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PICTURETHIS(TM) "SHAREWARE" VERSION
RELEASE 4.00
DECEMBER 31, 1991
USER MANUAL, PART 4 OF 7 PARTS
Copyright 1988, 1989, 1990, 1991 by Patricia Y. Williams and
Gregory Williams, All Rights Reserved.
HortIdeas Publishing, 460 Black Lick Road, Gravel Switch,
KY 40328 U.S.A.
17.6. INCLINING AN OBJECT
Inclining an object means leaning it away from the
vertical or from the horizontal. This operation can be very
useful for drawing 3-dimensional figures and shadows. To
incline an object, while in the "OBJECT" state, press I and
then select an object, as described in Section 16. The state
becomes "INCLIN," and the selected object is dashed. A
prompt appears: "Replace original object? (Y/N/ESC)." If you
answer Esc, you are returned to the object menu and the
"OBJECT" state. If you press Y, the inclined object replaces
the original object when you have completed your
manipulations. If you press any other key, the original
object remains in addition to any inclined objects that you
make.
A new prompt appears (if "H+" is toggled): "Move then F1
to set anchor point." You can move the cursor (in all
possible ways); then press F1 at an "anchor" point. The
anchor point is a point on the screen around which the
object is inclined. When the object is inclined, the anchor
point does NOT move, although other points on the object
move. Frequently, it is useful to have the anchor point on
an endpoint. (If Esc is pressed instead of F1, the object
menu returns.)
A new menu appears, allowing you to choose whether you
want to incline the object away from the vertical or the
horizontal. Press V or H to choose vertical or horizontal
inclination. (Esc allows you to reset the anchor point.)
After you have chosen one of these, another menu appears,
asking you to choose whether you want "Shadow" or "3-
dimensional" inclination. These are descriptive terms to
suggest ways the two different types of inclination are
useful (described more fully below). Press S for "Shadow" or
3 for "3-dimensional."
A new menu appears, allowing you to select whether the
inclination angle is set by cursor movement or direct entry.
(An Esc here backs out to the inclination type menu.) If you
want to set the inclination angle by direct entry, press D.
A prompt appears, requesting you to enter the inclination
angle in degrees. The second line of the prompt shows the
current inclination angle in parentheses. If you are
satisfied with the current inclination angle, press Enter.
If you want a different inclination angle, type it in,
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followed by Enter. If you press Esc, the cursor movement or
direct entry menu reappears. Positive inclination angles are
measured in a CLOCKWISE direction from a vertical line
connecting the anchor point to the top of the screen for
vertical inclination, or from a horizontal line connecting
the anchor point to the right side of the screen for
horizontal inclination. Negative angles are measured in a
COUNTERCLOCKWISE direction. The initial current inclination
angle is 30 degrees. Any inclination angle entered becomes
the current inclination angle for the next inclination
operation.
If you want to set the inclination angle by cursor
movement, press C. A solid line appears through the anchor
point, vertically from the top to the bottom of the screen
for vertical inclination, or horizontally from the left to
the right side of the screen for horizontal inclination. A
prompt appears (if "H+" is toggled): "Move then F3 to set
inclination angle." Move the cursor; a dotted line follows.
The angle between the two lines is the inclination angle.
Press F3 when you are satisfied with the inclination angle.
If you press Esc, you can reset the anchor point. (By
toggling the relative position box on (see Section 20.4)
while setting the inclination angle, you can see the current
inclination angle as the cursor moves.)
The inclined object is drawn (without endpoints) and an
"OK? (Y/N)" prompt appears. If you are satisfied with the
inclined object, answer Y, and the inclined object will be
established. If you are not satisfied with the inclined
object, press any other key to return to the prompt asking
if you want vertical or horizontal inclination. If you
pressed Y, additional action depends on your answer to the
previous prompt asking whether you wanted to replace the
original object or not. If you are replacing the original
object, the original object is erased, and the new object
takes its place in the drawing sequence. If you are not
replacing the original object, the new inclined object is
drawn and an "Again? (Y/N)" prompt appears. If you answer Y,
you can make more inclined copies of the original object.
All inclined copies appear at the front of your drawing, but
they can be layered differently (see Section 16.4).
Returning to the difference between "shadow" and "3-
dimensional" inclination, the best way to SEE that
difference is to try a couple of hands-on examples. (For
both of these examples, toggle "H+" on, and toggle the
status box on by pressing W.)
The first example shows "shadow" inclination, called that
because it can be used to create shadow effects. Clear your
drawing by pressing C and then answering Y to the prompt.
Next, import the clip art object file STICKFIG.CLP (included
on one of the distribution disks). See Section 19.3 if you
want more details on how to do this; for now, just make sure
STICKFIG.CLP is in the default directory, then press F10, I,
and Enter, move the highlighted box to "STICKFIG.CLP" (using
the cursor keys), and press Enter again. At the prompt "OK?
(Y/N)," answer Y. Press Q to see the Quickshow screen
representation of a running stick figure. You are going to
give the stick figure a shadow. Press Esc to return to the
drawing screen. Press F7 and then I to start the incline
process. The stick figure is selected automatically, since
it is the only object available. Answer N to the prompt:
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"Replace original object? (Y/N/ESC)". Press Del to go to an
endpoint, and press Space, +, and/or - as necessary to move
the cursor to the endpoint at the stick figure's forward
foot. Press F1 to set the anchor point at the forward foot.
The "vertical/horizontal" menu appears; press V for
vertical. At the next menu, press S for shadow. At the next
menu, press D for direct entry, and key in 50 for the
desired angle. An inclined image of the stick figure is
drawn. Press Y in answer to the "OK?" prompt, and N in
answer to the "Again?" prompt. View your figures on the
Quickshow screen. The shadow should be black, so you need to
darken it. Press F6, then L, and then select the shadow's
body as the trail you want; next, press G for gray and key
in a line gray percentage of 100 (black). Press K (for
"Keep"). Now you need to make the shadow's head black too.
