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TheDraw Version 3.20
Color and Monochrome Screen Image Generator/Editor
Operation Manual
COPYRIGHT (C) 1986,1987,1988,1989 by
TheSoft Programming Services and Ian E. Davis
All Rights are Reserved
TheSoft Programming Services
1929 Whitecliff Court
Walnut Creek, CA. 94596
Written using Turbo Pascal v5.0
P R E F A C E
This document is 89 pages long.
This document is copyright (C) 1988,89 by TheSoft Programming
Services. All rights reserved.
The software programs TheDraw (TM) and TheDrawR (TM) are
Copyright (C) 1986,1987,1988,1989 by TheSoft Programming Services.
All rights are reserved.
TheDraw and TheDrawR are registered trademarks of TheSoft Programming
Services.
TheDraw v3.20 Preface i
L I C E N S E
TheDraw is not a Public Domain program and is not free. TheDraw is
copyright (C) 1986,1987,1988,1989 by TheSoft Programming Services.
Non-registered users of this program are hereby granted a limited
license to use TheDraw for a trial period of two weeks to evaluate its
suitability for their requirements. Any usage of TheDraw other than
this limited purpose requires registration of each copy used. Use of
TheDraw by non-registered people outside of this limited license is
prohibited.
TheDraw may NOT be modified in any respect, for any reason, including
but not limited to, de-compiling, disassembling, or reverse
engineering of the program. The opening title screen must never be
altered, removed, bypassed or modified by any means.
You are free to distribute the PUBLICLY AVAILABLE shareware version of
TheDraw to others subject to the above restrictions and also the
following.
A. No fee is charged for its use.
B. No renumeration may be accepted for TheDraw. This does not
apply to computer access charges the system operators (Sysops)
of or organizations owning bulletin board systems, online
services, etc... may charge subscribers.
C. TheDraw must be copied in unaltered form, complete with files
containing license information, the FULL documentation and
all accompanying files. The self-extracting archive
distributed by TheSoft must not be altered in ANY respect.
D. All shareware houses/distribution firms must make explicitly
clear that the diskette purchase containing any shareware
program has NOT registered the shareware with TheSoft.
System Operators may make TheDraw available for download only if the
above conditions are met. The self-extracting archive (TDRAW320.EXE)
distributed by TheSoft may be made available only in complete form.
Refer to section FILE LISTING to verify contents. If the contents
appear altered or not complete, you may obtain the latest release of
TheDraw directly from TheSoft by sending a formatted diskette labeled
with the word "THEDRAW". Please include $5 for handling.
Distributors of "Public Domain", "Shareware", and/or User Supported
software may distribute TheDraw subject to the above conditions only
after obtaining WRITTEN permission from TheSoft Programming Services.
This condition statement supersedes all previous agreements.
TheDraw v3.20 License ii
Please refer to the section entitled registration/ordering section for
additional information on registration, corporate site-licensing and
related topics.
-----
The above license statement does not apply to the REGISTERED version
of TheDraw. The registered software of TheSoft Programming Services
is protected under United States Copyright and Trademark Laws. It
must be treated just like a book with certain exceptions as follows:
A. TheSoft Programming Services authorizes the making of archival
copies of the registered software for the sole purpose of
backing-up your software and protecting your investment from
possible loss.
B. The medium on which the registered software is recorded is
transferred to the customer, but not the title to the software.
C. The customer may resell or distribute unmodified copies of the
registered software provided the customer has purchased from
TheSoft Programming one copy of the registered software for each
one sold or distributed. The provisions of this software license
shall also be applicable to third parties receiving copies of the
registered software from the customer.
D. By saying, "just like a book", TheSoft Programming means that the
registered software may be used by any number of people and may be
freely moved from one computer location to another so long as there
is ABSOLUTELY NO POSSIBILITY of it being used at one location while
being used at another. Just like a book that cannot be read by two
different people in two different locations at the same time.
TheDraw v3.20 License iii
O R D E R I N G I N F O R M A T I O N
Once a registered user of TheDraw, you are free to utilize the program
as often as you wish. Other than having a clear conscience, there are
many advantages to registered. You can opt to receive in the mail a
registered version of TheDraw with configurable editor commands,
enhanced editing facilities, context sensitive pop-up help, and macro
keys. You will also be notified through the mail when a significant
enhancement has been made to the program. Once registered, all
upgrades are available for a $5 upgrade fee plus the original TheDraw
diskette (see below).
There are two ways to register. The first is by sending $10 to
TheSoft Programming Services along with a registration form. You do
NOT receive the registered version of TheDraw for this registration,
but are notified of upgrades. For an additional $5, we send you the
latest shareware and registered versions of TheDraw on disk along with
documentation (on disk) and utilities.
If unsure, you can receive the latest shareware version of TheDraw for
evaluation by sending a formatted diskette plus $5 for handling.
If you want to receive TheDraw on a 3.5 inch diskette (720k format),
add an additional $5 on each diskette ordered.
Please use the following form or the included file "MAILER" when
placing an order.
-----
NON U.S. residents, please send checks drawn on U.S. funds. We will
accept non U.S. currency, but you must include an additional $5 (US)
to cover exchange handling.
UPGRADING TO LATEST THEDRAW
______________________________________________________________________
Users who have registered (and received a diskette) may upgrade to the
latest version of TheDraw by sending in their TheDraw ORIGINAL DISK,
along with $5 (service and handling). Please use the following order
form when upgrading. If there has been an address change, please
indicate so on the order form.
The original disk must be returned and contain the registered version
of TheDraw. The disk will be reformatted and the Master copied onto
it. Any disk in poor condition will be replaced by TheSoft. If the
serial number label is missing or the diskette does not contain the
registered version of TheDraw, the update will be refused and the
diskette returned unchanged.
TheDraw v3.20 Ordering iv
Please Remit To: TheSoft Programming Services
1929 Whitecliff Court
Walnut Creek, CA. 94596
Qty. Description Each Total
____ TheDraw Upgrade to version 3.20 $5.00 ________
(You must return your original diskette
containing your copy of the registered
version of TheDraw)
____ TheDraw Evaluation Copy $5.00 ________
(You supply diskette, no registration)
____ TheDraw Registration $10.00 ________
(Does not include a new diskette with the
registered version of TheDraw)
____ TheDraw Registration with 5.25" diskette $15.00 ________
(Registration including diskette with the
latest shareware and registered program
versions along with manual on diskette)
____ TheDraw Registration with 3.5" diskette $20.00 ________
(same as above except on new size media)
Subtotal ________
(Bulk Orders see below for discount) Discount [-________]
(All orders outside U.S. add $5 Shipping) Shipping ________
(Add $5 for Currency Exchange) Misc. Charges ________
(CA residents please add 7.0% sales tax) Tax ________
TOTAL $________
Name: ________________________________________________________
Company: ________________________________________________________
Address: ________________________________________________________
________________________________________________________
________________________________________________________
All checks must be drawn on U.S. Funds in U.S. Dollars. Sorry, no
C.O.D. orders will be accepted.
TheDraw v3.20 Ordering v
S I T E L I C E N S E
If you plan on using TheDraw in a corporate, government or business
environment registration is not optional and the two week limited
license is enforced. For such users, quantity discounts are available
under this site license agreement.
One MASTER copy of TheDraw (with documentation) will be provided on
diskette. The site is responsible for printing the documentation and
copying the diskettes for distribution. Backups of the MASTER disks
do not count towards the total copies of the license.
With all site licenses, the site will supply one contact person with
which all correspondence will be made. If a problem should occur, the
contact person will call and make arrangements to get a fix for the
glitch. Updates to TheDraw will be forwarded to the contact person.
When filling out the order form, use the contact persons name to avoid
confusion at a later date.
Following is the current site license discount rates:
TOTAL COPIES DISCOUNT
1 - 4 none
5 - 10 5%
11 - 20 10%
21 - 30 15%
31 - 50 20%
51 - 100 30%
101+ 40%
NOTE: All prices and discounts are subject to change without notice.
Also note that discounts are NOT cumulative and apply to
separate orders only.
TheDraw v3.20 Site Licensing vi
W A R R A N T Y
TheDraw is provided AS IS without any warranty, expressed or implied.
This includes without limitation the fitfulness to a particular
purpose or application and any warranties of merchantability.
While we tried to be as through as possible while debugging TheDraw,
TheSoft Programming Services shall not be liable for any damages,
whether direct, indirect, special, or consequential arising from a
failure of this program to operate in a manner desired by the user.
