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- SSG - SCREEN EDITOR AND PROGRAM GENERATOR
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- REFERENCE MANUAL
-
- COPYRIGHT (C) 1989, 1990 BY:
-
- JOSE RODRIGUEZ ALVIRA
- AND
- JOSE R. LEBRON
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- SSG Version 2.0 - Reference Manual
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- TABLE OF CONTENTS
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- OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . 1
-
- HARDWARE REQUIREMENTS . . . . . . . . . . . . . . . . . . . 1
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- INSTALLING SSG . . . . . . . . . . . . . . . . . . . . . . . 1
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- STARTING SSG . . . . . . . . . . . . . . . . . . . . . . . . 1
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- THE STATUS BOX . . . . . . . . . . . . . . . . . . . . . . . 1
- Moving the STATUS BOX: . . . . . . . . . . . . . . . . 2
- Turning STATUS BOX on and off: . . . . . . . . . . . . 2
- STATUS BOX First Line: . . . . . . . . . . . . . . . . 2
- STATUS BOX Second Line: . . . . . . . . . . . . . . . . 2
- STATUS BOX third, fourth fifth and sixth Lines: . . . . 3
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- USING SSG . . . . . . . . . . . . . . . . . . . . . . . . . 3
- Writing a character or symbol: . . . . . . . . . . . . 3
- Moving the cursor: . . . . . . . . . . . . . . . . . . 4
- Changing the cursor movement direction: . . . . . . . . 4
- Block operations: . . . . . . . . . . . . . . . . . . . 4
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- SSG MENUS . . . . . . . . . . . . . . . . . . . . . . . . . 5
- Main Menu . . . . . . . . . . . . . . . . . . . . . . . 5
- Load . . . . . . . . . . . . . . . . . . . . . . . 5
- Save . . . . . . . . . . . . . . . . . . . . . . . 6
- New . . . . . . . . . . . . . . . . . . . . . . . 6
- Save SSG 1.0 . . . . . . . . . . . . . . . . . . . 6
- Options . . . . . . . . . . . . . . . . . . . . . 6
- Quit . . . . . . . . . . . . . . . . . . . . . . . 6
- Edit Menu . . . . . . . . . . . . . . . . . . . . . . . 6
- Center Block . . . . . . . . . . . . . . . . . . . 7
- Copy Block . . . . . . . . . . . . . . . . . . . . 7
- Delete Block . . . . . . . . . . . . . . . . . . . 7
- Fill Block . . . . . . . . . . . . . . . . . . . . 8
- Move Block . . . . . . . . . . . . . . . . . . . . 8
- Shadow Block . . . . . . . . . . . . . . . . . . . 8
- Transfer Block . . . . . . . . . . . . . . . . . . 8
- Draw Box . . . . . . . . . . . . . . . . . . . . . 8
- Draw Line . . . . . . . . . . . . . . . . . . . . 9
- Draw Box Line . . . . . . . . . . . . . . . . . . 9
- Source Menu . . . . . . . . . . . . . . . . . . . . . . 9
- Define Color Variables . . . . . . . . . . . . . . 9
- Generate Screen . . . . . . . . . . . . . . . . . 10
- Generating Source Files . . . . . . . . . . . . . 11
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- SSG Version 2.0 - Reference Manual
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- TABLE OF CONTENTS
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- Video Menu . . . . . . . . . . . . . . . . . . . . . . 17
- Select Color . . . . . . . . . . . . . . . . . . . 17
- Pick Screen Color . . . . . . . . . . . . . . . . 17
- Modify Block Color . . . . . . . . . . . . . . . . 18
- Block to Default Color . . . . . . . . . . . . . . 18
- Switch Screen . . . . . . . . . . . . . . . . . . 18
- View . . . . . . . . . . . . . . . . . . . . . . . 18
- Change Video Mode . . . . . . . . . . . . . . . . 18
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- STEP BY STEP EXAMPLE . . . . . . . . . . . . . . . . . . . . 18
- Example #1 - Menu . . . . . . . . . . . . . . . . . . . 19
- Example #2 - MenuSystem . . . . . . . . . . . . . . . . 21
- Example #3 - Fields2 . . . . . . . . . . . . . . . . . 24
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- LICENSE . . . . . . . . . . . . . . . . . . . . . . . . . . 28
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- DISCLAIMER . . . . . . . . . . . . . . . . . . . . . . . . . 28
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- SSG Version 2.0 - Reference Manual
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- OVERVIEW
-
- SSG (SCL1 Screen Generator) is a full-screen, extended ASCII
- editor that will help you design your programs screens. SSG can
- also generate the data, structures and code from the information
- of your screens for use in programs written using the SCL1
- Library functions. SSG has color and mouse support and can save
- and load your program's screen files with full color information.
- Video modes such as 80 x 25 and 40 x 25 as well as EGA 80 x 43
- and VGA 80 x 50 modes are supported. You will have full control
- of the generated source by indicating SSG exactly how you want
- the code written.
-
- This document will guide you through the creation of screens and
- the generation of source code from the screens. SSG is easy to
- use but, in order to get the most out of it, you must learn how
- to make use of all its features. The time you spend learning SSG
- will save you a lot of programming time.
-
- HARDWARE REQUIREMENTS
-
- SSG will run in most MS/PC DOS computers. The program requires at
- least 320k of free memory and DOS 2.0 and above. No graphics
- display adapter is required as SSG works in the text mode. A
- mouse is recommended to get the most out of SSG.
-
- INSTALLING SSG
-
- There is no need to perform a special installation of SSG. The
- program is contained in one file. SSG will write a configuration
- file containing the default parameters and color information.
- The only installation required is to copy the SSG.EXE file to the
- working directory or disk.
-
- STARTING SSG
-
- To start SSG, type SSG (specify program file drive and path if
- necessary) and press ENTER. Once you see SSG's welcome screen,
- press any key or press the mouse's left button to begin. The
- screen will clear and the STATUS BOX will appear in the screen
- lower left corner.