Press F6, then F, and then select the shadow's head; key in
100 for the requested fill value. Now look at the figures on
the Quickshow screen again (press Q). Notice that the shadow
is in front of the stick figure. To correct this, press Esc
to return to the drawing screen, then press F7 and L, then
choose the shadow and press R to move it to the rear. View
the Quickshow screen one more time (press Q). All done!
Notice that the shadow reaches the same "height" as the
stick figure. This is the important difference between
"shadow" and "3-dimensional" inclination. For "shadow"
inclination, the vertical (or horizontal) distances from a
horizontal (or vertical) line through the anchor point to
each endpoint remain the same when inclining vertically (or
horizontally). For "3-dimensional" inclining, the distances
of the inclined object remain proportional and are NOT
stretched.
As an example of "3-dimensional" inclining, you will make
a child's alphabet block. Return to the drawing screen by
pressing Esc. Clear the drawing by pressing C and then
answering Y to the prompt. Now import the clip art object
file BLKSIDE.CLP (included on one of the distribution
disks). See Section 19.3 for more details on how to do this;
for now, just make sure BLKSIDE.CLP is in the default
directory, and then press F10, I, Enter, move the
highlighted box to BLKSIDE.CLP with the cursor keys, and
press Enter again. At the prompt "OK? (Y/N)," answer Y.
Press Q to see, on the Quickshow screen, the side of a block
with an "A" on it. You are going to make a drawing of a 3-
dimensional block. Press Esc to return to the drawing
screen. First you must make two copies of the block side.
Press F7, then C. The block side will be selected
automatically because it is the only object available. Press
Del and then Space, + and/or - repeatedly until the cursor
is on the lower left endpoint of the block side. Now press
F1 to select that as the start point of the copy. Press Del
again, then Space, +, and/or - repeatedly until the cursor
is on the lower right endpoint of the block side. Now press
F3. A copy of the block side will appear next to the
original. Press Y to the "OK?" prompt, then Y to the
"Again?" prompt. Press Del again, followed by Space, +,
and/or - repeatedly to move the cursor to the top left
endpoint of the original block side. Then press F3. Another
copy of the block side appears above the original. Answer Y
to the "OK?" prompt, but N this time to the "Again?" prompt.
(Notice that there is some on-screen "garbage" left when
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manipulating objects; it is functionally harmless, but you
can press D while in the "FREE" state to redraw the screen
if it becomes bothersome (see Section 25.3).) Now you need
to scale the two copies of the block side. Press F7 and then
S for scale, and select the top block side. Answer Y to the
"Replace original object?" prompt. Move the cursor to near
the bottom left corner of the top block side; press Del,
followed by Space, +, and - repeatedly until the cursor is
on this corner. Press F1 to set the anchor point at the
corner. At the next menu, press D for direct entry of scale
factors. Answer N to the "Uniform scaling?" prompt. Key in
1.0 for a horizontal scale factor and .6 for a vertical
scale factor. Answer N to the prompt about scaling line
weights. A "squashed" copy of the top block side is drawn.
Press Y to answer the "OK?" prompt. Similarly, scale the
right block side by .6 horizontally and 1.0 vertically,
using its bottom left corner as the anchor point. Now the
top and right sides need to be inclined to finish the block.
Press F7 and then I. Select the top block side, answer Y to
the "Replace original object?" prompt, and again move the
cursor to its lower left endpoint. Press F1 to set the
anchor point. Press V, then 3. Press D for direct entry,
then key in an inclination angle of 60. The top block side
is inclined. Answer Y to the "OK?" prompt. Similarly,
incline the right block side horizontally, at -30 degrees.
Now you should have what looks like a 3-dimensional block.
(Note that the top right corner endpoint of the top block
side and the top right corner endpoint of the side block
side are a few internal units (see Section 20.3) apart. This
should not be noticeable on hard copy from a 300 dpi laser
printer, but might be slightly noticeable with a higher
resolution output device, or if you scale up the block
considerably. The potential problem can be corrected, if
necessary, by ungrouping the top block side, erasing and
redrawing the lines so they meet at the same endpoint, and
regrouping the object. This really isn't very hard to do;
the result is stored as a clip art object file (BLOCK.CLP)
on one of the distribution disks.) You should group the
three block sides into an object (F7, G, followed by Enter
three times), or import BLOCK.CLP, to try making a stack of
blocks, flipping or rotating the block, etc.
17.7. MULTICOPYING AN OBJECT
Multicopying of objects to endpoints of a trail is
accessed via the trail menu (press F6). You can use it to
copy one object repeatedly to several places (nice for
abstract visual designs and data plots (see Section 19.8).
Two items are necessary for the multicopy operation: an
object to be copied and a trail. The object is copied to
(some or all of) the trail's endpoints. The rest of this
section shows how.
For minimal confusion the first few times you attempt
multicopying, toggle help to "H+" and toggle on the status
box by pressing W.
To begin the operation, access the trail menu by pressing
F6, then press O. The cursor moves to the closest on-screen
initial endpoint of a trail, the trail becomes dashed, and
the status box says "TRAIL?" If there is only one initial
endpoint of a trail on the screen, then that trail is
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selected automatically, and the status box says "OBJ?" If
there are two or more starting endpoints of trails on the
screen, you must select one of the trails by pressing +
(same as Space) and/or - (repeatedly if necessary), then
Enter.
Again, once a trail has been selected, the status box says
"OBJ?" Now you must select an object (that is, a trail, a
previously grouped object, or a text block) to be copied to
one or more of the selected trail's endpoints -- if there is
only one object with a starting point on the screen, that
object is selected automatically.