TheSoft Programming Services shall not be liable for any damage to
data or property which may by caused directly or indirectly by use of
this program.
In no event will TheSoft Programming Services be liable to you for any
damages, including any lost profits, lost savings or other incidental
or consequential damages arising out of your use or inability to use
the program, or for any claim by any other party.
-----
If you have a problem with TheDraw please feel free to write and
describe the situation. Registered users, please include the serial
number found on your diskette.
To those people who have registered (with diskette), the physical
diskette is warranted against defects in materials and workmanship for
a period of 60 days from date of shipment by TheSoft. Any returned
disks found bad will be replaced at no charge.
TheDraw v3.20 Warranty vii
T A B L E O F C O N T E N T S
Preface ...................................................... i
License
Single User License ....................................... ii
Giving out Copies ......................................... ii
System Operators (Sysops) Info ............................ ii
Software Distributors - Read this ......................... ii
Registered Version License Agreement ...................... iii
Ordering Information
Registration .............................................. iv
Upgrading to latest TheDraw ............................ iv
Registration only (no diskette) ........................ iv
Registration (diskette sent out) ....................... iv
Getting a Trial Copy ................................... iv
Getting a 3½ inch diskette ............................. iv
Invoice Order Form ........................................ v
Site Licensing ............................................ vi
Bulk Order Discounts ................................... vi
Warranty ..................................................... vii
Introduction ................................................. 1
Definitions .................................................. 3
System Requirements .......................................... 4
Multitasking Environments ................................. 4
Get Running .................................................. 5
Floppy Disk Installation .................................. 5
Hard Disk Installation .................................... 5
Make it Do Something ...................................... 6
The Demo Files ............................................ 6
Moving to TheDraw Version Three and Beyond ................ 7
File Listing .............................................. 8
The Setup Utility ............................................ 9
Why Setup? ................................................ 9
Windows and Selecting Options ............................. 10
Saving and Aborting Changes ............................... 10
Running Setup ............................................. 10
Main Menu .............................................. 11
Editor Configuration ................................ 11
Changing a key entry ............................. 11
Allowed Keystrokes ............................... 12
Keyboard Customize .................................. 12
Screen Mode ......................................... 12
TheDraw v3.20 viii
The Setup Utility (cont)
Colors .............................................. 13
Help Directory ...................................... 14
Memory Usage ........................................ 14
Defaults ............................................ 15
Quit/Save ........................................... 15
Starting TheDraw ............................................. 16
Command Line Filespecs .................................... 16
The Status Line ........................................... 16
HELP! ..................................................... 17
Cursor Control ............................................ 17
Mouse Control ............................................. 18
Command Summary ........................................... 19
Pull-Down Menu System ........................................ 20
The FILES Menu ............................................ 20
The GLOBAL Menu ........................................... 21
The OPTIONS Menu .......................................... 22
The SCREEN Menu ........................................... 23
The ANIMATION Menu ........................................ 24
The COLOR Menu ............................................ 26
The TOGGLES Menu .......................................... 27
TheDraw Keyboard Commands
Alt-A Change Text Color Attributes ....................... 28
Alt-B Block Action Commands .............................. 29
Copy a Block ..................................... 30
Move a Block ..................................... 30
Fill a Block ..................................... 31
Block Text Operations ............................ 32
Delete a Block ................................... 33
Erase a Block .................................... 33
Load a Block (normal mode only) .................. 33
Save a Block (normal mode only) .................. 33
Rescan a Block (animation mode only) ............. 33
Alt-C Clear Current Screen ............................... 34
Alt-D Set Default Clear Screen Color ..................... 34
Alt-E Change Page Layer Edit Screen ...................... 35
Sprite Editing ................................... 35
Alt-F View Function Key Sets ............................. 36
Alt-G Global Commands .................................... 37
Copy Screen ...................................... 37
Move/Rotate Screen ............................... 37
Fill Screen ...................................... 38
Global Text Operations ........................... 39
Alt-H Display Help Information ........................... 39
Alt-I Insert a Line ...................................... 40
TheDraw v3.20 ix
ALT-J Animation Options .................................. 40
From Normal Edit Mode ............................ 40
From Animator Mode ............................... 42
Include - Specify Animation Include Files ...... 42
Limit - Specify Animation Limiting ............. 43
Marker - Specify Animation Markers ............. 44
Movement - Toggle Storage of Cursor Movement ... 45
Normal - Convert to Normal Edit Mode ........... 45
Rescan - Rescan All Screens for New Sequence ... 45
Pause - Animation Pausing ...................... 46
Alt-K Delete a File ...................................... 46
Alt-L Load Screen from Disk .............................. 47
Alt-M Select Draw Mode (toggle) .......................... 48
Alt-N Ruler .............................................. 48
Alt-O Change Drive/Sub Directory ......................... 48
Alt-P Paint/Fill Commands ................................ 49
Alt-Q Redraw Screen (animator mode only) ................. 49
Alt-R Restore Current Line ............................... 50
Alt-S Save Screen to Disk ................................ 50
Alt-T Tab Setup .......................................... 53
Alt-U Use Color under Cursor ............................. 53
Alt-V View a Screen (not load) ........................... 54
Alt-W Edit Character (animator mode only) ................ 54
Alt-X Exit TheDraw ....................................... 54
Alt-Y Delete Current Line ................................ 55
Alt-Z Erase Cursor Character (animator mode only) ........ 55
Alt-= Toggle Macro Learning Mode ......................... 55
Alternate Color Change Options (CTRL-UP/DOWN/LEFT/RIGHT) .. 55
Solid Spaces (SHIFT-SPACE) ................................ 56
Full Screen Editing (CTRL-PRTSC) .......................... 56
The Animation System ......................................... 57
What is Ansi Animation? ................................... 57
Animation Basics .......................................... 57
How to Animate Something .................................. 58
Limitations ............................................... 58
The Presentation Program (THEPP) ............................. 59
Appendix A: Setting up CONFIG.SYS ........................... 62
Appendix B: Programmers Programming Tips .................... 63
Programming in Assembler .................................. 63
Programming in Pascal ..................................... 64
Turbo Pascal v4.0 and v5.0 ............................. 66
Programming in C .......................................... 67
Programming in Basic ...................................... 70
TheDraw v3.20 x
Appendix C: Extended/Special Character Set .................. 71
Revision History ............................................. 72
The Future ................................................... 76
Comments ..................................................... 77
TheDraw v3.20 xi
I N T R O D U C T I O N:
TheDraw is a powerful screen image generator/editor for color and
monochrome video users. What does that mean? Literally, TheDraw
makes designing and figuring out a video screen display childs play.
Its basic premise is this: be easy to use. The most novice computer
user can make an Ansi text file screen with TheDraw in only minutes.
From that point on, you can explore and use more of the horsepower
available in TheDraw.
Someone is probably saying "it edits screens... big deal". This type
of person has never known the agony of creating a good looking menu or
display for a program (assuming he/she programs), making a fancy batch
file intro screen, or having to quickly putting together a computer
presentation for the boss.
The biggest problem facing most people is we really do not know what
will look good until we see it. Manually editing a screen can
literally take hours. With TheDraw, you can free form until you
really know what is perfect. With the picture in mind, you can
quickly develop whatever is necessary or instruct TheDraw to create a
data file which can be used. Instead of hours, making a screen takes
minutes.
For the curious, TheDraw can transform your masterpiece into data
files with the following formats:
ANSI color text (useful in batch files, BBS's, etc...)
ASCII text (compatible with word processors and text editors)
BINARY files (generic, useful in most everything)
BSAVE (for Basic)
COM files (actual separate programs that may be executed
directly by Dos. Great for batch files.)
ASSEMBLER (for the die-hard coder)
TURBO PASCAL (directly compilable source code)
C (format is for Turbo C specifically)
THEDRAW (custom storage format for FAST loading and saving)
TheDraw was long ago originally written as an improvement to a simple
program named AnsiDraw written by Amrich Enterprises. Both programs
provided similar operation, with TheDraw giving a much enhanced user
interface.
TheDraw v3.20 Introduction 1
TheDraw is now vastly improved over the abilities of AnsiDraw, and
most other screen editors. It is compatible with most systems that
have 150k of free memory available. Monochrome and Color monitor
users are supported, and a special keyboard driver allows you to
redefine keystrokes that do not operate properly or are used by other
programs (registered version).