-
-
- THE STATUS BOX
-
- The STATUS BOX is your interface with the program, it will give
- you very important information and will let you select the
- various options available. The STATUS BOX will look something
- like this:
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- +-------------|STATUS BOX|-------------+
- 1st Line | Main Edit Source Video F1 Help | <-- Menu
- 2nd Line | CURSOR 0 0 -> MOUSE 0 0 +---+ |
- 3rd Line | ABCDEFGHIJKLMNOPQRSTUVWXYZ | | | <-- Current
- 4th Line | ^ +---+ | Character
- | +---+ |
- 5th Line | abcdefghijklmnopqrstuvwxyz | | | <-- Block
- 6th Line | +---+ | Icon
- +--------------------------------------+
-
- Moving the STATUS BOX:
-
- The STATUS BOX can be moved to any place in the screen
- by pressing ALT+U, D, R or L (for up, down, right and
- left). You can also move it by pressing (and keeping
- pressed) the mouse's left button after pointing to the
- STATUS BOX title at the top of the box and dragging the
- mouse.
-
- Turning STATUS BOX on and off:
-
- The STATUS BOX can be turned on or off by pressing the
- F9 key or by clicking the mouse's right button.
-
- STATUS BOX First Line:
-
- The STATUS BOX's first line contain the available menus.
- Four menus are included; Main, Edit Source and Video. You
- can also ask for help with the help option.
-
- STATUS BOX Second Line:
-
- The STATUS BOX's second line contains the following:
-
- CURSOR - Displays the current text cursor position. The
- screen's right top corner coordinates are 0,0.
-
- CURSOR DIRECTION - The arrow between the text cursor status
- marker and the mouse cursor status marker shows the
- direction the cursor will move after writing a character.
-
- MOUSE - Displays the mouse cursor position.
- CURRENT CHARACTER BOX - Shows the selected character.
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- STATUS BOX third, fourth fifth and sixth Lines:
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- The third row and fifth lines show the keyboard layout, this
- lines are static. Below each keyboard character the
- corresponding character that will be drawn is shown. This
- translation table shows which symbol is assigned to which
- keyboard key. For example, in the startup translation
- table, if you press "A" a vertical line will appear at the
- cursor position. After typing a character the cursor will
- move up, down, left or right depending on how you have set
- the current cursor direction option. You have four keyboard
- translation tables available. To toggle among them use the
- F4 key or click the mouse after pointing to the double arrow
- icon (fourth row at the left).
-
- BLOCK ICON - The block icon at the right of the fifth line
- is for selecting a block with the mouse.
-
- USING SSG
-
- Now that you are familiar with the STATUS BOX, let us explore
- SSG's basic editing operations.
-
- Writing a character or symbol:
-
- To write a character or symbol at the current cursor
- position, press the key that corresponds to the desired
- symbol or character. The symbol or character written
- to the screen will depend on the current keyboard
- translation table. The cursor will advance one
- character position to the direction indicated by the
- cursor increment icon in the STATUS BOX. If you have a
- mouse you can "pick" a desired character or symbol from
- the STATUS BOX and write it to the screen location
- where the mouse is clicked. The symbol you have
- selected will appear in the current character box at
- the right of the STATUS BOX's third line. This will
- remind you of what is the selected a symbol. To
- "un-select" the character, click the mouse's left
- button at current character box. If you do not have a
- mouse, you can "pick" a character or symbol by placing
- the text cursor over the character and pressing
- SHIFT+F4.
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- Moving the cursor:
-
- The cursor can be moved by using the arrow keys. The
- Home, End, PgUp and PgDn keys move the cursor
- diagonally. The F5, F6, F7, F8 and TAB keys move the
- cursor several spaces at a time. You can place the
- text cursor to the current mouse cursor position by
- pressing the right mouse button while holding the left
- button pressed.
-
- Changing the cursor movement direction:
-
- After writing a character the cursor will move in the
- direction indicated by the cursor movement icon (an
- arrow next to the text cursor position display). You
- can change the default right direction by pressing F3
- or by clicking the left button at this icon.
-
- Block operations:
-
- SSG's most powerful editing operations are performed
- using marked blocks. Once a block is marked you can
- move, edit, color, etc. the information inside the
- block.
-
- Marking Blocks:
-
- With the keyboard:
-
- Press F10 (Mark Block). The cursor size changes to
- a block and the STATUS BOX will disappear. Move
- the cursor to one of the block corners. Press
- ENTER, the cursor will stop blinking. Now use the
- cursor movement keys to enlarge the highlighted
- area to the desired size. Press ENTER and the
- block is marked. A block remains marked until you
- mark a new block.
-
- With the mouse:
-
- Click the mouse left button after pointing to the
- Block Icon. The STATUS BOX will disappear from
- the screen. Move the mouse cursor to one of the
- block corners. Press the mouse's left button and,
- without releasing it, drag the mouse to the
- block's opposite corner. Release the mouse button
- and the block is marked.
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- SSG MENUS
-
- Main Menu
-
- To select the Main Menu press the ALT+M keyboard combination or
- click your mouse after pointing to the Main keyword in the STATUS
- BOX. When you select this option the following menu will pop in
- a window:
-
- +-----|Main|-----+
- | Load |
- | Save |
- | New |
- | |
- | Save SSG 1.0 |
- | |
- | Options |
- | |
- | Quit |
- +----------------+
-
- The available options are:
-
- Load
-
- Permits you to load screens saved in SSG compatible file
- format. A file box will appear showing all files that match
- the search string, sorted by name and extension.
- Subdirectories will be preceded by "<". If you select a
- subdirectory, it will be added to the search string. You can
- edit the search string at any time. The search string
- initially is "*.SSG" (or the default extension you have set
- with "Options").
-
- To load a file you first highlight its filename using the
- arrow keys or your mouse and the press ENTER or click your
- mouse after pointing to the "LOAD" button. You can also
- select a file by double clicking your mouse after pointing
- to the desired name. You can cancel the operation by
- pressing the ESC key or clicking the mouse after pointing to
- the CANCEL button.
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- Save
-
- SSG can save your screen files with all its color
- information. Enter the file name and path. SSG will warn
- you if a file already exists with the same name. If you had
- set the "Create Backup" option (see "Options" in this menu),
- SSG renames the old copy with the .BAK extension. If you
- don't specify an extension SSG adds the default extension
- specified with "Default Extension" (see "Options"). If you
- want your file without extension add a period to the end of
- its name.
-
- New
-
- Erase the buffer contents and start a new screen. All the
- screen information will be lost unless you save it to disk.
-
- Save SSG 1.0
-
- This version of SSG uses a different file format than
- previous versions. The SSG files now contains a header with
- the screen mode information and the files are compressed.