Once an object has been selected (either manually or
automatically), the status box says "POINT?" and, if "H+" is
toggled, a prompt appears: "F3 to set start point." Now you
must place the cursor at the point on the object which is to
end up on the trail's endpoints, and press F3 to select that
point.
Next, a prompt asks "Copy to all endpoints?" Press Y for
automatic multicopying of the selected object to all
endpoints of the selected trail (INCLUDING OFF-SCREEN
ENDPOINTS!). or press N (or a key other than Y or Esc) for
prompted copying to each endpoint (THOSE ON-SCREEN ONLY!!)
in turn. Pressing Esc backs out to selection of the point
which will end up on the endpoints.
If you pressed Y the status box returns to "FREE" after
the automatic multicopying is done. If you pressed N the
cursor moves to an endpoint on the selected trail and you
are prompted for Y if you want the object copied there, N if
you don't; this repeats until the cursor has moved to all
on-screen endpoints of the selected trail in turn OR until
you press Esc. If you press Esc, the status box returns to
"FREE," LEAVING ALREADY COPIED OBJECTS IN PLACE. NOTE that
there is NO way to back out of prompted multicopying so that
already copied objects are erased! ALSO NOTE that if memory
limits are reached during automatic or prompted
multicopying, appropriate error messages are shown (follow
the instructions provided by those messages), and already
copied objects are NOT erased!
18. TEXT
PictureThis is actually two programs integrated into one.
It serves both as a vector-based PostScript drawing program
AND as a "desktop publishing" page-layout program. Text can
be used as a drawing element and manipulated as such
(scaled, rotated, etc.), but it can also be used for more
traditional typesetting to produce "drawings" that are
really the typical text pages of a memo, letter, newsletter,
or report. Of course both drawings and text can be
integrated into a single page for a graphically oriented
text page or a drawing with text integrated into it.
We've attempted to provide support for flexible text
placement, with the needs of technical illustrators given
highest priority. Text editing is done in a character-based
full-screen editor so you won't have to squint at "what-you-
see-is-SORT-of-what-you-get" low-resolution screen fonts
("Is that a hyphen or an endash?" "Is that a left or a right
quote?"). Yet you can still view a representation of the
characters on the screen, and you can still edit text blocks
AFTER they have been transformed as objects (flipped,
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inclined, scaled, or rotated).
Designing effective text and/or graphics pages is an art,
but there are many guidelines that can help the beginner. We
suggest, if you are going to do much typesetting, that you
read one or more of the very numerous books/articles about
designing with text. There is a great deal to be learned
about fonts, text sizes, column layout, etc.
18.1. FONT FILES
The "Shareware" Version of PictureThis can use the Times-
Roman family of fonts, and the Symbol and ZapfDingbat fonts.
There are two or three files for each font provided. One of
these files (with extension .FNM) contains the PostScript
name of the font (such as "Symbol"). The second file (with
extension .FIN) contains character width information (and
information about accented characters if provided by the
font's AFM file). The third file (with extension .FKN) is
written if the font's AFM file contains information on pair-
wise kerning. PictureThis identifies each font (i.e., Times-
Roman) by a unique number from 1 to 9999, and each file in
the pair associated with a given font has "FONTXXXX.*" for
its name, where XXXX is its identification number. For
example, we have already identified the Times-Roman font
resident in many PostScript-compatible printers as font
number 91 for PictureThis (more on this below), and so the
name, width, and kerning files for this font are,
respectively, FONT91.FNM, FONT91.FIN, and FONT91.FKN. If you
want to use the Times-Roman font in a PictureThis drawing,
both FONT91.FNM and FONT91.FIN must be accessible to
PictureThis.
On one of the PictureThis distribution disks are font
name, width, and kerning files for the 6 fonts available
with the "Shareware" version of PictureThis. We numbered
each font as shown below. (The list below also includes
those fonts that can be used only, with the Registered
version of PictureThis. With the Registered version you also
receive a utility that allows you to use any PostScript font
with PictureThis.) (The file FONTNO.EPS on one of the
PictureThis distribution disks is an EPS file showing the
numbering; send this file to your PostScript printer to see
what the fonts look like, and to see which of the fonts are
resident in your printer -- non-resident fonts are those
with names printed in Courier (typewriter font), except, of
course, Courier itself. That's because when a PostScript
program requests a font which is nonresident in AND hasn't
been downloaded to the printer, Courier is substituted for
the "missing" font. We aren't aware of any PostScript-
compatible printers lacking Courier as a resident font.
Warning: FONTNO.EPS takes a long time to print, since so
many fonts are used!)
Font Number for PictureThis PostScript Font Name
11* AvantGarde-Book
12* AvantGarde-BookOblique
13* AvantGarde-Demi
14* AvantGarde-DemiOblique
21* Bookman-Light
22* Bookman-LightItalic
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23* Bookman-Demi
24* Bookman-DemiItalic
31* Courier
32* Courier-Oblique
33* Courier-Bold
34* Courier-BoldOblique
41* Helvetica
42* Helvetica-Oblique
43* Helvetica-Bold
44* Helvetica-BoldOblique
51* Helvetica-Narrow
52* Helvetica-Narrow-Oblique
53* Helvetica-Narrow-Bold
54* Helvetica-Narrow-BoldOblique
61* NewCenturySchlbk-Roman
62* NewCenturySchlbk-Italic
63* NewCenturySchlbk-Bold
64* New CenturySchlbk-BoldItalic
71* Palatino-Roman
72* Palatino-Italic
73* Palatino-Bold
74* Palatino-BoldItalic
81 Symbol
91 Times-Roman
92 Times-Italic
93 Times-Bold
94 Times-BoldItalic
101* ZapfChancery-MediumItalic
111 ZapfDingbats
* Only available with the Registered Version of PictureThis
If you are using a downloadable font (or a font supplied
with a non-Adobe PostScript-compatible interpreter) which is
supposed to have the same character widths as one of the
Adobe fonts, but has a different name -- an example is
Palatine-Roman as a substitute for Palatino-Roman -- you can
use the width information file corresponding to the Adobe
font, and replace the Adobe name with the substitute non-
Adobe name (WITHOUT a trailing carriage return) in
FONTXXXX.FNM using a word processor or text editor which
saves files in pure-ASCII format.