Another feature TheDraw fully supports is ANIMATION. With this
facility you can develop quick and dirty presentations, or simply make
a generic screen appear with pizzazz. You can either let TheDraw make
an animation sequence from an image, or one can be made from scratch;
thus letting you fully control the appearance of your work. TheDraw
gives you a maximum of 16000 separate animation "entries" to handle
the most complex job. The final result can be saved either as an ANSI
file (Ansi Animation) or TheDraw format file. See the section
entitled "The Animation System" for more information.
To get started using TheDraw right away, refer to the section entitled
"Starting TheDraw". This section describes how to install and run
TheDraw.
Enjoy!
TheDraw v3.20 Introduction 2
D E F I N I T I O N S
Throughout this documentation you may run across the occasional
enigmatic word that needs explaining. The following are some
examples you might come across:
enigmatic - mysterious or cryptic
[ENTER] or C/R - This represents the return key on the keyboard.
If you see this in the text, press the Enter
key; do not type the actual letters.
ESC or [ESC] - Means to press the ESC key on the keyboard.
[letter] - Means to press the actual key marked 'letter'
on your keyboard. ie: [L] means to press the
'L' key.
Alt-[letter] - Alt- is always followed by another character.
Together, this symbol means to first press and
hold down the ALT key on the keyboard then type
the letter key following it. ie: Alt-A means
hold down ALT then press 'A'.
Ctrl-[letter] - This is executed the same as the ALT key.
or ^[letter] Press and hold down the CTRL then hit the
letter following. ie: CTRL-A and ^A mean the
same thing - hold CTRL then press 'A'.
TheDraw v3.20 Definitions 3
S Y S T E M R E Q U I R E M E N T S
TheDraw requires an IBM PC/XT/AT or close compatible running MsDos 2.0
or higher. In addition, a Color Graphics or Monochrome adapter plus
monitor is needed to run properly.
In a minimum configuration, 150 kilobytes of free memory are required.
The maximum memory usage is 330k of memory (8 page layers, 16000
animation entries). Any remaining memory can be used to execute a Dos
Shell if desired. TheDraw will always attempt to allocate all
available memory up to the limits specified using the Setup utility.
MULTITASKING ENVIRONMENTS
______________________________________________________________________
TheDraw can be used under multitasking or windowing environments
provided the full video screen is allocated to it. The program
directly accesses video memory and the keyboard hardware for some of
its functions.
TheDraw is known to operate under Double Dos except for minor
problems. Double Dos disables certain keyboard sequences (notably
Ctrl-PrtSc). For this situation, people with the registered version
of TheDraw can use the Setup utility to redefine the function of Ctrl-
Prtsc to another key.
TheDraw operates under Microsoft Windows and Desqview provided memory
and video requirements (as mentioned above) are taken care of.
Note: It is easily conceivable to cause problems with window
environments if the user wishes. Working in another window
while TheDraw attempts to refresh its screen will result in
information being overwritten. Be warned.
Proper support for window environments will be provided in
the future.
TheDraw v3.20 System Requirements 4
G E T R U N N I N G
Setting up TheDraw to operate on your computer is not a great chore.
Refer to the section below that applies to you. If you received
TheDraw on diskette, it is suggested you backup the disk before
proceeding. It never hurts to play it safe. The diskette obtained
from TheSoft contains a batch file called INSTALL.BAT to simplify this
initial setup (note: INSTALL.BAT is not included with the shareware
version of TheDraw).
FLOPPY DISK INSTALLATION
______________________________________________________________________
If you obtained a diskette from TheSoft, you are almost set to go.
You will want to copy all the files onto the diskette you will be
using frequently. Because of space requirements, the setup utility,
documentation and demo files are compacted. Use the INSTALL batch
file to expand these files onto another diskette. ie:
INSTALL FLOPPY <enter>
Simply follow the online instructions presented. Once done, proceed
to the section "The Setup Utility".
HARD DISK INSTALLATION
______________________________________________________________________
Create a sub-directory of your choice to place TheDraw and files in.
Next, copy all files to the sub-directory. Example commands are:
MKDIR \THEDRAW Create a sub-directory THEDRAW in the root
directory of your hard drive.
CHDIR \THEDRAW Put Dos into the THEDRAW sub-directory.
COPY A:*.* Copy all files from drive A to the sub-
directory.
Details of the above commands will not be covered here. Please refer
to your Dos manual if you have questions. On the diskette obtained
from TheSoft, there is a batch file to simplify this process. With
the diskette in drive A, type:
INSTALL HD <enter>
This will do all of the above for you automatically.
TheDraw v3.20 Get Running 5
MAKE IT DO SOMETHING!
______________________________________________________________________
By this point you may be eager to start playing with TheDraw; by all
means do so. Use of the Setup utility is not absolutely necessary
unless TheDraw does not appear to run properly. To run TheDraw simply
type from the Dos prompt:
THEDRAW [ENTER]
People with the registered version type:
THEDRAWR [ENTER]
After a few seconds, TheDraw will start running and display its title
screen. Press a key, and TheDraw is ready. Quickly, two commands
you should be familiar with are:
ALT-S Save Screen to Disk
ALT-X Exit TheDraw
The former will save your efforts to disk. The latter will allow you
to exit TheDraw back to Dos. Have fun!
THE DEMO FILES
______________________________________________________________________
TheDraw comes with two demonstration files to help show some of its
capabilities; SHUTTLE2.ANS and DEMO.TD. SHUTTLE2.ANS is a simple
animation example which you can view from dos by entering:
TYPE SHUTTLE2.ANS [Enter]
Note: You must have the ANSI.SYS driver installed in your CONFIG.SYS
file for this to appear properly. See APPENDIX A for more
details on the CONFIG.SYS file. If you do not have Ansi.Sys,
THEPP (provided with registered version of TheDraw) can be used
alternatively (ie: THEPP SHUTTLE2.ANS [Enter]).
The second demo file, DEMO.TD, demonstrates the block editing features
of TheDraw. To use it, run TheDraw as described above. Next, press
ALT-L and type DEMO.TD [ENTER]. Instructions will appear on screen
showing what to do next.
TheDraw v3.20 Get Running 6
MOVING TO THEDRAW VERSION THREE AND BEYOND
______________________________________________________________________
Users of TheDraw versions 2.0, 2.1, or 2.2 will be able to start using
version 3.0 and above right away. The only things the user should be
aware of are the revised ALT-E command, and the block copy/move
"exchange" command. To flip page layers, the wanted layer must be
specified. This differs from the older versions which merely toggle
between the available pages.
There are many new additions to TheDraw. Some will be apparent (such
as the Last block option); some will not. The following is a list of
new features added to TheDraw version 3.00 through 3.20:
o Multi-Layer sprite editing - Supported in both normal AND
animation modes.
o Five new animation screen scanners - Angle, Gate, Pyramid,
Squares and Wiggle.
o Ability to shell to Dos.
o Ability to append one animation file onto the end of the current
animation file in memory.
o Global screen copies now supported in animation mode along with
the layered editing mentioned above.
o Use of the "Last Block" specified.
o THEDRAW format files. These files store the complete
configuration of TheDraw when the file was saved. This includes
the current colors, tab line, cursor position, etc... Useful
for quickly saving an animation file or all the current page
layers.
o Animation Markers, Include Files, and Pausing.
TheDraw v3.10 adds:
o MicroSoft Mouse Support
o Full screen Ansi file saving
o Five new function character sets for a total of 15!
TheDraw v3.20 Get Running 7
TheDraw v3.20 adds:
o Compute pull down menu system for ease of learning.
o "Sticky" wildcards in the directory listings (see ALT-L).
o COM file save screen format (see ALT-S).
Plus much more!
FILE LISTING
----------------------------------------------------------------------
The following briefly describes the contents of the shareware self-
extracting archive:
READ.ME Contains last-minute notes and corrections, plus
any special instructions needed.
MAILER Prints out a registration form on your printer that
can be folded and mailed directly.
WHATSNEW.DOC Gives a brief listing of major additions to TheDraw
in this latest version.
DEMO.TD Example files. Refer to THE DEMO FILES.
SHUTTLE2.ANS
PRINTDOC.EXE Program that simplifies the printing of these
instructions. Type PRINTDOC [Enter] from Dos.
SETUP.EXE TheDraw Setup utility. Refer to section below.
THEDRAW.EXE Shareware version of TheDraw.
THEDRAW.DOC This documentation file.