- SSG will recognize the screen files created by previous
- versions of SSG. Use this option if you want to save the
- files in the older format. File compression can reduce the
- file size from 5 to 20%.
-
- Options
-
- This option will permit you to set the default file
- Load/Save options. You will be able to specify the default
- extension for SSG files and wether you want or not to make
- backup of files.
-
- Quit
-
- Use this option to quit SSG. If the screen contents or the
- generated source code have not been saved you will be
- prompted if you want to do so before exiting.
-
-
- Edit Menu
-
- To select the Edit Menu press the ALT+E keyboard combination or
- click your mouse after pointing to the Edit keyword in the STATUS
- BOX. When you select this option the following menu will pop in
- a window:
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- +-------|Edit|------+
- | Center Block |
- | Copy Block |
- | Delete Block |
- | Fill Block |
- | Move Block |
- | Shadow Block |
- | Transfer Block |
- | |
- | Draw Box |
- | Draw Line |
- | Draw Box Line |
- +-------------------+
-
- Center Block
-
- This option is used to center the marked block. When you
- select this option a window will pop into the screen
- prompting you how to center the block. The options are
- Horizontal, Vertical or Both. After making a selection the
- marked block will be highlighted, press ENTER or the mouse's
- left button to center it, you can cancel the operation by
- pressing ESC or the mouse's right button.
-
- Copy Block
-
- You can make copies of a block and place the copy anywhere
- in the screen. To perform this operation select "Copy
- Block" from the menu. Move the copied block to the desired
- position using the cursor movement keys and press ENTER.
- With the mouse, press the mouse's left button and drag the
- block to it's new position.
-
- Delete Block
-
- This option will delete all the information included in the
- marked block, clearing the area. You can also use this
- option to change the color of the marked area. To change the
- area color, select the color you want using the "Select
- Color" option of the Video Menu and then delete the block.
- As with most block operations the marked block will be
- highlighted. Press ENTER or the mouse's left button to
- delete the block or press ESC or the mouse's right button to
- cancel. The block will be painted with the selected color
- (all the information inside the block will be erased).
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- Fill Block
-
- This option will let you fill the block with a selected
- character. You must first select the character to be used
- for filling the block. To select a character you can "pick"
- it form the STATUS BOX with your mouse or pressing the
- SHIFT+F4 key combination after placing the text cursor over
- the desired character. Then select the "Fill Block" option,
- the STATUS BOX will disappear. If you press ENTER of the
- left mouse button the block will be filled, if you press ESC
- or the right mouse button the operation will be canceled.
-
- Move Block
-
- You can move a block anywhere in the screen. To perform this
- operation select "Move Block" from the menu. Move the block
- to the desired position using the cursor movement keys and
- press ENTER. With the mouse, press the mouse's left button
- and drag the block to it's new position. Block movement does
- not destroy the background.
-
- Shadow Block
-
- This option lets you add a shadow effect to the current
- block. When you select this option a window will pop with
- the different shadow options available. You can add a Solid
- Shadow, XORed shadow with current color XORed or an XORed
- shadow with the default color.
-
- Transfer Block
-
- This option lets you transfer a block form the current
- screen to the alternate screen. The alternate screen is
- selected form the Video Menu. To transfer a block, switch
- screens and then select the Transfer Block option. The
- block will be copied to the alternate screen.
-
- Draw Box
-
- This option lets you draw a box around the marked block. A
- window will pop into the screen showing the different kinds
- of frames available. Select one by moving the little arrow
- above the boxes using the arrow keys or by clicking the
- mouse at the desired type of box. The Box will appear. To
- accept it press ENTER or click the mouse's left button. If
- you press ESC or click the mouse's right button the box will
- disappear.
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- Draw Line
-
- This option will permit you to draw a single line (or the
- character or symbol selected). Mark the block area with one
- column position (for vertical lines) or one row position
- (for horizontal lines).
-
- Draw Box Line
-
- This option will permit you to draw lines inside boxes.
- Mark the area where the line is to be drawn. The line will
- be drawn with the correct line termination characters.
-
- Source Menu
-
- To select the Source Menu press the ALT+S keyboard combination or
- click your mouse after pointing to the Source keyword in the
- STATUS BOX. When you select this option the following menu will
- pop in a window:
-
- +---------|Source|---------+
- | Define Color Variables |
- | |
- | Generate Screen |
- +--------------------------+
-
- Define Color Variables
-
- This option will permit you to set the color variables to be
- used with the generated program. The following window will
- pop into the screen:
- +-----------------------------+
- | Defined color variables: |
- | |
- | Color3 |
- | Color4 |
- | HColor |
- | NColor |
- | RColor |
- | |
- | |
- | |
- | |
- | |
- +-----------------------------+
- | = ADD = = EDIT = |
- | |
- | = DELETE = = OK = |
- +-----------------------------+
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- The window will contain a list of the defined color
- variables. You can add, edit or delete color variables to
- the list. When you select the ADD option, you will be
- prompted for a variable name. After typing the variable
- name a Color Selection Menu will appear in the screen. Use
- your keyboard or the mouse to select the desired color. The
- new variable will be added to the list. With the EDIT
- option, you can change a selected color variable. You will
- be prompted for a variable name and the color selection
- process is as for the ADD option. The DELETE option will
- delete the selected variable from the list. The OK option
- will remove the window form the screen and will save the
- color variables.
-
- When SSG generates source code it can write the actual color
- values or use predefined variables (see GENERATE SOURCE).
- The following default variables have been defined: NColor
- (white characters on a black background), RColor (black
- characters on a white background) and HColor (highlighted
- white characters on a black background). These variables
- names will be used by SSG when generating the source code.
- In case you have a used a color that has not been defined
- SSG will write "unknown_?" (the "?" being the actual color
- value) to your source code.