18.2. FONT ENCODING
Most PostScript fonts use a "standard" encoding scheme to
assign numbers (which, in turn, are assigned to one or more
keyboard keys) to individual characters (examples: "A" and
"$"). All of the 35 fonts listed above EXCEPT Symbol and
ZapfDingbats use this standard encoding. Symbol and
ZapfDingbats each use special encoding schemes, as do a few
other commercially available "non-text" PostScript fonts.
The ENCODLOW.TXT and ENCODALL.TXT files on one of the
PictureThis distribution disks show the assignment of keys
to characters (listed by their names in ASCII order) for all
standard-encoding fonts, the Symbol font, and the
ZapfDingbats font. If you have a dot-matrix printer capable
of printing the full IBM character set (the characters you
see at the DOS prompt when you hold down the Alt key while
entering numbers between 127 and 254 on your numeric
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keypad), print out ENCODALL.TXT; otherwise print out
ENCODLOW.TXT (which doesn't show the "high" IBM characters)
on any type of text printer. Alternatively, you can examine
ENCODALL.TXT on your screen (at the DOS prompt, key in "TYPE
ENCODALL.TXT" and press Enter).
The ENCODING.PS file on one of the PictureThis
distribution disks can be sent to a PostScript printer to
show the assignment of keys to characters (listed as they
actually appear in PostScript output) for standard-encoding
fonts (shown in the Times-Roman only), the Symbol font, and
the ZapfDingbats font. (Note: The ENCODING.PS file takes a
long time to print. If one of the fonts in this file isn't
resident in or hasn't been downloaded to your printer, that
font's characters will appear in the Courier font in the
output.)
In summary, each PostScript font has an identification
number (XXXX, where XXXX can be 1 to 9999), a name file
(FONTXXXX.FNM), a width information file (FONTXXXX.FIN), and
(in most cases) a kerning information file (FONTXXXX.FKN).
One or more keyboard keys are associated with each of the
font's characters (two examples: pressing D on the keyboard
is associated with the character "D" in standard-encoded
fonts, with the character "Delta" in the Symbol font, and
with the character "four-leaf-clover" in the ZapfDingbats
font; pressing Alt and 1 then 6 then 5 on the numeric keypad
is associated with the character "Yen" in standard-encoded
fonts, with the character "infinity" in the Symbol font, and
with the character "sideways-heart" in the ZapfDingbat
font.)
18.3. TEXT PARAMETERS
For PictureThis, complete information about a particular
text character placed on a drawing includes more than just
its font number and associated key(s). The character's
position and orientation on the drawing, its size (in
PostScript points; 1 PS point = 1/72"), and its gray shading
(from 0%, white, to 100%, black, in 1% increments) ALL must
be specified. Character positions and orientations must be
specified within the PictureThis full-screen text editor or
by transformations of previously edited text, but values of
the other items can be specified as the editor is entered.
(They also can be specified within the editor, by using
typesetting codes. More on this below.)
Access the text menu by pressing F8. The state changes to
"TEXT." The second line of the menu lists the current values
for text point size ("PSXXX" with XXX = 1 to 999); font
number ("FTYYYY" with YYYY = 1 to 9999); justification
setting ("JL" for left justified, "JR" for right justified,
"JF" for fully (both left and right) justified, "JC" for
centered, or "JP" for positioned at cursor (explained
below); line spacing in PostScript points ("LSZZZ.Z" with
ZZZ.Z = 0.0 to 999.9); and text gray shading percentage
("GRJJJ" with JJJ = 0 to 100).
These values can be altered by pressing P to access the
parameters menu, then pressing P, F, J, L, or G as desired,
next keying in the new value and pressing Enter (just
pressing Enter keeps the old value), and finally (back at
the Parameters menu) pressing K or Enter to keep the new
value(s) and return to the text menu.
56
While at the font number menu (accessed by pressing F at
the parameters menu), press ? to view a help screen showing
the numbers and names of the 35 fonts for which we provide
name and width files in the Registered version (assuming
that the help file PT4FONT.HLP is in the current directory
path; otherwise, you'll get an error message and must press
a key to continue). The font help screen also is accessible
from within the editor (see below).
More than one value can be changed before you press K (or
Enter) back at the text menu. Pressing Esc while at the
parameters menu returns the text menu WITH THE OLD VALUES
RESTORED.
The default text parameter values when you load
PictureThis are PS10, FT0, JP, LS11.0, and GR100. BEFORE YOU
CAN EDIT, YOU MUST CHANGE THE FONT NUMBER FROM 0 TO A VALID
NUMBER (ONE WITH ACCESSIBLE INFORMATION FILES). (But when a
previously saved drawing file containing text is loaded
(using the file menu, accessed by pressing F10), the text
parameter values are changed to those current WHEN THE
DRAWING FILE WAS SAVED, and you won't necessarily need to
change to a valid font number.) PictureThis searches the
directory specified in PICTHIS.CFG for font files. If it
fails to find the needed files, you are prompted to specify
a new directory. This new directory is saved in PICTHIS.CFG
in your default directory, so that the next time you run
PictureThis, the font files will be found automatically.
Note that when you change the point size, the line spacing
automatically changes to a commensurate value (you can
change the line spacing AFTER changing the point size, if
the spacing isn't what you want): line spacing becomes 1.2
times point spacing (rounded to the nearest point).