UNCRUNCH.ASM These files contain implementations of the uncrunch
UNCRUNCH.PAS algorithm needed to display screen images crunched
UNCRUNCH.H by TheDraw.
UNCRUN_N.OBJ
UNCRUN_F.OBJ
TheDraw v3.20 Get Running 8
T H E S E T U P U T I L I T Y
This section describes how to customize TheDraw and install your
customizations in the THEDRAW.EXE or THEDRAWR.EXE (registered version
only) files.
WHY SETUP?
______________________________________________________________________
Setup is the TheDraw installation program; used to customize the
TheDraw program (EXE) file. With this utility you can specify screen
modes, change edit colors and various other defaults. Setup allows
you to change the TheDraw environment in which you operate. It also
directly modifies various values within your copy of THEDRAW.EXE or
THEDRAWR.EXE.
Via Setup you can do the following:
o Setup the default video display mode
o Change screen colors
o Resize TheDraw's usage of available memory
o Change save screen default parameters.
o Specify initial default filespec wildcards.
In the registered version of TheDraw, the Setup utility can also:
o Customize or "remap" the editor command keys and mouse buttons.
o Setup a path to the directory where help files are stored.
TheDraw comes ready to run; there is no mandatory installation. After
setting up as specified in GET RUNNING, you can run TheDraw.
However, you will need to run Setup if you want to do any of the
following:
o Change TheDraw default colors.
o Force a display mode or "snow" checking
o Customize the editor commands to preferred sequences.
o Adjust memory usage to better suit your needs.
TheDraw v3.20 The Setup Utility 9
WINDOWS AND SELECTING OPTIONS
______________________________________________________________________
The setup utility operates in a windowing user environment. You
select commands by either pressing the highlighted capital letter of a
given option, or using the Up and Down arrow keys to move to your
selection and then pressing [ENTER].
For instance, from the main Setup installation menu you can select
Editor configuration*, Keyboard customize, Screen mode, Colors, Help
and overlay file path*, Memory usage, Defaults, or Quit/Save.
* Available while editing the registered version only.
SAVING AND ABORTING CHANGES
______________________________________________________________________
In general, pressing [ENTER] will save any changes. Pressing [ESC]
(as many times as needed) will abort a function and return you from a
submenu to the main installation menu. Where this convention is not
followed, instructions are displayed on the screen for you.
RUNNING SETUP
______________________________________________________________________
To get started, type SETUP [ENTER] at the DOS prompt. Once the
utility runs, you will be prompted for the filename to modify. This
allows you to have several different customized copies of TheDraw on
your system. These various copies of THEDRAW.EXE can each have
different executable program names. This allows you to customize for
various editor command-keys, menu colors, etc... if you are so
inclined. The registered program is called THEDRAWR.EXE.
After selecting a file to edit, SETUP determines what version of
TheDraw is being updated (shareware or registered). It then proceeds
to the main menu.
TheDraw v3.20 The Setup Utility 10
RUNNING SETUP: MAIN MENU
______________________________________________________________________
The main menu presents several options. Each item on the menu is
described below:
EDITOR CONFIGURATION
The editor in TheDraw provides many features, including cursor
control, color changing, various text operations, etc... These
editing commands are assigned to certain keys, as described in this
documentation. This option allows you to change the default
assignments for each function.
When you select Editor Configuration from SETUP's main menu, the
editor installation screen appears. Three columns of information
will be immediately notable:
o The first (left-most) column describes each configurable
function available in the editor.
o The second column lists Primary keystrokes. These keys are
the defaults by which TheDraw normally operates.
o The third column lists Secondary keystrokes. These are
optional alternates keystrokes you may press to invoke a
given editor action. These keystrokes always take precedence
over the primary keystrokes described above.
Along the bottom of the screen is a list of the keys used to select
and modify entries.
Key Action
_______________________________________________________________
Up and Down Selects the editor command you wish to change.
arrow keys
PgUp/PgDn Scrolls up/down one full screen page.
[ENTER] Enters the secondary keystroke modify mode.
R Restore all editor commands to the original
default values.
[ESC] Returns to the main SETUP options menu.
_______________________________________________________________
TheDraw v3.20 The Setup Utility 11
After pressing [ENTER] to modify a command, the current secondary
definition disappears. You can then type in your new definition.
Anything may be used for redefining a key except Numbers (0-9),
Letters (A-Z,a-z), Enter, Esc, and Backspace. A maximum of four
keystrokes for any given editor command is allowed; however,
certain key combinations are equal to two keystrokes. These
include ALT-(key), cursor movement keys (up, PgDn, Home, etc...)
and any keystroke involving a function key (F1, CTRL-F4, etc...).
Upon pressing ESC, if anything has been changed you are prompted to
save the changes. Next, if there are any duplicate keystrokes
SETUP will point out the first occurrence so you can clear up the
problem (marked with an asterisk).
KEYBOARD CUSTOMIZE
The true IBM-PC and certain clones have a Bios bug preventing the
Ctrl-Up and Ctrl-Down keystroke combinations from working properly.
TheDraw gets around this by using a custom keyboard driver. SETUP
examines the keyboard hardware to see what happens when Ctrl-Up and
Ctrl-Down are pressed.
Upon selecting this option, the screen clears and prompts if you
wish to continue. Next you are requested to press Ctrl-Up and
Ctrl-Down in that order. SETUP will display scan codes returned by
your keyboard for those keys.
Next you can experiment to see that everything is indeed working
properly. Press Ctrl-Up/Down until satisfied you programmed the
correct keys. When ready press [ENTER] to return to the main menu.
SCREEN MODE
Normally, THEDRAW will automatically determine the correct video
mode of your computer. You should only need to change the Screen
mode option if:
o you think TheDraw is incorrectly detecting your hardware.
o you have a Color Graphics Adapter (CGA) that does not produce
the "snow" effect.
o your computer has a composite video screen, which acts like a
CGA with only one color. In this case, you want the Black
and White screen option.
TheDraw v3.20 The Setup Utility 12
Upon pressing S to select this option, a pop-up menu will appear
with the available options. These are fairly apparent:
DEFAULT
TheDraw will operate in the mode active when first run.
BLACK AND WHITE
TheDraw will use composite black and white mode (80 column),
regardless of the active mode when first run. The original
video mode will be selected when you exit TheDraw.
COLOR
TheDraw will use color mode (80 column), regardless of what mode
active when first run. The original video mode will be selected
when you exit TheDraw.
MONOCHROME
TheDraw uses monochrome video mode, and switches back to the
previous mode upon exiting.
After selecting one of the first three options above (Default, B&W,
or Color), SETUP checks the screen for snow. If you see snow or
hashing, respond Yes to the prompt that appears.
COLOR CONFIGURATION
TheDraw holds three complete sets of configurable colors. Which
color set is used depends on the initial screen mode specified
above. The sets are for Color, Black and White, and Monochrome
screen users. A pop-up window prompts for which set to edit.
After selecting a color set, another pop-up window appears. These
choices are for the type of item you wish to configure. The Edit
Screen, Main Help Display, Directory (Load/View) Screen, and Pop-up
help if configuring the registered version of TheDraw. Choose the
item type to edit.
Next, you will see a menu of configuration items under that type.
Selecting a menu item will display a view port and list of
available colors. The view port shows an example of the screen
TheDraw v3.20 The Setup Utility 13
item you chose. It also reflects any changes in colors as you
scroll through the color palette.
Use the arrows keys to select a color to your liking from the
palette. Watch the view port to see how the item looks in that
color. Press [ENTER] or [ESC] to save your choice.
Now repeat this procedure for every screen color item you want to
customize. When done, press [ESC] until you return to the main
SETUP menu.
HELP DIRECTORY
This option only appears when you are editing the registered
version of TheDraw. With the Help Directory you can specify a path
for TheDrawR to locate its help, overlay and macro key files. The
current setting is displayed for you. To change it, simply type in
the new directory. Enter a period (.) by itself to use the current
directory when TheDraw is loaded. Press [ENTER] without entry to
leave unchanged.
MEMORY USAGE
TheDraw always tries to allocate all available memory up to limits
specified by this SETUP option. When fully configured, TheDraw can
use as much as 330k of memory. Memory is allocated first for
screen page layers and then for the animation system.
If you have limited memory, there might not be enough space for 8
page layers, 16000 animation entries and Dos Shell (maximum usage).