-
- Generate Screen
-
- This option is used for beginning the program generation
- process. The following window will appear in the screen:
-
- +-------------------------------+
- | Generate coordinates using: |
- | |
- | (X) Actual coordinates |
- | ( ) #define |
- +-------------------------------+
- | Generate colors using: |
- | |
- | (X) Predefined variables |
- | ( ) Actual values |
- +-------------------------------+
- | |
- | ( ) Add headers files |
- | ( ) Add Color variables |
- | |
- | = OK = = CANCEL = |
- +-------------------------------+
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- This window contains the general information about the way
- the source code will be generated. The default options are
- marked with a check mark. To toggle an option on or off
- press the SPACEBAR or click the left mouse button after
- placing the mouse cursor over the desired option. With the
- keyboard, use TAB or SHIFT+TAB to move between options. When
- you have made your selections move the cursor to the OK
- button and press ENTER (or click the left mouse button). The
- options are:
-
- Generate coordinates using:
-
- You can generate the source file using actual screen
- position coordinates or relative coordinates. By
- selecting the #define option, SSG will write a define
- statement with the relative position information. You
- can later modify this define to change the position of
- your objects.
-
- Generate colors using:
-
- This option lets you select how the color values will
- be written to your source files. By selecting the
- Predefined variables option the instructions will be
- written using the previously defined color variables.
- By selecting the Actual values option the instructions
- will ne written using the actual color values used when
- building the screen (see "Define Color Variables").
-
- Add headers files
-
- When this option is tagged your source file will
- contain the SCL1 #include headers.
-
- Add Color variables
-
- When this option is tagged the previously defined color
- variables will be written to your source file.
-
- Generating Source Files
-
- Once you have specified the Source-Generation options the
- Source Generation Menu will be presented in the lower left
- corner of your screen. It has four options:
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- Add object
-
- Select this option to define an object in your screen.
- An object can be a window, a menu, a string, a field,
- etc. SSG will present a list of supported objects from
- which you can select the desired one.
-
- Done
-
- Select this option when no more objects need to be
- defined.
-
- Redo
-
- Discard the last defined object.
-
- View
-
- Select this option to view the source code being
- generated by SSG.
-
- When you select the "Add Object" option, an object list
- appears in the center of the screen. The list contains the
- different functions the SSG can program for you. The source
- code will be written exactly as you instruct SSG. You have
- to be careful to select the desired function in the correct
- order.
-
- When you select an object from this list, SSG will prompt
- you for the necessary information, such as; marking the
- affected area, indicating the colors, etc.
-
- SSG will write the source code using the SCL1 functions. The
- available objects refer to these functions. Refer to the
- SCL1 reference manual for a detailed description of each
- supported function.
-
- The available objects are:
-
- BigCursor - Will write the source code for changing the
- cursor size to a block.
-
- Box - Will write the source code for drawing a box, SSG
- will read from the screen the frame type and box
- position. You will be prompted to mark the box area.
- Various options are available:
-
- Box - plain box.
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- Box (Grow) - box that will grow.
-
- Box (Shadow) - box with shadow effect.
-
- Box (Sound) - box drawn with sound effect.
-
- Box (Grow+Shadow) - growing box with shadow
- effects.
-
- Box (Grow+Sound) - growing box with sound effects.
-
- Box (Grow+Shadow+Sound) - growing box with both
- shadow and sound effects.
-
- Box Line - Will write the data and call to the
- DrawBoxLine function according to the marked area.
- This will draw a line with correct termination
- characters inside a Box. SSG will read the
- corresponding line type from the screen.
-
- Calendar - Will write the source code for the structure
- and a call to the calendar function with the C_RESET,
- C_DRAW and C_BROWSE messages.
-
- Calendar (structure) - Will write only the Calendar
- structure according to the position and color
- information selected.
-
- Clear Area - Will write a Cls function to clear a
- screen area. SSG will determine the area coordinates
- from the area you mark when prompted.
-
- CursorOff - Will write a CursorOff function call to the
- source code.
-
- CursorOn - Will write a CursorOn function call to the
- source code.
-
- DrawLine - Will write the data and call to the DrawLine
- function according to the marked area.
-
- Fields - Will write to the source file, the required
- structure and function call to make a data entry screen
- using the Fields function. SSG will prompt you to mark
- each field prompt and input area. If you want to
- include a validation or help function you must add the
- function's name to the finished source code.
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- Fields2 - Will write to the source file, the required
- structure and function call to make a data entry screen
- using the Fields2 function. SSG will prompt you to
- indicate each field type, then it will prompt for the
- field information in a pop-up window. If you want to
- include a validation or help function you must add the
- function's name to the finished source code.
-
- FillBlock - Will write the source code for a call to
- the FillBlock function. The fill character, position
- coordinates and colors will be read from the screen.
-
- Function Name - Will prompt you for the function name
- and will insert it in the source code with an opening
- brace. For example, to begin a program you can type in
- the "main" name when prompted.
-
- Function Close - Will add the closing brace to the
- source code.
-
- Get String - Will write to the source file a function
- call for getting a string from the console using the
- GetString function.
-
- HideMouse - Will write a HideMouse function call to the
- source code.
-
- InitMouse - Will write a InitMouse function call to the
- source code.
-
- LineEditor - Will write to the source file the
- structures and a call to the LineEditor function. You
- will be prompted to mark the prompt and field areas and
- the field options.
-
- LineEditor (structure) - Will create a LineEditor
- structure according to the information supplied.
-
- ListWindow - Will write to the source file the data and
- a call to the ListWindow function. You will be
- prompted to mark the display area.
-
- ListWindow (structure) - Will create a ListWindow
- structure according to the information supplied.
-
- Menu - Will write to the source file a call to the Menu
- function. You will be prompted to mark each of the menu
- selection items, to indicate the menu structure name
- and the normal, reverse and highlight colors.
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- MenuSystem - Will write to the source file the
- structures and a call to the MenuSystem function. You
- will be asked if you want a shadow effect on the pull-
- down menus, if you will access them with an ALT+key
- keyboard input and if you want to draw lines in empty
- spaces. You will then be prompted to mark the top-bar
- menu area and each option. To permit good mouse
- interface mark each option with one space before and
- after each option's text and do not leave spaces
- between them. You will be asked to press the keyboard
- combination that will pull-down the menu for that
- option. Then you are required to mark each pull down
- menu area and menu options.
-
- MenuSystem (structure) - Will create a MenuSystem
- structure according to the supplied information.
-
- MouseMenu - Will write to the source file a structure
- and a call to the MouseMenu function. You will be
- prompted to mark each of the menu selection items, to
- indicate the menu structure name and the reversed
- color.
-
- MouseButton - Will write to the source file a call to
- the MouseButton function.
