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////// Furnish 1.0, © 1988 by Terry W. Gintz ///////
This program is released as Shareware (not Public Domain), freely
distributable. These programs take time to create, both in the mind (this
idea floated for several years until the Amiga came around and I learned to
program in "C"), and in actual programming and debugging time. If you like
this program and intend to use it for practial purposes, I would appreciate
a small donation to spur revisions and support my interest in programming.
Terry W. Gintz
4237 Marcum Lane
Eugene, Oregon 97402
USA
phone: 503-688-2850
Furnish is a designer's tool that allows you to arrange objects onscreen,
rotate them, change their perspective by flipping them, or otherwise create
a custom furniture arrangement. The initial intent was to see how things
"fit" without the heavy work of moving them around. (Use a computer and
save your back, ok?)
Furnish was written to use paint "brushes" created by DPAINT or other brush-
compatible paint programs. The brushes are loaded and become gels that
you can move using a mouse and can overlap other objects or backgrounds
onscreen. A couple of grids, gridobject and gridroom, are supplied to use
in a paint program for accuracy in drawing objects to scale. Gridobject
is used for drawing objects, and gridroom is used for drawing room
templates. The grids are sized to represent the maximum brush dimensions
that Furnish will load. A room template can be as wide as the lo-res screen
and as high as the screen minus the title bar (320 X 190). An object is
limited to 128 pixels wide by 128 lines high. In use the objects will
probably be much smaller than this. Room templates are automatically
centered on the screen, while objects are loaded into sections of the screen
depending on which of 10 possible objects are loaded. The number of objects
the program can handle is limited to 10 currently mainly because of memory
constraints (gels 128 X 128 use up a lot of chip memory). This is more than
enough objects for any room, usually. But you can combine objects (like
putting a lamp on a lamp table), if you need more details.
About the menus:
The Project menu handles the disk functions ("load room" and "load object"),
and erase functions ("erase object" and "clear room"), as well as "quit", to
exit program. There are requester to prevent misapplying the command
sequences, which are attached to a number of the menus to speed common
operations. Right-Amiga-R will call up a file requester to load a room
template, while Right-Amiga-O will call up a file requester to load an
object. Right-Amiga-E would erase the selected object on screen, if the
requester is satisfied this is what you want to do. Right-Amiga-C clears
all objects from the screen, except the room template, after okaying the
requester. There is no save screen function here, as there are many
programs available that can dump screens, that are multi-tasking (I use
Zing!, but Grabbit or others should work too). After loading an object, a
requester will ask you to name the object. This is important to relabel the
menu item in the Object menu. The label should identify the object, so you
can select it easily later on to move or rotate it.
The Edit menu has all the other object-based commands, as well as a screen
save function, which is user activated, so you can leave the room without
having to dim your monitor to prevent monitor burn. Move object enables
or disables the mouse-move function, to move objects onscreen. After
loading a brush, hold down the left mouse button and center the object with
the mouse pointer. The next two commands, RotateCW and RotateCCW, rotate the
selected object clockwise or counterclockwise 90°. Along with Flip-Up/Down,
which flips an object upsidedown, you can arrange objects or change their
perspective at all 90° angles. If you need other angles, use DPAINT to
"rotate any angle", although this will probably change the size factor too.
A sample arrangement is included "title.pic" that demonstrates the features
of this menu. Right-Amiga-S blackens the screen until the mouse is moved.
The Object menu selects which of 10 possible objects the Edit Menu will work
on. Change the object number when you load another object, if you don't
intend to erase the existing one. When loading objects, the objects are
loaded into sections of the screen starting at the lower right for 1,
then moving left and finally loading into the upper right to left for
objects 6 to 10. This allows all objects to be loaded at the same time
without covering other objects. If an object is covered up, it can be
located easily by using the "move object" function. A selected object will
always follow the mouse pointer.