There may however be enough space for 4 page layers and 5000
animation entries, or one layer and a Dos Shell, or anything in
between.
This is when you may wish to override the automatic memory
allocation. To make TheDraw operate as in earlier versions, you
would want just 2 page layers and 5000 entries. Feel free to
experiment. Keep in mind that TheDraw will scale down all settings
when loaded if there is not enough memory.
Upon selecting this option the current settings are displayed for
you. The amount of memory occupied by screen page layers and the
animation system is also indicated. If you wish to change them
answer Yes to the prompt. You can then enter new values for both.
TheDraw v3.20 The Setup Utility 14
DEFAULTS
TheDraw has certain default values used throughout the program.
Some of these are:
o Initial edit colors
o Default file extensions
o Default file save parameters
o Sticky directory wildcards
etc...
Selecting Defaults from the main menu displays a screen with
several fields. Use the up and down arrow keys to select the field
you wish to change. PgUp/PgDn switches between the two screens of
options. To change a value follow the on screen directions.
Pressing "R" at any time restores all "factory" defaults. Press
[ESC] when satisfied with your changes.
QUIT/SAVE
Once all changes are completed, select Quit/save at the main SETUP
menu. The message:
Save Changes? (Y/N)
appears along the bottom line of the screen. Reply Yes, and all
the changes you have made will be saved into TheDraw. Reply No,
and all your changes are ignored. After either reply, you are
return to the operating system (Dos).
If you ever decide to reset TheDraw completely to factory defaults,
simply copy the EXE program file from your original disk (you did
make one right?) onto your work disk. If you just want the editor
commands restored, select the R command under Editor Configuration.
TheDraw v3.20 The Setup Utility 15
S T A R T I N G T H E D R A W
COMMAND LINE FILESPECS
______________________________________________________________________
For convenience, TheDraw allows you to specify a filespec from Dos
when first running the program. ie:
THEDRAW DEMO.TD
Only one file may be specified this way. All files are loaded onto
page layer one (except for THEDRAW format files, which are discussed
under the ALT-S command).
THE STATUS LINE
______________________________________________________________________
The status line of TheDraw shows various information about the state
of the program. Each structure in the status line is described below:
(xx,xx) Displays the current cursor position.
Color Indicates the current drawing color. This color is
used for any new characters placed onto the screen.
Text or Which word is displayed indicates if TheDraw is in
Draw normal Text or line Draw mode. In Draw mode, moving
the cursor with the arrow keys draws a line in the
moved direction.
Ins Appears when TheDraw is in Insert keystroke mode.
In this mode, typing a character shifts everything
to the right to make room for the new character.
Page:x or Indicate the current screen page edit layer. In
Anim:x animation mode (see The Animation System for more
details), the word Anim appears. In addition, this
structure indicates when TheDraw is in sprite edit
mode (see ALT-E). In sprite mode, either message
will appear in capital letters. ie: PAGE or ANIM.
Set:xx Number of the current function key set. This set
appears immediately after this indicator.
Note: The symbol "x" or "xx" indicates a number of some value.
TheDraw v3.20 Starting TheDraw 16
HELP!!!
______________________________________________________________________
The shareware version of TheDraw contains two outline help screens
available from command mode (no other commands being used) by pressing
ALT-H. These outline screens display brief notes about all operations
available in the program.
The registered version of TheDraw supports context sensitive help. In
other words, pressing ALT-H absolutely anywhere in the program will
bring up specific instruction on that area of TheDraw. This can be
very useful during the initial learning of the program or for rarely
used functions.
CURSOR CONTROL
______________________________________________________________________
The cursor may be moved by using the following keys:
Key Action
_____________________________________________________
Up Arrow Up one line
Down Arrow Down one line
Left Arrow Left one position
Right Arrow Right one position
Home First column of current line
End Last column of current line
PgUp First line in current column
PgDn Last line in current column
Ctrl-Home First Character of current line
Ctrl-End Last Character of current line (plus 1)
Ctrl-PgUp Upper-left position of screen
Ctrl-PgDn Lower-right position of screen
Tab Next set Tab position (see Alt-T)
Shift-Tab Previous set Tab position (see Alt-T)
Enter First column of following line
_____________________________________________________
Naturally, if you attempt to move past the screen border no action
will be taken. If no tab position follows the current location,
pressing [TAB] will return you to column one of the current line.
TheDraw v3.20 Starting TheDraw 17
MOUSE CONTROL
______________________________________________________________________
TheDraw v3.2 fully supports the use of a Microsoft Mouse or compatible
device. Pull down menus and other facilities are available (see
section PULL DOWN MENU SYSTEM). You may use either a two or three
button mouse with TheDraw.
The mouse operates differently depending on where you are in TheDraw.
At the normal editing screen (no sub-function active) the mouse
functions are:
MOVEMENT: Moves cursor.
LEFT BUTTON: Marks a block.
MIDDLE BUTTON: Toggles line drawing mode
RIGHT BUTTON: Activates pull down menu system.
In any sub-function:
MOVEMENT: Moves cursor/block/screen/whatever... if
something can move, you can use the mouse.
LEFT BUTTON: Equivalent to pressing [ENTER]
MIDDLE BUTTON: Unused.
RIGHT BUTTON: Pops a small window with current menu options.
Someone comfortable with using a mouse will find TheDraw easy to get
used to. The mouse may used everywhere in the program. If no
particular mouse indicator appears, pressing the RIGHT mouse button
will generally pop up a window with available options. Simply
clicking the RIGHT button on the wanted option will select it.
Users without a mouse will find TheDraw operates as before without
change.
Note: The mouse driver (MSMOUSE.SYS or similar program) must be
installed into your CONFIG.SYS file before TheDraw will
recognize the device. See APPENDIX A for information on
configuring Config.Sys. Once the driver is installed, TheDraw
auto-detects the presence of the mouse so it can be used.
TheDraw v3.20 Starting TheDraw 18
COMMAND SUMMARY
______________________________________________________________________
TheDraw provides the following 33 command functions, available through
ALT-Letter or CTRL-Letter key sequences plus a pull-down menu system.
Alt-A Change Text Color Attributes
Alt-B Block Action Commands
Alt-C Clear Current Screen
Alt-D Set Default Clear Screen Color
Alt-E Select Screen Page Layers
Alt-F View Function Key Sets
Alt-G Global Commands
Alt-H Display Help Information
Alt-I Insert a Line
Alt-J Animation Options
Alt-K Delete a File
Alt-L Load Screen from Disk
Alt-M Select Draw Mode (toggle)
Alt-N Ruler
Alt-O Change Drive/Sub Directory
Alt-P Paint/Fill Commands
Alt-Q Redraw Screen (animator)
Alt-R Restore Current Line
Alt-S Save Screen to Disk
Alt-T Tab Setup
Alt-U Use Colors under Cursor
Alt-V View a Screen (not load)
Alt-W Edit Character (animator)
Alt-X Exit TheDraw
Alt-Y Delete Current Line
Alt-Z Erase Cursor Character (animator)
Alt-= Toggle Macro Learning Mode
(registered version only).
Ctrl-PrtSc Toggle Full Screen Editing mode
Ctrl-Up Arrow Increment Foreground Color
Ctrl-Down Arrow Decrement Foreground Color
Ctrl-Left Arrow Increment Background Color
Ctrl-Right Arrow Decrement Background Color
Shift-Space Put a "Solid" space on the Screen.
ESC Activate pull-down menu system from keyboard.
The section THEDRAW KEYBOARD COMMANDS on the following pages contains
explanations for each of the above.
TheDraw v3.20 Starting TheDraw 19
P U L L D O W N M E N U S Y S T E M
-----------------------------------------
Starting with version 3.2, TheDraw can be fully controlled by use of
pull down menus. The menus can greatly simplify the learning of
TheDraw by conveniently showing all related commands.
The pull down menus are activated from command mode using one of two
ways. Pressing either the [ESC] key on the keyboard or the RIGHT-most
mouse button (if using a mouse). The following options bar will
appear across the top of the screen:
┌─────────────────────────────────────────────────────────────────┐
│ Files Global Options Screen Animation Color Toggles Help │
└─────────────────────────────────────────────────────────────────┘
Each heading is described briefly below. For full functional
descriptions, please refer to the appropriate section under THEDRAW
KEYBOARD COMMANDS.