-
- MouseButton (structure) - Will create a MouseButton
- structure according to the supplied information.
-
- ScreenDump - Will write to the source file a set of
- character/attribute codes for each of the screen
- positions enclosed in the marked area. With this call
- you can write the code to duplicate a complex screen.
-
- ScrollWindow - Will write to the source file a call to
- the ScrollWindow function. You will be prompted to
- mark the display area.
-
- ScrollWindow (structure) - Will create a ScrollWindow
- structure according to the information supplied.
-
- Shadow (solid color) - Will add a function call to draw
- a solid color shadow effect to the marked area.
-
- Shadow (XOR'ed) - Will add a function call to draw an
- XOR'ed shadow effect to the marked area.
-
- ShowMouse - Will write the source code for displaying
- the mouse.
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- Select - Will write to the source file a call to the
- Select function.
-
- Select (structure) - Will create a Select structure
- according to the supplied information.
-
- SetVideoMode - Will write a SetVideoMode function call
- to the source code.
-
- Set EGA/VGA 25 - Will write the source code for
- changing the video mode to 25 lines display.
-
- Set EGA/VGA 43/50 - Will write the source code for
- changing the video mode to 43/50 lines display.
-
- TagItem - Will write to the source file a call to the
- TagItem function.
-
- TagItem (structure) - Will create a TagItem structure
- according to the supplied information.
-
- Window (open+clear area) - Will add a function call to
- open a window and clear the screen area. You will be
- prompted for the window buffer name. The window buffer
- size is computed by SSG (The maximum number of windows
- that SSG can open is 20).
-
- Window (open only) - Will add a function call to open a
- window. You will be prompted for the window buffer
- name. The window buffer size is computed by SSG (The
- maximum number of windows that SSG can open is 20).
-
- Window(Close) - Will close a previously opened window
- and will restore the previous screen contents.
-
- WriteChar(s) - Will add a function call to the
- WriteChar function. The code written will select the
- character at the cursor position.
-
- WriteScreen - Will write the source code to write a
- string to the screen.
-
- When you have finished generating your source code you can
- exit the "Source Generating Menu" by selecting the "Done"
- option. If SSG has generated at least one line of source
- code, the "Save File", "View Source" and "New" options will
- be added to the SOURCE MENU. This menu will now look like
- this:
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- +---------|Source|---------+
- | Define Color Variables |
- | |
- | Generate Screen |
- | |
- | Save File |
- | |
- | View Source |
- | |
- | New |
- +--------------------------+
-
- The new options added are self explanatory.
-
- Video Menu
-
- To select the Video Menu press the ALT+V keyboard combination or
- click your mouse after pointing to the Video keyword in the
- STATUS BOX. Everything related to video modes, colors, etc. is
- found in this menu.
-
- +---------|Video|----------+
- | Select Color |
- | Pick Screen Color |
- | Modify Block Color |
- | Block to Default Color |
- | |
- | Switch Screen |
- | View |
- | |
- | 40 columns x 25 lines |
- | 80 columns x 25 lines |
- | 80 columns x 50 lines |
- +--------------------------+
-
- Select Color
-
- When you select this option a "Color Selection Table" will
- appear in the screen. Use your keyboard or the mouse to
- select the desired color.
-
- Pick Screen Color
-
- This option lets you "pick" or select the default color from
- the screen by clicking the mouse or pressing ENTER after
- moving the cursor over the desired color.
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- Modify Block Color
-
- When you select "Modify Block Color" option a window will
- appear. As with most block operations the marked block will
- be highlighted, use the Up and Down arrow keys to change
- the foreground color. By pressing TAB you can toggle
- between foreground and background. You can toggle as many
- times as you like between foreground and background. Press
- the Spacebar to toggle blinking on/off. Press ENTER to exit
- with new colors or ESC to restore original colors.
-
- Block to Default Color
-
- This option will change a marked block's color to the
- default color.
-
- Switch Screen
-
- SSG has two working screens. These screens can hold
- different information. You can transfer information between
- screens. Both screen need no to be configured in the same
- video mode. With this option you can switch the active
- screen.
-
- View
-
- This option permits you to view the contents of both edit
- screens. Both the mouse and the text cursors and the STATUS
- BOX are removed form the screen.
-
- Change Video Mode
-
- The video modes available in your system will be displayed
- as, for example: 40 columns x 25 lines, 80 columns x 25
- lines or 80 columns x 50 lines. You can pick any of the
- available video modes with your keyboard or mouse.
-
-
- STEP BY STEP EXAMPLE
-
- The best way to learn about is SSG is to actually build a screen
- and generate a program source. The following instructions will
- guide you, step by step, through this process. We will now do
- three step-by-step examples of programs built with the aid of
- SSG.
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- Example #1 - Menu
-
- - Start SSG.
-
- - Move the cursor to row 1, column 4.
-
- - Change the character translation table to the text mode (by
- pressing F4 or clicking your mouse after pointing to the
- arrow icon). Type "MAIN MENU"
-
- - Move the cursor to row 3, column 2. Type "First Option".
- Move the cursor to row 4, column 2 and type "Second Option.
- Continue incrementing the row position, aligning the column
- position and type "Third Option", "Fourth Option" and "Fifth
- Option". Move the cursor to row 9, column 2 and type
- "Exit".
-
- - Mark a block to surround the Menu, leave space for drawing a
- box around it. The block should begin at row 0, column 0
- and end at row 10, column 16 (or it can be marked from row
- 10, column 16 to row 0, column 0).
-
- - From the "Edit Menu" select the "Draw Box" option. Select a
- double line box frame. Mark a new block starting at row 2,
- column 0 to column 16. Select the "DrawBoxLine" option from
- the "Edit Menu".
-
- - Mark the whole block again and select the "Center Block"
- option from the "Edit Menu". Center the block both
- horizontally and vertically.
-
- - Note the you have three options starting with the letter
- "F". We must tell SSG what key will be used as a Hot-Key.
- Select the "Select Color" option from the "Video Menu" and
- select black background with highlighted white characters.
- Now move the cursor to the "F" in the "First Option" and
- type "F". Do the same with the "S" in "Second Option", the
- "T" in "Third Option", the"o" in "Fourth Option", the "i" in
- "Fifth Option", and the "E" in "Exit".