All of the text parameter values remain unchanged unless
they are altered via the parameters menu or during cutting
(explained below), regardless of typesetting codes in the
editor (also explained below); the point is that if you want
several text blocks with the same parameters, you won't need
to change the parameters each time you edit a new block --
the old parameters will remain in effect unless you change
them explicitly.
When at the text parameters menu (accessed from the "FREE"
state by pressing F8 and then P), you can cycle through all
previously kept sets of parameters by pressing Space, +,
and/or - repeatedly. When a set you want to use is shown in
the second line of the menu, press K or Enter to select that
set and return to the text menu. This provides an easy way
to reuse previous parameter sets, without needing to key in
each parameter individually.
18.4. TEXT BLOCKS AND MARGINS
The basic unit of text in PictureThis is the text block,
which results from an editing session. Associated with each
text block are the text parameters just described, plus a
margin which serves as a boundary for the text block.
Margins are shown as rectangles (and, following some types
of transformations of text blocks, as parallelograms) on the
drawing screen. The default margin lines are at the edge of
the 100% screen (same as the default frame lines).
Text justification for a given block is done with respect
to the block's margin's left and right vertical lines --
57
that is, they are left and right vertical lines PRIOR to any
transformations! Text is placed between the left and right
vertical lines (or their vertical extensions), beginning
with the baseline (the imaginary line upon which the
characters sit) of the first line of the text block at the
current VERTICAL cursor position, WHETHER OR NOT THE CURSOR
IS BETWEEN THE MARGIN'S TOP AND BOTTOM LINES, so that text
can flow "into the top" or "out of the bottom" of the margin
while remaining properly justified. In fact, FOR LEFT,
RIGHT, FULL, OR CENTER JUSTIFICATION, THE CURSOR NEED NOT BE
BETWEEN THE MARGIN'S LEFT AND RIGHT LINES: the text still
will be placed correctly between the margin's left and right
vertical lines. Note, however, that the position-of-cursor
justification setting places text beginning with the left
side of the baseline of the first character in the text
block AT THE CURRENT (VERTICAL AND HORIZONTAL) POSITION OF
THE CURSOR, then left-justifies the text between a vertical
line through the cursor position and the margin's right
vertical line (and possibly its extensions). To edit with
position-of-cursor justification, the current cursor
HORIZONTAL position MUST lie between the margin's left and
right vertical lines or their extensions. Position-of-cursor
justification is convenient for adding short text blocks
(such as one-line labels) to drawings; if the current margin
is large enough to include all of a drawing's area, you can
use position-of-cursor justification to place several short
text blocks around the drawing without needing to change the
margin at all.
We've made it easy to move the cursor to the beginning or
end of each text block on the drawing screen. To move the
cursor to the beginning of each text block HAVING ITS
BEGINNING ON THE CURRENT SCREEN, in turn, press Tab and then
+ (same as Space) or - (each text block is dashed when the
cursor is at its beginning); to leave the cursor at the
beginning of a text block, press Enter -- Esc returns the
cursor to its original position. The cursor will NOT move to
a text-block beginning NOT on the screen. Similarly, to move
the cursor to the end of each text block HAVING ITS END ON
THE CURRENT SCREEN, in turn, press Shift Tab, then + (same
as Space) or - (each text block is dashed when the cursor is
at its end); to leave the cursor at the end of a text block,
press Enter -- Esc returns the cursor to its original
position. The cursor will NOT move to a text-block end NOT
on the screen.
Note: If there is a carriage return (shown as a downward-
pointing arrow on the editor screen) at the end of the
"last" line of a text block, the end of the block is
actually at the beginning of the line FOLLOWING the "last"
line with the carriage return. If there is no carriage
return at the end of the "last" line of a text block, the
actual end of the block is at the end of the last character
in the block's "last" line (which really is the last line!).
This might be a bit confusing at first, but it makes it easy
to align successive paragraphs: just put a carriage return
at the end of the last paragraph in a text block, move the
cursor to the end of that text block, which is the beginning
of the next line, where the next paragraph should start, and
then enter the editor to write the next paragraph).
To define a new margin, press M when at the text menu,
move the cursor to where you want one corner of the margin
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and press F1, then move the cursor to where you want the
diagonally opposite corner of the margin and press F3.
Margins CANNOT be deleted. To select a different current
margin, when at the text menu, press + and/or - to cycle
through all of the previously defined margins. When the
margin you want to select appears, stop cycling, and that
margin will be used as the new current margin.
To move the cursor to the top horizontal line of the
current margin, press Ctrl T; to move to the bottom
horizontal line, press Ctrl B; to move to the left vertical
line, press Ctrl L; and to move to the right vertical line,
press Ctrl R (top, bottom, left, right, horizontal, and
vertical apply to the margin as it appeared BEFORE any
transformations!) When you enter the editor, the current
margin (the one shown on the drawing screen) becomes the
margin for the text block you are editing.
18.5. EDITING
Assuming that you are at the text menu with a valid font
number (such as "FT91" for Times-Roman), you can press E or
Enter or F8 to enter the editor. The editor is 200 lines
long.
You can back out of the editor and return to the drawing
screen by pressing Esc. The text block is NOT drawn on the
screen; it remains in the editor, so you can return to it
later.
Other special keys in the editor include Home and End to
move the cursor to the beginning and the end, respectively,
of the line it is on, and Ctrl Home and Ctrl End, to move
the cursor to the beginning and the end, respectively, of
the editor contents. The cursor keys, PgUp, PgDn, Back
Space, and Del work as in most text editors.
18.5.1 EDITOR STATUS LINE
The top line on the editor screen shows the current values
of text and positioning parameters.
"PSXXX" (with XXX = 1 to 999) is the text point size
(points are PostScript points; 1 PS point = 1/72").
"FTYYYY" (with YYYY = 1 to 9999) is the font number.