The FILES Menu
----------------------------------------------------------------------
The Files pull-down menu offers assorted options for loading or
viewing existing files, deleting old files, and saving the screen
image currently being edited. When you load a file, it is read into
the screen edit area. When done with a file, you can save it to any
directory or file name. In addition, from this pull-down you can
change to another directory, temporarily go to a Dos Shell, or exit
TheDraw completely.
┌────────────┐
│ Load │
│ View │
│ Delete │
│ Change Dir │
│ Save │
│ Quit │
└────────────┘
LOAD - Load a File (ALT-L)
Displays a list of files under the current directory. You can use
DOS-style masks to get a listing of specific files you want.
Simply type in the name of the file you want to load or use the
arrow keys to move the and press [ENTER].
VIEW - View a File (ALT-V)
Similar to Load, except the image loaded is only temporary.
Pressing [ENTER] returns to command mode.
TheDraw v3.20 Pull Down Menu System 20
DELETE - Delete a File (ALT-K)
Allows files to be deleted from within TheDraw. The screen
operates identically to the LOAD option above. The difference
being TheDraw will attempt to delete any file you select.
CHANGE DIR - Change Working Directory (ALT-O)
Displays all subdirectories in the current directory. Select the
wanted directory by typing it in or using the arrow keys to select.
To change to another drive, simply type the wanted drive followed
by a colon. ie "C:"
SAVE - Save Current Screen to a File (ALT-S)
Saves current screen image to one of a variety of file formats.
QUIT - Quit/Shell from TheDraw (ALT-X)
Allows you to either exit TheDraw completely or simply leave the
program temporarily. In both cases, you end up at the Dos prompt.
To return to TheDraw from a Dos Shell, type EXIT. This is useful
when you want to run a DOS command with quitting TheDraw.
The GLOBAL Menu
----------------------------------------------------------------------
The global menu offers options that affect the entire edit screen.
These options include moving and copying the screen, plus global
screen fills and text operations.
┌──────┐
│ Copy │
│ Move │
│ Fill │
│ Text │
└──────┘
COPY - Global Screen Copy (ALT-G, option C)
Copies the current screen page to another page. You are prompted
for which destination page you want.
TheDraw v3.20 Pull Down Menu System 21
MOVE - Global Screen Movement (ALT-G, option M)
Allows the rotating of the screen around its borders. Use the
arrow keys or the mouse. Press [ENTER] or the LEFT mouse button to
save at the new location.
FILL - Global Fill Screen (ALT-G, option F)
Fills the entire screen based on a specified sub-command. The
available options allow just the color attributes, just the
characters, or both to be changed at once.
TEXT - Global Text Operations (ALT-G, option C)
Performs various screen text operations. Available sub-options
are: Draw Box, Outline contents of screen, Center Justify screen
contents, Left Justify, and Right Justify.
The OPTIONS Menu
----------------------------------------------------------------------
The Options menu contains facilities to aid you in the layout of a
screen design. Commands affect things like the current character set,
the Tab line setup, and the on-screen ruler. A screen painting
function is available also.
┌───────────────┐
│ Character Set │
│ Tab Setup │
│ Ruler │
│ Paint/Fill │
└───────────────┘
CHARACTER SET - Display and Select Character Set (ALT-F)
Shows a screen containing all special symbols in the IBM extended
character. From this you can select which character set you would
like to work with. Use the arrow keys or the mouse.
Press [ENTER] to save your choice.
TAB SETUP - Adjust TheDraw Tab Stops (ALT-T)
This command permit the setting of tabs in the editor (positions
where the [TAB] key stops). Initially the positions are at every
tenth column. Sub-commands are available for setting, clearing,
and resetting tabs.
TheDraw v3.20 Pull Down Menu System 22
RULER - On-Screen Ruler (ALT-N)
Places a pair of lines on the screen which intersect at the cursor
position. Move the ruler using arrows or the mouse. [ENTER]
saves the new cursor position. This command is useful for
aligning items of the screen.
PAINT/FILL - Enclosed Area Painter (ALT-P)
Lets you fill an enclosed area easily with characters and/or color
attributes. An area is defined as any shape formed using line
characters (from function key sets 1-4). To use this command,
position the cursor inside the target area before activating the
pull down menus.
The SCREEN Menu
----------------------------------------------------------------------
Use items in the Screen menu to erase a page layer or select some
other page. Other options allow you to insert, delete, or restore the
contents of individual lines.
┌──────────────┐
│ Clear Page │
│ Select Page │
│ Insert Line │
│ Delete Line │
│ Restore Line │
└──────────────┘
CLEAR PAGE - Clear the Current or All Page Layers (ALT-C)
Erases the image in the current page. You may also opt to erase
all page layers in one fell swoop for a completely clean slate.
You will be prompted to save the current screen if changes have
been made.
SELECT PAGE - Choose a New Page to Work On (ALT-E)
TheDraw prompts for the page layer you wish to edit. Enter a
number between 1 and the number of available pages, or use the
mouse.
INSERT LINE (ALT-I)
Inserts a blank horizontal screen line at the position of the edit
cursor. This command is not reversible so use it carefully.
TheDraw v3.20 Pull Down Menu System 23
DELETE LINE (ALT-Y)
Similar to Insert, but deletes the line rather than inserts a new
one.
RESTORE LINE - Recover from Unwanted Changes on the Screen (ALT-R)
Brings back the previous copy of the horizontal line currently
being worked on. Please note that once you leave a line, all
changes are permanent.
The ANIMATION Menu
----------------------------------------------------------------------
Provides various facilities for working with the TheDraw animation
system. Options allow the display and editing of the animation
sequence. The registered version of TheDraw adds Limiting and
animation markers (as shown below).
┌──────────────────┐
│ Screen Redraw │
│ Change Character │
│ Erase Character │
│ │
│ Include Files │
│ Limiting │
│ marKer │
│ Movement Storage │
│ Rescan Animation │
│ Pause Animation │
└──────────────────┘
SCREEN REDRAW - Display the Entire Animation Sequence (ALT-Q)
Displays the animation sequence as entered. The command is useful
for seeing how your work is progressing. The speed of the redraw
may be controlled by specifying a number between 0 (fastest) and
255 (slowest).
CHANGE CHARACTER - Edit a Character in Animation Sequence (ALT-W)
Allows the editing of a mistyped animation entry. Animation mode
differs from the normal edit mode in that simply overtyping a
character does not replace it. In animation mode, both entries are
remembered - the incorrect character, plus the wanted one. This
command permits you to edit something without adding unwanted
characters.
TheDraw v3.20 Pull Down Menu System 24
ERASE CHARACTER - Delete a Character from Animation Sequence (ALT-Z)
Deletes characters from the animation sequence. As stated above in
the CHANGE CHARACTER option, a character is not replaced or deleted
in animation mode by overtyping. To erase something this command
must be used. Only the top-most character (the one currently
visible) is removed; anything under it is left intact.
INCLUDE FILES - Ansi/Ascii Include Files (ALT-J,Include)
Allows text files created by programs other than TheDraw to be
inserted into Animation sequences. Particularly useful for Ansi
Music, and often used sequences.
LIMITING - Animation Sequence Editing (ALT-J,Limit) - Registered
Limiting gives total control over the animation sequence, making
changes anywhere trivial. Normally all changes and additions are
done on the end of the animation sequence. By using limiting, you
can move that point to anywhere in the sequence.
Once the limit point has been set, TheDraw operates only up to that
point. All deletions, additions and correcting are done where the
limit is specified. Everything in the sequence above the limit is
protected.
MARKER - Animation Markers (ALT-J,marKer) - Registered
Markers are used to "mark" different places in the animation
sequence for later reference. Once set, markers can be used for
quickly changing the animation limit position (see above) and
viewing specific portions of the animation sequence.
MOVEMENT STORAGE - Cursor Movement Storage (ALT-J,Movement)
Controls whether or not cursor movement is stored in the animation
sequence. Normally only characters specifically typed are
recorded. With this option turned on however, movements of the
cursor are also saved (for example, using the mouse or arrow keys).
RESCAN ANIMATION - Animation Screen Rescaning (ALT-J,Rescan)
Creates a new animation sequence using the current screen image.
Any previous animation is lost (unless in animation limiting mode.
See ALT-J description).
TheDraw v3.20 Pull Down Menu System 25
PAUSE ANIMATION - Animation Pausing (ALT-J,Pause)
Inserts either a keyboard or timed pause into the animation
sequence. Gives the opportunity to sit and reflect upon a certain
presentation. Note these pauses are truly functional only within
TheDraw or THEPP (The Presentation Program). Pauses cannot be
accurately saved to Ansi files.