-
- - Now we are ready to generate the source code. Select the
- "Generate Screen" option from the "Source Menu". Tag the
- following options: Actual coordinates, Predefined
- variables, Add headers files and Add Color variables.
-
- - You will be prompted to indicate the screen name, type Menu.
-
- - Select the "Add Object" option. Select the "Function Name"
- option, when prompted indicate the function name as "main".
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- - Select the "Add Object" option. Select the "Clear Screen
- Area" option, when prompted mark a block from row 0, column
- 0 to row 24, column 79 (the whole screen).
-
- - Select the "Add Object" option. Select the Box (grow)
- option. Mark the box area when prompted.
-
- - Select the "Add Object" option. Select the "Box Line"
- option. Mark the line area when prompted (the line that
- separates the "MAIN MENU" text from the rest of the menu.
-
- - Select the "Add Object" option. Select the "WriteScreen"
- option. Mark the text "MAIN MENU".
-
- - Select the "Add Object" option. Select the "Menu" option.
- Do not tag any of the display options presented in the Menu
- Initialization Prompt. Mark each menu option when prompted.
- For a neater look make the length of each selection equal.
- When you mark the last menu option ("Exit"), answer the
- "Reverse Color" prompt and indicate that you do not want
- more options.
-
- - Select the "Add Object" option. Select the "Function Close"
- option.
-
- - You have finished writing the source code for the sample
- menu. You can take a look at the source code by selecting
- the "View" option. To finish the process select the "Done"
- option. Save the source file as "SAMPMENU.C" and exit SSG.
- It is recommended that the screen be saved for future
- practice.
-
- The source file you have just created should look like this:
-
- #include <scl1.h>
- #include <scl1keys.h>
-
- /***** Menu DATA *****/
-
- int NColor=7;
- int RColor=112;
- int HColor=15;
-
- char Menu_str0[]="MAIN MENU";
-
- struct MenuOpt Menu_mo0[]={
- 10,33,"First Option ",'F',
- 11,33,"Second Option",'S',
- 12,33,"Third Option ",'T',
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- 13,33,"Fourth Option",'o',
- 14,33,"Fifth Option ",'i',
- 16,33,"Exit ",'E',
- };
-
- /***** Menu CODE *****/
-
- main(void)
- {
- Cls(NColor,0,0,24,79);
- GSSBox(NColor,0,7,31,16,47,1,0,0);
- DrawBoxLine(NColor,0,9,31,9,47);
- WriteScreen(NColor,8,35,Menu_str0);
- Cls(NColor,7,31,17,46);
- Menu(NColor,RColor,NColor,6,Menu_mo0);
- }
-
- Example #2 - MenuSystem
-
- The screen you will need to practice how to generate a MenuSystem
- source code has been included in the screen file "SAMPMSYS.SSG".
-
- - Load the SAMPMSYS.SSG screen file into SSG.
-
- - Select the "Generate Screen" option from the "Source Menu".
- Tag the following options: Actual coordinates, Predefined
- variables, Add headers files and Add Color variables.
-
- - You will be prompted to indicate the screen name, type Msys.
-
- - Select the "Add Object" option. Select the "Function Name"
- option, when prompted indicate the function name as "main".
-
- - Select the "Add Object" option. Select the "Clear Screen
- Area" option, when prompted mark a block from row 1, column
- 0 to row 24, column 79 (the whole screen).
-
- - Select the "Add Object" option. Select the "MenuSystem"
- option.
-
- - You will be prompted to mark the bar menu area. Mark the
- whole top line from column 0 to column 79.
-
- - The Menu System Initialization window will pop into the
- screen. Select the "Division Lines" and "ALT Sensitive"
- options and the "OK" button.
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- - You will be prompted to mark each of the bar menu options.
- For a better interface mark start the block one character to
- the left and finish the block one character to the right of
- each bar menu option. Mark the first option "File", you
- will be prompted to press the ALT+key combination that will
- call this option, press ALT+F. A window will pop asking if
- you want more bar menu options. Mark the other two bar menu
- options using the same procedure, this time indicating the
- ALT+O and ALT+E key combinations (for "Options" and "Exit").
-
- - After finishing defining the bar menu you will be prompted
- to define each individual pull down menu. The procedure is
- identical to that used in the Menu example.
-
- - After completing the Menu System definition select the
- "Function Close" object to finish the source code generation
- process. The generated code will look like this:
-
- #include <scl1.h>
- #include <scl1keys.h>
-
- /***** Msys DATA *****/
-
- int NColor=7;
- int RColor=112;
- int HColor=15;
- int Mess;
-
- MSBar Msys_msb0[]={
- 1,6,0x2100," File ",
- 7,15,0x1800," Options ",
- 16,21,0x1200," Exit ",
- };
-
- MSOptions Msys_mso0[]={
- 2,2,"Open ",'O',
- 3,2,"Close ",'C',
- 5,2,"Delete ",'D',
- 6,2,"Copy ",'o',
- 7,2,"Compare",'m',
- };
-
- MSOptions Msys_mso1[]={
- 2,8,"Toggle Verify ",'T',
- 3,8,"Select Drive ",'S',
- 4,8,"Select Directory",'e',
- 6,8,"Backup ",'B',
- 7,8,"Restore ",'R',
- };
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- MSOptions Msys_mso2[]={
- 2,17,"Help ",'H',
- 4,17,"Continue",'C',
- 6,17,"Quit ",'Q',
- };
-
- char ms0_wbuf[378];
-
- MSWindow Msys_msw0[]={
- 1,0,8,10,5,ms0_wbuf,Msys_mso0,
- 1,6,8,25,5,ms0_wbuf,Msys_mso1,
- 1,15,7,26,3,ms0_wbuf,Msys_mso2,
- };
-
- MSData Msys_msd0={112,15,7,112,15,Msys_msb0,Msys_msw0,3,0,0,0};
-
- /***** Msys CODE *****/
-
- main(void)
- {
- Cls(RColor,0,0,24,79);
- MenuSystem(MS_SHADOW_ON,(MSData *)0);
- MenuSystem(MS_LINE_ON,(MSData *)0);
- MenuSystem(MS_ALT_ON,(MSData *)0);
- MenuSystem(MS_DRAW,&Msys_msd0);
- do
- {
- if(Mess=KeyReady())
- {
- Mess=MenuSystem(MS_KEY,&Msys_msd0,Mess);
- if(KeyReady())
- GetKey();
- }
- else
- Mess=MenuSystem(MS_CHECK,&Msys_msd0);
- }while(Mess != MS_SELECT && Mess != MS_CANCEL);
- }
-
- SSG assumed that the exit condition will be the first option of
- the first pull-down menu. In this example this condition will be
- the third option of the third menu. You should edit the last
- line of our sample source code to read this:
-
- }while(Msys_msd0!=3 || Msys_msd0.Option!=3);
-
- You can now compile and run the sample Menu System.
