Help file demonstrates animation in an embedded pane and sounds.
It was created using EditHelp available from
{bold}Analogue Ltd., 1 Warrender Park Crescent, Edinburgh EH9 1DX, (031 228 6008).{bold}
Shareware registration is ú25+VAT.
The animation is executed via the DLL:
AnimHelp.DLL
The source bitmaps and the playing instructions are kept in the
HLP file as "Baggage". They are not compressed - which is why the
HLP file is so big and takes so long to load.
A compressed version should be available soon.
The implementation uses "dirty rectangle" animation: only the parts of
the screen which have changed are updated.
This Help file contains three demonstrations:
{link=4,Dinosaur}\
{link=3,Disk Encoding}\
{link=5,Playing Sounds}\
At present, there is no animation authoring tool. You have to calculate the
"dirty rectangles" by hand. An authoring tool is planned.
\end
4
Dinosaur
Dinosaur
1
2
browse
Topic Text -----------------------------
{embed=HelpAnim.dll,AnimWnd,1/dino.txt}\
{dll=HelpAnim.dll,ANIMFUNC(S:"AnimWnd",S:"1",i:1),bmp=btn2.bmp}{literal}
{dll=HelpAnim.dll,ANIMFUNC(S:"AnimWnd",S:"1",i:0),bmp=btn3.bmp}{literal}
{dll=HelpAnim.dll,ANIMFUNC(S:"AnimWnd",S:"1",i:3),bmp=btn1.bmp}{literal}
{dll=HelpAnim.dll,ANIMFUNC(S:"AnimWnd",S:"1",i:2),bmp=btn4.bmp}{literal}
{dll=HelpAnim.dll,ANIMFUNC(S:"AnimWnd",S:"1",i:4),bmp=btn5.bmp}\
See also:\
{link=3,FM Encoding}\
{link=2,MFM Encoding}
\end
5
Playing Sounds
Sounds
1
0
Topic Text -----------------------------
The PLAYSND {link=2234@edithelp.hlp,DLL} allows you to play a WAV file from within a {link=107@edithelp.hlp,help file.}
There are two functions in PLAYSND.DLL:
{list=10}{line}{bold}Function description\
PLAYSND plays a WAV file that has been stored in the
{link=107@edithelp.hlp,HLP} file as "baggage"
PLAYFILE plays a WAV file that is held on disk
{list=0}{heading=PLAYSND}
The DLL call
{{}dll=PLAYSND.dll,PLAYSND(S:qchPath,S:"sine.wav",u:0),play sound}
plays the file SINE.WAV where SINE.WAV has been stored in this {link=107@edithelp.hlp,HLP} file. Try it:
{dll=PLAYSND.dll,PLAYSND(S:qchPath,S:"sine.wav",u:0),play sound}
PLAYSND takes two string and one unsigned integer parameter:
{list=10}{line}{bold}Parameter description\
HelpFile the first parameter is the name of the help file which contains the sound.
You can use the {link=252@edithelp.hlp,Predefined Variable}\
qchPath\
which specifies the help file containing the current topic
SoundFile the second parameter is the name of the sound file contained in the help file
Flags sum of:\
1: play asynchronously \
8: loop the sound until next PLAYSND\
16: don't stop any currently playing sound \
{list=0}If "play asynchronously" is specified then the player will start the sound
and immediately continue on with the next command. Otherwise, the player will wait until the
sound has finished before continuing.
EditHelp will include a file inside a help file {link=107@edithelp.hlp,(HLP)} if the directory containing the source of your help
file {link=107@edithelp.hlp,(EDH)} also contains the file
BAGGAGE.EPJ
{link=243@edithelp.hlp,BAGGAGE.EPJ} is a text file. Each line is the name of a file to be copied into the HLP file as "Baggage".
When this help file was compiled, the BAGGAGE.EPJ file contained the text:
sine.wav
{heading=PLAYFILE}
The DLL call
{{}dll=PLAYSND.dll,PLAYFILE(S:"sine.wav",u:0),play file}
makes the same sound but it reads it from the file SINE.WAV:
{dll=PLAYSND.dll,PLAYFILE(S:"sine.wav",u:0),play file}
PLAYFILE takes one string and one unsigned integer parameter:
{list=10}{line}{bold}Parameter description\
SoundFile the name of the sound file
Flags sum of:\
1: play asynchronously \
8: loop the sound until next PLAYSND\
16: don't stop any currently playing sound \
\end