The COLOR Menu
----------------------------------------------------------------------
Use this menu to select edit colors. Options are available for
setting normal edit foreground and background color, the default
background color used for erasing areas, and "picking up" colors
current used underneath the cursor.
┌──────────────┐
│ Fore/Back │
│ Default │
│ Under Cursor │
└──────────────┘
FORE/BACK - Change New Character Fore/Background Color (ALT-A)
Displays a screen showing available colors. Simply select wanted
color using mouse, arrow keys, or directly typing the number. See
also CTRL-UP/DOWN.
DEFAULT - Change Default Erase Background Color (ALT-D)
Similar to above, except changes default color. This is used
whenever TheDraw must erase an area, or it otherwise creates a
"void" to be dealt with.
UNDER CURSOR - Use Colors Currently Under Cursor (ALT-U)
Changes new character fore/background color attributes to those
under the edit cursor. Very useful for making quick updates and
fixes.
TheDraw v3.20 Pull Down Menu System 26
The TOGGLES Menu
----------------------------------------------------------------------
The Toggles menu contains settings for controlling how TheDraw
operates. The settings affect things like line draw or sprite mode,
animation mode toggling, character insert mode, and full screen
editing.
┌────────────────┐
│ Draw Mode │
│ Sprite Mode │
│ Animation Mode │
│ Insert Mode │
│ Full Screen │
└────────────────┘
DRAW MODE - Line Draw Mode Toggle (ALT-M)
Turns on/off line drawing mode. Line drawing is accomplished using
characters from function key sets 1 to 4. In this mode, moving the
cursor draws a line. Useful for creating abstract shapes quickly
and easily.
SPRITE MODE - Sprite Editing Toggle (ALT-E,Toggle)
Turns on/off TheDraw Sprite Editing Mode. Please refer to ALT-E
for more in depth discussion about Sprite mode.
ANIMATION MODE - Animation Mode Toggle (ALT-J)
Changes TheDraw from Normal to Animation mode and visa versa. When
going from Normal to Animation mode, a list of available screen
scanners are presented. See ALT-J below for more details.
INSERT MODE - Character Insert Mode Toggle (INSERT)
Turns on/off character insert mode. In insert mode, typing
something bumps everything to the right to make room for the new
character.
FULL SCREEN - Full Screen Editing Toggle (CTRL-PRTSC)
Toggles using the entire screen for editing. In full screen edit
mode, the status line along with all indicators disappear. This
makes the full 80 by 25 screen available for editing.
TheDraw v3.20 Pull Down Menu System 27
T H E D R A W K E Y B O A R D C O M M A N D S
_________________________________________________
ALT-A: CHANGE TEXT COLOR ATTRIBUTES
This function allows you to change the current color attributes used
by TheDraw. These attributes "color" any new characters placed on the
screen. When you press ALT-A, the screen will change to a display of
the available colors and the currently selected colors.
The lower portion of the screen contains the two prompts:
Please Select Foreground Color (0-31):
Please Select Background Color (0-7):
The cursor will be flashing immediately after the first prompt. You
can now change the current foreground color by using the Up and Down
arrow keys to select the wanted value, or by directly entering the
number associated with one of the following foreground colors. Mouse
users position the mouse on the wanted color and press a button.
0 Black 8 Dark Gray
1 Blue 9 Light Blue
2 Green 10 Light Green
3 Cyan 11 Light Cyan
4 Red 12 Light Red
5 Magenta 13 Light Magenta
6 Brown 14 Yellow
7 Light Gray 15 White
Characters can be made to blink by selecting colors from the range 16
through 31. These match the above exactly, except they blink.
After changing the foreground color (or if satisfied, not changing it)
you can either proceed to the background colors by pressing [ENTER] or
press [ESC] to return to the edit screen. Background colors are
selected in a fashion similar to the foreground colors and may be any
of the first eight (0 through 7) colors listed above. There are no
background colors available that allow blinking.
Pressing either [ENTER] or [ESC] at this point will return to the edit
screen.
Notes: It is possible to change the colors without using ALT-A.
Please see the Ctrl-Arrow Key commands for more details.
Monochrome screen users will find background colors generally
useless except when set to light gray (7) and you are using a
black foreground color of 0 or 16 (blinking black).
TheDraw v3.20 TheDraw Command Functions 28
ALT-B: BLOCK ACTION COMMANDS
The Block Action Commands provide many facilities for editing and
making extensive changes to the current screen. The following options
are available:
o Move or Copy blocks of text.
o Fill in areas with characters, colors or both.
o Perform left, right or center text justification.
o Draw boxes or outline text with lines quickly and easily.
o Delete or simply Erase blocks of text.
o Load a block of screen area from a file on disk.
o Save just a piece of the current screen to disk.
The Block Action Commands in TheDraw are one of the more useful
utilities available. After pressing ALT-B, you will see the following
prompt:
Use [L]ast block or move to Upper-Left corner and press [SPACE].
You can either press [L] to use the last block specified or define a
new block. To define a new block, the upper-left and lower-right
corners must be specified. Use the arrow keys, PgUp, PgDn, Home or
End keys on the keyboard to move the cursor to the wanted locations,
then press [SPACE] after you reach each point.
The current block is highlighted (colors inverted) to make it obvious.
Once you define the upper-left corner of the block, moving above or to
the left of it will not invert any text. TheDraw will stop the block
marking if you press [SPACE] under this situation.
Upon pressing [SPACE] the second time (with an inverted block) you
will see the available block option commands. The items on the menu,
and their significance are described on the following pages.
-----
Mouse users may mark a block by pressing and holding the LEFT mouse
button, moving the mouse to wanted block size, and releasing the
button. Block option commands as described below will then appear.
TheDraw v3.20 TheDraw Command Functions 29
COPY - Copy a Block
Copies the marked block. Use the arrow keys, PgUp, PgDn, Home or
End on the keyboard to move the block copy around. Available sub-
commands are:
pagE - Change to a different page layer screen. With this
option you can choose to stamp (see below) copies of
the block on other layers. A small window appears
with a prompt for the new page layer. Enter a
number or press [ESC] to abort.
Toggle - Toggles between single layer and sprite editing
modes (see ALT-E for discussion on sprite editing).
In sprite mode, any text on a higher numbered page
layer will appear "under" any text on the current
page.
Stamp - Makes a copy of the current block at the current
position. Additional copies can be done as many
times as wished.
Under - Toggles between moving the block "above" or "under"
the current page layer. The block copy starts in
above mode. In above mode the entire block is
visible, no matter where it is moved. In under
mode, the block appears UNDER any other text on the
current page layer. It will only show through the
black spaces on the current layer.
Note: Under mode also allows an interesting
effect. If you are sprite editing (see
ALT-E command) the block will appear to
move -between- the current layer and the
layers below it.
[ENTER] Saves all changes made to all layers.
[ESC] Aborts and removes all changes made to all layers.
MOVE - Move a Block
Moving a block operates identically to copying a block (see above).
The only difference is the block is "cut" out from the current
screen, leaving a hole behind. This hole is filled with spaces and
the current default background color (see ALT-D regarding default
background color). All sub-commands are identical to the block
copy described above.
TheDraw v3.20 TheDraw Command Functions 30
FILL - Fill a Block
Fills the marked block based on a specified sub-command. The
available options are listed below:
Attribute - Changes both foreground and background color
attributes to current values shown in status
line.
Fore - Changes just the foreground color attributes to
current values shown in status line.
bacK - Changes just the background color attributes to
current values shown in status line (is this
sounding familiar by now?)
Use - Changes both foreground and background color
attributes to those under the CURSOR when you
first pressed ALT-B. This is not the upper-left
block corner, but the position on the screen the
cursor was sitting when block commands were first
selected.
Character - Prompts for a keyboard character or special
function set symbol (see ALT-F command). Solid
spaces can be used by pressing Shift-Space. The
block is then overwritten using whatever was
selected. The color attributes at any given
position are not changed, just the character at
that position.
Both - Combines both the Attribute and Character fill
operations described above. A character is
prompted for, then everything in the block is
overwritten using that character with the current
color attributes from the status line.
These commands offer much flexibility; however, nothing will
satisfy everyone. For this reason, the "last block" option was
added. To perform multiple fill operations on a given block is now
done quickly and easily.