-
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- Example #3 - Fields2
-
- The screen you will need to practice how to generate a Field2
- source code has been included in the screen file "SAMPFLD2.SSG".
-
- - Load the SAMPFLD2.SSG screen file into SSG.
-
- - Select the "Generate Screen" option from the "Source Menu".
- Tag the following options: Actual coordinates, Predefined
- variables, Add headers files and Add Color variables.
-
- - You will be prompted to indicate the screen name, type Fld.
-
- - Select the "Add Object" option. Select the "Function Name"
- option, when prompted indicate the function name as "main".
-
- - Select the "Add Object" option. Select the "Clear Screen
- Area" option, when prompted mark a block from row 0, column
- 0 to row 24, column 79 (the whole screen).
-
- - Select the "Add Object" option. Select the "Box" object and
- mark the box area. Then, using the "Box Line" object mark
- the two interior lines inside the box (one horizontal and
- one one vertical).
-
- - Select the "Add Object" option. Select the "WriteScreen"
- object and mark the "STUDENT RECORD" screen title. Select
- this object again and mark the "Member of:" prompt. (the
- other prompts will be defined when the corresponding fields
- are defined)
-
- - Select the "Add Object" option. Select the "Fields2"
- option. You will be presented with a list of field types.
- Select the "Line Editor" field type, you will be prompted to
- mark the prompt area, mark the prompt "Name:". The you will
- be prompted to mark the data entry area. After marking the
- data entry area you will be prompted to tag the Line Editor
- options, since this field can have any characters and does
- not need any formatting, keep the default options.
-
- - You will now need to define the other fields. The
- "Address:", "City:", "State:" and "Zip:" fields are all of
- the Line Editor type. The only difference are the options
- that we need to specify. For the "State:" field we can
- select the "Capitalize" option.
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- - The "Sex" field is of the "Select" type. You will be
- prompted to mark the option strings. Mark just the text and
- not the parenthesis. When prompted if you want a field
- prompt, answer yes and mark the "Sex:" prompt.
-
- - The next three fields are of the Line Editor type. For the
- "Student Number" and "Age" fields we can specify "Digits" as
- the acceptable characters. For the "Date Admitted" we can
- specify a "Formatted" type field with the "/" format
- character.
-
- - The next field is of the "Select" type. Proceed as explained
- above.
-
- - The "Member of:" field can have any number of options tagged
- so it is not of the Select type. We must define each
- available option as a "TagItem" field type. In this case we
- must select the "TagItem" field type six times and mark the
- field string for each option.
-
- - The "Grade Category:" field is of the "Select" type.
- Proceed as explained above.
-
- - The remaining fields are of the "MouseButton" type. After
- selecting the MouseButton option you will be prompted to
- mark the area and the text for each option.
-
- - After defining all three MouseButtons instruct SSG that you
- do not want any more fields. The select the "Function
- Close" object.
-
- #include <scl1.h>
- #include <scl1keys.h>
-
- /***** Fld DATA *****/
-
- int NColor=7;
- int RColor=112;
- int HColor=15;
-
- char Fld_str0[]="STUDENT RECORD";
- char Fld_str1[]="Member of:";
- char Fld_ledbuf0[40];
- LEData Fld_led0={
- 7,6,4,"Name:",7,6,10,39,39,CC_ANY,0,0,Fld_ledbuf0,0,0,0,
- 2,1,0,0,0,0,0,0,0};
-
- char Fld_ledbuf1[37];
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- LEData Fld_led1={
- 7,8,4,"Address:",7,8,13,36,36,CC_ANY,0,0,Fld_ledbuf1,
- 0,0,0,2,1,0,0,0,0,0,0,0};
-
- char Fld_ledbuf2[11];
- LEData Fld_led2={
- 7,10,4,"City:",7,10,10,10,10,CC_ANY,0,0,Fld_ledbuf2,
- 0,0,0,2,1,0,0,0,0,0,0,0};
-
- char Fld_ledbuf3[3];
- LEData Fld_led3={
- 7,10,22,"State:",7,10,29,2,2,CC_ANY | CC_CAPITALIZE,
- 0,0,Fld_ledbuf3,0,0,0,2,1,0,0,0,0,0,0,0};
-
- char Fld_ledbuf4[11];
- LEData Fld_led4={
- 7,10,34,"Zip:",7,10,39,10,10,CC_ANY,0,0,Fld_ledbuf4,
- 0,0,0,2,1,0,0,0,0,0,0,0};
-
- SData1 Fld_sd1_0[]={
- 12,9,"Male",
- 12,19,"Female",
- 0};
-
- SData2 Fld_sd2_0={7,12,4,"Sex: 0,0,0,0};
-
- char Fld_ledbuf5[8];
- LEData Fld_led5={
- 7,14,4,"Student Number :",7,14,21,7,7,CC_DIGIT,
- 0,0,Fld_ledbuf5,0,0,0,2,1,0,0,0,0,0,0,0};
-
- char Fld_ledbuf6[5];
- LEData Fld_led6={
- 7,14,31,"Age:",7,14,36,4,4,CC_DIGIT,0,0,Fld_ledbuf6,
- 0,0,0,2,1,0,0,0,0,0,0,0};
-
- char Fld_ledbuf7[9];
- LEData Fld_led7={
- 7,16,4,"Date Admitted :",7,16,20,8,8,CC_DIGIT,0,
- 0,Fld_ledbuf7,"/",0,0,2,1,0,0,0,0,0,0,0};
-
- SData1 Fld_sd1_1[]={
- 18,22,"Full Time",
- 18,36,"Part Time",
- 0};
-
- SData2 Fld_sd2_1={7,18,4,"Type of Student: 0,0,0,0};