"JL," "JR," "JF," "JC," or "JP" is the justification
setting: left, right, full (left and right), centered, or
position-of-cursor.
"LSZZZ.Z" (with ZZZ.Z = 0.0 to 999.9) is the line spacing
in points.
"GRJJJ" (with JJJ = 0 to 100) is the text gray shading
percentage (white is 0, black is 100).
"WT_______" is the total width of the margin.
"WU_______" is the horizontal distance from the left side
of the margin to the current position of the cursor: the
"width used."
"WR_______" is the horizontal distance from the current
position of the cursor to the right side of the margin: the
"width remaining."
"HU_______" is the vertical distance from the baseline of
the first line in the text block to the current position of
the cursor: the "height used."
"HR_______" is the vertical distance from the current
position of the cursor to the bottom of the margin (which
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becomes negative when the text flows "out of the bottom" of
the margin): the "height remaining."
The above distances ("_______") are in units which depend
on the current units chosen via the Miscellaneous menu (F9
and then U), as shown in the following table:
CURRENT UNITS DISTANCE UNITS IN EDITOR STATUS LINE
Pixels (PX) Pixels
Inches (IN) Inches (1 Inch = 6 Picas = 72 Points)
Picas & Points(PP) Picas & Points (1 Pica = 12 Points)
Points (PT) Points (1 Point = 1/72 Inches)
Centimeters (CM) Centimeters
Millimeters (MM) Millimeters
18.5.2 FUNCTION KEY OPERATIONS
The bottom line on the editor screen lists editor function
key operations. At the left side of the bottom line, "N"
indicates that the text block being edited HAS NOT been
transformed via object menu operations (accessed by pressing
F7); "T" indicates that the text block HAS been transformed,
so that distances indicated on the top line of the editor
screen might not equal actual distances on the drawing. A
list of function key operations follows; a detailed
description of the action of each function key is in the
following subsections.
FUNCTION KEY OPERATION
F1 Access HELP screens
F2 Delete an editor line
F3 Compose the text in the editor
F4 Clear the editor
F5 Set the text to the drawing
F6 Go to the next error
F7 Change pairwise kerning values
F8 Put an accented character in the text
F9 Find/Replace text
F10 Read/Write an ASCII file
18.5.2.1 F1 - HELP SCREENS
Press F1 for a help screen showing typesetting code
formats; press Enter to see a second help screen showing
special editor keys; pressing F1 a second time (from either
help screen) accesses a screen showing font numbers and
names; pressing any other key returns to the editor from any
of the help screens. Accessing these three help screens
requires that the files PT4EDIT1.HLP, PT4EDIT2.HLP, and
PT4FONT.HLP are in the current directory path, otherwise
you'll see an error message (and can return to editing by
pressing any key). PT4FONT.HLP is a text file which can be
user-edited with a word processor or text editor and saved
in ASCII format; this allows you to include new fonts on the
font help screen. Note: Only the first 24 (80-character)
lines in PT4FONT.HLP are read by PictureThis, so don't put
more than 24 lines in a modified version.
18.5.2.2 F2 - DELETING A LINE
F2 deletes (IRRETRIEVABLY!) the entire line containing the
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cursor, moves up all lines below the deleted line by one
line, and places the cursor at the beginning of the line
which was formerly just below the deleted line.
18.5.2.3 F3 - COMPOSING TEXT
F3 "composes" the text block; that is, it counts character
widths and takes text and positioning parameters into
account to wrap lines properly; composing also checks for
certain kinds of errors and reports them to the user on the
top line of the editor screen. After making changes in a
text block, you'll need to compose to see where the lines
actually "wrap" to fit the margin, given the selected
justification setting. A line which does NOT wrap on the
drawing screen but is too wide to fit on one line of the
editor screen (80 characters; there is no sideways scrolling
in the editor) is wrapped automatically on the editor screen
WITH A RIGHT ARROW AT THE END OF THE LINE signifying that
the wrap is in the editor ONLY, NOT on the drawing. Lines
which wrap on the drawing have NO right arrows at their ends
in the editor. You can put a carriage return at the end of
any line (by pressing "Enter") to FORCE a wrap on the
drawing (shown in the editor by a DOWN ARROW); this is most
useful for ending paragraphs when fully justifying, since
without a carriage return, the last word is set against the
right margin, (probably) resulting in too much space between
each of the words on the last line.
18.5.2.4 F4 - CLEARING THE EDITOR
To clear the editor completely AND IRRETRIEVABLY, press
F4; a prompt will ask if you really want to clear; press Y
if you do, any other key if you don't.
18.5.2.5 F5 - SETTING THE TEXT BLOCK
F5 "sets" the text block by composing it AND returning to
the drawing screen, where the text block is drawn. F5 also
checks for certain kinds of errors and reports them to the
user on the top line; all such errors must be corrected
before the text block can be set. In other words, correct
any errors and press F5 again.
Sometimes you will want to set only PART of a text block,
leaving the remainder of the block in the editor; to mark
the end of text which is to be set, press Ctrl Q (for
"quit"). On the editor screen, the "quit setting text"
position is marked with a LEFT AND RIGHT ARROW. Then when
you press F5, only the text BEFORE the arrow will be set,
and the text AFTER the arrow will remain in the editor.
18.5.2.6 F6 - FINDING ERRORS
To aid in correcting multiple errors, you can press F6 to
move the cursor to the location of each error (discovered by
PictureThis when you attempted to compose or set the current
text block) in turn.
