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-
- Birdie 1.5 © 1997 Trond Werner Hansen (Tronan).
-
- Email: tronhan@stud.ntnu.no
-
- Birdie is a *hack* which gives you patterns in the windowborders
- of windows on the workbench screen.
-
- NOTE: this hack is designed for gfxcard owners, and although
- version 1.3 works with AGA/ECS, keep in mind that I won't spend
- time tuning if for such setups..
-
- Remember to disable patches like QuickDraw.
-
- Usage
- -----
-
- "Birdie ?" gives:
-
- "ACTIVEPATTERN/S,PATTERNS/M,NODRAW/S,NOBITMAPS/S,NOICONBORDER/S,
- NOLIGHTING/S,ACTIVECOLOR/K,IMPOSELEVEL/N,LRA/N,LGA/N,LBA/N,DRA/N,DGA/N,DBA/N,
- PRECISION/N,FLOODMASKMWB/S,PUBSCREENS/S,EXCLUDE/K"
-
- PATTERNS
- --------
- From 1 to 20 names of patterns. If none are given or birdie
- is unable to load none for some reason, birdie simply returns, doing
- nothing. When running, each window will get a random pattern from this
- list. The patterns are loaded using datatypes.
-
- example: "Birdie pattern1.iff pattern2.iff"
-
- ACTIVEPATTERN
- -------------
- This switch tells birdie that the first pattern
- in the list (see above), should be used as active window pattern.
- When windows are inactive they will get a random one from the
- REST of the list. This switch makes no sense unless you give birdie
- at least 2 patterns.
-
- example "Birdie pattern1.iff pattern2.iff pattern3.iff ACTIVEPATTERN"
-
- In this example, "pattern1.iff" will be used for the active window,
- while when inactive each window will get either "pattern2.iff" or
- "pattern3.iff" (selected random, when window is opened).
-
- NODRAW
- ------
- This switch disables the Draw() patch in gfx.lib. Meant for
- debugging purpose.
-
- NOBITMAPS
- ---------
- No bitmaps rendered to the window border will be patched.
- This usually means that system gadgets will be left alone.
-
- NOICONBORDER
- ------------
- This switch is for users of the original Workbench. Icons
- will be rendered without border and have pen 0 transparent.
- The iconbitmaps and masks are cached after first draw, which
- means it will refresh faster, but it also eats memory.
-
- Use this option instead of the NewIcons one. Also, disable
- QuickDraw in MCP.
-
- NOTE: For this switch to work, you must NOT use the NODRAW
- or NOBITMAPS.
-
- PRECISION
- ---------
- This is a number from 32 to -1 meant for AGA users to specify
- the remap precision, so that they can save some pen allocations.
- Default is -1, which gives best precision (EXACT).
-
- example: "birdie pattern1.iff PRECISION=32" (very low precision)
-
- FLOODMASKMWB
- ------------
- This switch makes the NOICONBORDER patch more complete.
- If enabled, icons with 16 colors or less (which usually is mwb
- style or old standard amiga style) will have their masks generated
- by flooding pen0 around the border. Instead of making pen 0
- transparent everywhere, only those pen 0 pixels which are reachable
- from the border becomes transparent.
-
- I advice everyone which are using Workbench (and not some
- replacement like Scalos or DOpus) to try out NOICONBORDER and
- FLOODMASKMWB (specify both). Use this feature *instead* of
- all other noborder hacks like the one in newicons (disable it in
- newicons prefs).
-
- NOTE: The flood mask routine uses a handmade Flood() routine in
- 100% ASM so you don't suffer from slow loading.
-
- PUBSCREENS
- ----------
- Switch that cause birdie to affect all public screens, unless EXCLUDE
- is defined.
-
- EXCLUDE
- -------
- Defines a string that will be matched against public screen names.
- Successful match indicates that screen will be left alone. The
- string can be a standard pattern-match like string with wildcards etc.
-
- example: EXCLUDE=Workbench (workbench not affected)
- example: EXCLUDE=(Workbench|MyPubScreen) (workbench nor mypubscreen affected)
-
- *********************************************************************
- * the following options only make sense for users of
- * hi/truecolor screens. (ie. Gfxcards)
- *********************************************************************
-
- NOLIGHTING
- ----------
- This switch causes users of hi/truecolor displays to not have
- the real shine/shadow effect, but get the old white/black lines.
- Will save you some memory.
-
- ACTIVECOLOR
- -----------
- Instead of using ATCIVEPATTERN switch to get a seperate pattern
- for the active window, you can instead make the window get
- the same pattern as used when inactive, but imposed with a
- a special color. The color is given as a hexnumber in RGB format,
- 8bits per gun. See example.
-
- example: "birdie Patterns1.iff ACTIVECOLOR=ff0000"
-
- This imposes color Red (ff0000) to the active window.
-
- NOTE: this uses even more memory, twice as much in fact.
-
- IMPOSELEVEL
- -----------
- If you use the ACTIVECOLOR option, you can use IMPOSELEVEL
- to set how much in % the color should be imposed. Default
- is 50%.
-
- example: "birdie pattern1.iff ACTIVECOLOR=ffff00 IMPOSELEVEL=20"
- this will impose the active pattern by yellow, 20%.
-
- LRA,LGA,LBA,DRA,DGA,DBA
- -----------------------
- Each of these options is given with a number which is the
- RGB balance value used for generating the shine/shadow effect
- in high/truecolor.
-
- DEFAULT is, shine: 60,60,60 shadow: -60,-60,-60
-
- example: "Birdie pattern1.iff LRA 100 LGA 80 LBA 60 DRA -60
- DGA -80 DBA -100"
-
- This will give the shine version of the pattern a balance of
- 100,80 and 60, which means 100 will be added to the RED gun
- of each pixel, 80 to the GREEN and 60 to the BLUE.
- For the shadow version I use negative numbers so that the
- RGB values get lower (darker pixel). Each gun i 8bit (0-255).
-
- If you don't get it, try and you'll soon figure it out.
-