- TIData Fld_ti0={7,7,56,0,"Honor Society",0,0};
- TIData Fld_ti1={7,8,56,0,"Basketball Team",0,0};
-
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- SSG Version 2.0 - Reference Manual
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- TIData Fld_ti2={7,9,56,0,"Photography Club",0,0};
- TIData Fld_ti3={7,10,56,0,"Oratory Club",0,0};
- TIData Fld_ti4={7,11,56,0,"Drama Club",0,0};
- TIData Fld_ti5={7,12,56,0,"Radio Club",0,0};
-
- SData1 Fld_sd1_2[]={
- 15,56,"1.0 to 1.5",
- 16,56,"1.5 to 2.0",
- 17,56,"2.0 to 2.5",
- 18,56,"2.5 to 3.0",
- 19,56,"3.0 to 3.5",
- 20,56,"3.5 to 4.0",
- 0};
-
- SData2 Fld_sd2_2={7,14,56,"Grade Category:0,0,0,0};
- MBData Fld_mb0={7,112,21,5,21,17,21,6,"NEXT RECORD",0,0,0,0};
- MBData Fld_mb1={7,112,21,21,21,37,21,22,"PREVIOUS
- RECORD",0,0,0,0};
- MBData Fld_mb2={7,112,21,42,21,47,21,43,"QUIT",0,0,0,0};
-
- FData1 Fld_fd1_0[]={
- LINE_EDITOR,&Fld_led0,0,FieldCheck,
- LINE_EDITOR,&Fld_led1,0,FieldCheck,
- LINE_EDITOR,&Fld_led2,0,FieldCheck,
- LINE_EDITOR,&Fld_led3,0,FieldCheck,
- LINE_EDITOR,&Fld_led4,0,FieldCheck,
- SELECT,Fld_sd1_0,&Fld_sd2_0,FieldCheck,
- LINE_EDITOR,&Fld_led5,0,FieldCheck,
- LINE_EDITOR,&Fld_led6,0,FieldCheck,
- LINE_EDITOR,&Fld_led7,0,FieldCheck,
- SELECT,Fld_sd1_1,&Fld_sd2_1,FieldCheck,
- TAG_ITEM,&Fld_ti0,0,FieldCheck,
- TAG_ITEM,&Fld_ti1,0,FieldCheck,
- TAG_ITEM,&Fld_ti2,0,FieldCheck,
- TAG_ITEM,&Fld_ti3,0,FieldCheck,
- TAG_ITEM,&Fld_ti4,0,FieldCheck,
- TAG_ITEM,&Fld_ti5,0,FieldCheck,
- SELECT,Fld_sd1_2,&Fld_sd2_2,FieldCheck,
- MOUSE_BUTTON,&Fld_mb0,0,FieldCheck,
- MOUSE_BUTTON,&Fld_mb1,0,FieldCheck,
- MOUSE_BUTTON,&Fld_mb2,0,FieldCheck,
- 0};
-
- FData2 Fld_fd2_0;
-
- /***** Fld CODE *****/
-
-
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- main(void)
- {
- Cls(NColor,0,0,24,79);
- Box(NColor,0,2,0,22,79);
- DrawBoxLine(NColor,0,4,0,4,79);
- DrawBoxLine(NColor,12,4,52,22,52);
- WriteScreen(NColor,3,33,Fld_str0);
- WriteScreen(NColor,6,56,Fld_str1);
- Fields2(F_INIT,Fld_fd1_0,&Fld_fd2_0);
- Fields2(F_COLORS,Fld_fd1_0,&Fld_fd2_0,NColor,RColor);
- Fields2(F_DRAW,Fld_fd1_0,&Fld_fd2_0);
- Fields2(F_ACTIVE,Fld_fd1_0,&Fld_fd2_0);
- }
-
- As you can see, the example programs are almost completely
- written for you. The file created by SSG will contain all the
- data and code needed to produce the screens. Your program is
- ready to be compiled. Of course, most of the times you will want
- to modify, add or continue programming using the structures
- created for you by SSG.
-
- LICENSE
-
- SSG is a copyrighted material and is NOT a Shareware or User
- Supported product. SSG is supplied to all registered users of the
- SCL1 library, as part of the registration package and should not
- be freely distributed or copied except for backup purposes. All
- registered users are granted a non exclusive license to use this
- program for any use. The Shareware version of the SCL1 library
- (which does not include SSG) may be freely distributed.
-
- This program has been thoroughly tested and, to the best of our
- knowledge, perform as this documentation describe. We cannot
- accept any responsibility for any problems which may occur
- through its use. After examining this document and other included
- file, if you feel that this program is not suitable for your use,
- please do not use it.
-
- DISCLAIMER
-
- THIS SOFTWARE AND MANUAL ARE SOLD "AS IS" AND WITHOUT WARRANTIES
- AS TO PERFORMANCE OF MERCHANTABILITY OR ANY OTHER WARRANTIES
- WHETHER EXPRESSED OR IMPLIED. BECAUSE OF THE VARIOUS HARDWARE AND
- SOFTWARE ENVIRONMENTS INTO WHICH THIS PROGRAM MAY BE PUT, NO
- WARRANTY OF FITNESS FOR A PARTICULAR PURPOSE IS OFFERED.
-
-
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- SSG Version 2.0 - Reference Manual
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- GOOD DATA PROCESSING PROCEDURE DICTATES THAT ANY PROGRAM BE
- THOROUGHLY TESTED WITH NON-CRITICAL DATA BEFORE RELYING ON IT.
- THE USER MUST ASSUME THE ENTIRE RISK OF USING THE PROGRAM. ANY
- LIABILITY OF THE SELLER WILL BE LIMITED EXCLUSIVELY TO PRODUCT
- REPLACEMENT OR REFUND OF PURCHASE PRICE.
-
- Feel free to send any comments or suggestions. If you find any
- bugs please let us know so that they can be traced and fixed.
- Please include with your comments any relevant information, such
- as; hardware configuration, description of the bug or problem and
- if possible a section of the problem code. Write to:
-
- José Rodríguez Alvira
- El Monte Sur 190, Apt. B-342,
- Hato Rey, Puerto Rico, 00918
-
- The latest version of SCL1, sample programs and comments about
- these programs are available in:
-
- TECH BBS (Sysop: José Romero)
- (809)732-2322
-
- You can leave any comments, suggestions or questions in this BBS.
- We will reply these messages in the same BBS.
-
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