18.5.2.7 F7 - PAIR-WISE KERNING
Press F7 to view the pair-wise kerning screen. When pair-
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wise kerning is turned on (by placing a typesetting code in
a text block; see Section 18.6), certain contiguous pairs of
characters are positioned closer together or further apart
than when pair-wise kerning is turned off (also by placing a
typesetting code in the text block). Which character pairs
are kerned and by how much are specified by a table in one
of the information files for the current font; this table
originally was constructed using data in the font's AFM
file; if a font's AFM file doesn't include pair-wise kerning
data, then there is no kerning information file for that
font. The kerning information file (if it exists) is read by
PictureThis when a font is selected for use, and the data in
the file is shown on the pair-wise kerning screen: each
kerned pair appears with the number of units (explained in
Section 18.6) of kerning (negative units indicate reduced
spacing between the characters when pair-wise kerning is on,
and positive units indicate increased spacing). To alter the
kerning of a pair, move the block cursor (using the cursor
keys) to the pair, press Enter, key in a new value (between
-999 and +999, with the "+" optional), and press Enter again
(pressing Enter without keying in a new value keeps the old
value; keying in "0" (zero) and then pressing Enter REMOVES
THE PAIR FROM THE TABLE). To add a new kerning pair, move
the block cursor to the space after the end of the final
column (where the cursor is blank), press Enter, and follow
the instructions given (pressing Enter after keying in each
item requested). Following each deletion and addition, the
table is resorted alphabetically. To back out to the editor
WITHOUT KEEPING ANY CHANGES, press Esc; or press F8 to
return to the editor and keep all changes; or press F10 to
SAVE all changes to a font kerning file in the current font
directory, WRITING OVER THE OLD KERNING INFORMATION FILE IN
THAT DIRECTORY WITHOUT WARNING.
18.5.2.8 F8 - ACCENTED (COMPOSITE) CHARACTERS
Pressing F8 accesses the accented (composite) character
screen, from which you can pick a character to enter into
the editor. The accented characters shown are those given in
the standard-encoding AFM file (see Section 18.1), and their
names are those used in the AFM file; to see how the
characters appear in hard-copy output, print out the file
ENCODING.PS (included on one of the distribution disks) on a
PostScript-compatible printer. To enter a character into the
editor, move the block cursor to the character and press
Enter. The character appears in the editor (beginning with
<TK0>) with the necessary typesetting codes for proper
positioning of the two parts of the character; you can edit
the codes if you wish. Positioning of the parts of accented
characters can be altered by modifying the font width
information file using the utility program AFMTOPT.EXE (see
Section 18.1) OR the utility program MODFONT.EXE (see
Section 18.10), but additional accented characters CANNOT be
added so that they appear on the accented character screen.
If you need extra accented characters, consider using a
keyboard macro program to assign the appropriate character
and typesetting codes to otherwise unused keys.
18.5.2.9 F9 - FINDING/REPLACING TEXT
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To find text, place your cursor somewhere BEFORE the text
you want to find. Then press F9. The top line asks for the
text you want to find. Type it in and press Enter. (The text
can include Ctrl-A, Ctrl-Z, and Ctrl-Q for their equivalents
in the text (See Section 18.6). It can also include Ctrl-E
to find the carriage return symbol (down-arrow) which you
get when you press Enter.) Another line appears, asking you
to specify other options. If you want to merely find the
first instance of the text after the cursor, press Enter.
The cursor moves to the first character of the first
instance of the found text. If no instance is found, the
cursor does not move, and you see a message. The editor
recomposes the text whenever it is attempting a find, so it
will find text even if it is wrapped at the end of a line
and even if it has a SOFT-HYPHEN inserted in it. If you want
to find the next instance of the same text, press F9 again.
Notice that your previous text to be found is shown on the
top line, so if you want to find the same text again, just
press Enter twice. It will find the NEXT instance of the
text.
Before you press Enter to execute the find, you can also
specify whether you want to find only text that is exactly
like that you typed in (case sensitive, the default), or
text that has the same letters, but possibly of a different
case (capitals vs. small letters) than that originally typed
in (case insensitive). If you specify case insensitive by
pressing I, and you are searching for 'dog', the search also
finds 'DOG' and 'Dog'. You can also press S for case
sensitive, if you have previously chosen case insensitive.
If you want to replace found text with different text,
before you press Enter, press R. You are asked for text to
substitute for the original text. Type in your text (you can
include the same Ctrl characters as in the find line) and
press Enter. You then have, in addition to the case option,
a next/all option. Next (the default) means that only the
next instance of the found text is replaced. Press A for all
if you want ALL instances past the cursor position to be
replaced. When you are ready to execute the replace command,
press ENTER. The text is recomposed, and the next/all
instance(s) of the found text is replaced with the replace
text. The cursor goes to the beginning of the last replaced
text. If no instance is found, the cursor does not move, and
you see a message. If you want to perform the same replace
operation again, press F9, Enter, R, Enter, Enter.
18.5.2.10 F10 - READING/WRITING ASCII FILES IN THE EDITOR
PictureThis can import text files prepared in word
processors. It can also export a file prepared in the
editor. To import/export a file while in the editor, first
press F10. A line appears at the top of the editor, asking
if you want to [R]ead, [W]rite, (or in some cases)
[C]ontinue reading a file. If you press R or W, you are
asked for a file specification. You can type in a specific
file name (with path if necessary), or a file specification
with a wild card character (e.g., *.txt) to get a directory
of files from which you can choose, or you can just press
Enter and get a directory of all the files in the current
directory. Choose a file by using the cursor keys to
highlight the correct file name and pressing Enter.
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If you are writing a file, the contents of the editor will
be written to that file, except real CARRIAGE RETURNS
replace the END-OF-PARAGRAPH (down arrow) markers in the
editor. You could possibly use this saved file in another
text editor, but the PictureThis editor is NOT a general
purpose editor, and shouldn't be used as such. The file
saving capability is mainly so that if you are editing and
have to quit, you can save your file and come back to it
later.
If you are reading a file, a portion of the file will be
appended to the END of the text that is already in the
editor, until it fills 75% of the editor's lines.
PictureThis remembers what portion of the file has been
read, so after you set part of the editor's text to the
drawing (in the process, freeing some of the editor's
lines), you can continue reading that file where you left
off. If you have previously read from a file, when you press
F10, you will be given the choice to [C]ontinue reading from
the same file. Just press C and another portion of the file
is appended to the end of the text remaining in the editor,
filling no more than 75% of the editor's lines. Why does it
fill only 75% of the editor's lines? To allow you to edit
the text without overflowing the end of the editor. If you
do overflow, (e.g., by changing to a much larger point
size), the text which overflows is permanently lost, and you
will be warned that it has happened.
An example of a typical session of typesetting a few-page
document for which you have an ASCII file produced by a word
processor follows:
A. Run CONVERT on the file (see Section 29.).
B. Set up your frame and margins on the drawing screen.
Let's say you want a two-column layout on 8-1/2 by 11 paper.
(You could use TWOCOL.DRW as your layout drawing, it's on
one of the distribution disks.) Choose the left column's
margin and place the cursor at the top left of the margin
(Ctrl-L, Ctrl-T).
C. Set up the font, point size, justification, etc. Save the
layout as a drawing.
D. Enter the editor.
E. Press F10, then R, then type your file name in. Part of
the file is read into the editor.
F. Edit the text as necessary. Compose (F3).
G. Note the line where the Height Remaining indicator turns
negative. Place an END-OF-TEXT (Ctrl-Q) marker at the
beginning of this line. Press F5 to set the text to the
first column.
H. Switch the margin to the second column and move the
cursor to the top left of this column. Enter the editor.
Notice that the text that was previously after the END-OF-
TEXT marker is now at the beginning of the editor.
I. Press F10, then C, to continue reading the Ascii file.
J. Edit and set the second column as you did the first.
K. Save your first page as a drawing and possibly an EPS
file.
L. Read the layout you previously saved as a drawing back
in, position the cursor at the top of the first column, and
repeat the above procedure.
M. Continue the above until you have reached the end of the
word processor file.
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18.5.3 COPYING/MOVING/DELETING BLOCKS OF TEXT
PictureThis allows the user to mark a block of text in the
editor, then move or copy that block to a different position
in the editor or delete the block.
To mark a block, place the cursor at the beginning of the
block and press Alt-B; then place the cursor at the end of
the block (the character AFTER the last character of the
block) and press Alt-E. If both ends are marked and the
beginning is before the end, the marked block appears in
reverse text. You can edit within or outside of the marked
block, and it remains marked. You can compose or perform any
other editor operations while the block is marked.
To delete a marked block, press Alt-D. The block is
deleted, and the text is recomposed.
To move a marked block, place the cursor after the
character you want the block to follow and press Alt-M. The
block is moved to the new location and remains marked; the
text is recomposed.
To copy a marked block, place the cursor after the
character you want the copy to follow and press Alt-C. A
copy of the block is placed at the cursor. The copy remains
marked (to make multiple copying easy). The text is
recomposed. The original block is not changed, but it is no
longer marked.
To "unmark" a block, press Alt-U.
18.5.4 HYPHENATION
PictureThis hyphenates text automatically. We have
incorporated HY-PHEN-EX (Copyright 1989 GeoMaker Software),
which uses a sophisticated algorithm to hyphenate words.
Hyphenation is ON by default in the editor. All you do is
type your text in normally; when the editor determines that
it is time to wrap a line, it first checks in the
hyphenation exception dictionary HYPHEN.LST (an ASCII-format
file which is user-modifiable) for the word that needs to be
wrapped. If it can't find the word, HY-PHEN-EX algorithms
are used to find possible hyphenation points. If no suitable
hyphenation points are found, the line wraps on the nearest
SPACE or HARD-HYPHEN. (A HARD-HYPHEN is a hyphen which the
user typed in as part of the text.) SOFT-HYPHENS (hyphens
inserted by PictureThis) appear different on the screen than
normal hyphens (they have a short line down on the left),
and can change each time the text is composed.
We think HY-PHEN-EX does a good job -- it very rarely
places a hyphen where it doesn't belong. But it doesn't
catch every allowable hyphen. (There are all kinds of rules
about hyphenation, and dictionaries don't always agree. One
rule that HY-PHEN-EX uses, which might seem a bit strange,
is that it never hyphenates a word less than five characters
long.) If you don't like the way a word is hyphenated by HY-
PHEN-EX (that is, by PictureThis), you can manually insert
your own hyphen. However, this can be dangerous, because if
you change any of the text before the inserted hyphen, or
change any text parameters (such as font or point size), the
hyphen is likely to end up in the middle of the line. (We
see this frequently in computer typeset work.) Be careful! A
better way is to add your word to the exception dictionary.
HYPHEN.LST can be edited in most word processors or editors,
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including the PictureThis editor. If you are in the
PictureThis editor, and you want to change HYPHEN.LST, just
save your file (see Section 18.5.2.10), import HYPHEN.LST,
and add a word. Each word in HYPHEN.LST ends in a carriage
return and has hyphens wherever you want to put them. The
order in which the words appear is unimportant. Then save
HYPHEN.LST. If you want to use the new HYPHEN.LST, you must
exit PictureThis (save your drawing first), and restart it.
If you add too many words to HYPHEN.LST, it will slow down
the hyphenation process. In general, HY-PHEN-EX does such a
good job that you will probably seldom need to add a word.
It even hyphenates nonsense words "correctly". Note that HY-
PHEN-EX is made to work with American English; it will
hyphenate foreign words, but possibly incorrectly.
With normal text, hyphenation is usually desirable.
However if you want to turn hyphenation OFF, put the
typesetting code <HYX> (see Section 18.6) in your text where
you want it turned off. Hyphenation can be reactivated with
a <HYO> later in the text.
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