Note: In animation mode, the Attribute, Fore, bacK, and Use options
actually change characters in the animation sequence (no new
characters are added). Use of the Character or Both option
in Animator mode however WILL add additional characters to
the animation sequence.
TheDraw v3.20 TheDraw Command Functions 31
TEXT - Block Text Operations
Performs various text operations on the specified block. Available
sub-commands are:
Box - Draws a box using the current function set. The
box border is defined by the edges of the block
area. The contents of the box are left unchanged,
however anything where the box lines are actually
drawn will be overwritten.
Outline - Operates similar to the Box command, except the
contents of the block are examined first. The box
border will be adjusted to just accommodate all
words either fully or partially contained by the
block area.
For instance, assume you just had one character in
the center of the edit screen. You then mark the
entire screen as a block, and select text outline.
The result would only be a small box around the
character. Going the other way, assume you a long
word (no spaces) and only block marked the center
character. Text Outline would then expand the
edges of the block to accommodate the full size of
the word. Note: the expansion is only done for
words INITIALLY part of the block. Any words the
block expansion happens to go over are ignored, and
not considered by Text Outline.
Center - Text contained or partially contained by the block
is centered. The way this is done is similar to
the text Outline described above. Each line of
characters considered is expanded to just enclose
all words. The string of words is then centered on
the position of the block.
Left - Text contained or partially contained is moved to
the left edge of the block. Block expansion is
used so words are not split apart.
Right - Identical to Left except contained or partially
contained text is moved to the right edge of the
block using Block expansion.
These commands are useful making menu displays or short memos or
letters, etc...
TheDraw v3.20 TheDraw Command Functions 32
DELETE - Delete a Block
This command is fairly intuitive. The block is completely removed.
Anything on the edit screen to the right of the block is shift over
to fill in the space. The area previously occupied by the shifted
text is filled with spaces using the default background color (see
the ALT-D command regarding default background colors).
ERASE - Erase a Block
Erases the block, without changing anything other portion of the
edit screen. The block is erased using spaces and the default
background color (see above).
The following commands are available only in normal (non-animation)
screen edit mode:
LOAD - Load a Block
Imports a block of data from another screen saved on disk. The
current image is saved, then you are prompted for the import
filespec to load (see ALT-L for details on loading files).
The import image is then loaded onto the screen, and an inverted
area of the defined block size appears. Move this inverted area
using arrow keys, PgUp, PgDn, Home or End to the wanted portion.
Press [ENTER] to save a copy of the inverted area appear in the
original edit screen. The rest of the import image is discarded.
SAVE - Save a Block
Operates almost identically to the normal save screen command (see
ALT-S for information on saving edit screens). The difference
being that what is saved is restricted to the defined block. In
addition, TheDraw format files for blocks are currently not
available.
The following command is available only in animation edit mode:
RESCAN - Rescan a Block
Operates just like the ALT-J animator rescan option, except only
the marked block is rescanned. The marked block area is first
erased from the animation sequence, then the block is rescanned and
added onto the end of sequence.
TheDraw v3.20 TheDraw Command Functions 33
ALT-C: CLEAR CURRENT SCREEN
The operation of this command should be apparent. Once selected, the
following prompt appears:
Do you want to CLEAR this Page or All Page Layers? (Yes/No/All)
Selecting [Y]es or pressing [ENTER] will clear the current page layer
and nothing else. Selecting [N]o or pressing [ESC] will abort the
command.
Selecting [A]ll will clear ALL page layers. You are prompted to
verify this request before continuing. Useful if you quickly need a
completely clean slate.
The clearing of a given page layer is done by using spaces and the
default background color (see ALT-D below).
ALT-D: SET DEFAULT BACKGROUND COLOR
The default background color is used whenever TheDraw must erase a
portion of the screen. Examples of commands where this is used are:
o Clear Current Screen.
o Block Delete, Erase, and Move.
o Text Operations which move words.
o Use of the Backspace or Delete keys to remove characters.
o Inserting or Deleting of Lines.
All these commands "clear" an area of the screen in one way or
another. TheDraw clears the area using spaces and the default
background color specified using this command.
When you select ALT-D, the screen changes to a display of available
colors and the current default background color. In the lower portion
of the screen is the prompt:
Please Select Background Color (0-7):
The cursor will be flashing after this prompt. You can now change the
default background color by using the Up and Down arrow keys to select
the wanted value, or by directly entering the number associated with a
color (see ALT-A for available colors). Mouse users simply position
the mouse on the wanted color and press a button.
Press [ENTER] or [ESC] to return to the edit screen.
TheDraw v3.20 TheDraw Command Functions 34
ALT-E: EXCHANGE EDIT SCREENS
The exchange edit screen command allows you to select a different page
layer for editing. Up to eight simultaneous layers can be used at
once, in either normal or animation modes. With this facility, you
can load several images, copy/exchange different parts and do much
more.
After pressing ALT-E, the following prompt appears:
Display Page Layer (1-8), Toggle Single/Layers, or [ESC]?
The number of available layers (8 here) will vary depending on how
TheDraw has been configured. To select a different page layer, simply
press the number. The second option, [T]oggle Single/Layers, is to
toggle the sprite editing facility of TheDraw. Sprite mode is
indicated by with word "Page" or "Anim" appearing in capital letters
on the status line (ie: PAGE).
Sprite editing allows you to see everything "underneath" the current
page layer. Imagine several sheets of glass, stacked on top of one
another. If you look down from the top-most sheet, you can see
anything placed on a piece of glass lower down.
The sprite editing mode of TheDraw is akin to the layers of glass
described above. In this case, layer one is the top-most sheet of
glass. Page layer eight (8) is the bottom-most sheet of glass. ie:
┌────────┐
.│ . │
. │ . │ Bottom-Most Layer
┌────────┐ 8│
┌─┴──────┐ │─────┘
┌─┴──────┐ │ │ .
│ │ │3│ .
Top-Most Layer │ │2├─┘
│ 1├─┘
└────────┘
Naturally, an object or character closer to the top will cover
anything under it. In TheDraw, anything other than a non-solid black
space will conceal the contents of a lower layer.
Another useful feature about sprite editing is only the current page
layer may be changed. Nothing you do will alter a layer below (short
of clearing all layers), even though you can see its contents. The
current layer can be moved around, have lines deleted, etc...
Anything lower down is protected unless you specifically change to
that page layer for editing.
TheDraw v3.20 TheDraw Command Functions 35
A question that now comes to mind, is what can be done with this
facility? Answer: Plenty.
Imagine you have a screen made of several distinct parts, say a
backdrop with figures on it. Now a figure must be moved to make room
for something else. Unless "block" shaped, the block move command
(ALT-B) is tedious to use. For something tree shaped, an easier way
is desired.
Using sprite editing each figure could have its own layer, with the
backdrop placed on the bottom-most page. To move a figure, you
merely switch to its layer, and use the global screen move command
(ALT-G). Nothing could be simpler. To see the result of your change,
switch back to the top-most layer.
Menu making can be made easier using sprites also. Put together the
basic outline (lines, boxes, etc...) on one page layer, then switch to
a higher up layer for the text. If you do not like the initial text,
erasing it will not harm the outline. There are endless more
possibilities waiting to be discovered.
ALT-F: VIEW FUNCTION KEY SETS
This command simply shows a display of the 150 special characters
supported by TheDraw. These characters are stored in fifteen separate
"function key sets". The current set is displayed on the TheDraw
status line.
Selecting function key sets is divided between two commands. To use
function key sets 1 to 10, press ALT followed by a function key 1 to
10. To use function key sets 11 to 15, press CTRL followed by a
function key 1 to 5. ie:
ALT-F7 will select function key set 7
CTRL-F4 will select function key set 14
The actual characters are accessed using the function keys by
themselves. If function key set 7 was selected, pressing [F2] would
display the second character in that set (a smiley face).
Note: Appendix C contains a list of all special characters
supported by the IBM-PC (tm) extended character set in
numeric order. To access these characters -without- using
the function key sets, press and hold down the ALT key. Now
using the numeric keypad on the side of the keyboard, type in
the number associated with the wanted character. Once done,
release the ALT key. The character will then appear. ie:
press and hold ALT. Now type 65 on the numeric keypad, and
release ALT. The letter "A" will appear.
TheDraw v3.20 TheDraw Command Functions 36
ALT-G: GLOBAL COMMANDS
The global commands offer many facilities for doing "global" changes
to the entire screens. All of these commands could be duplicated with
block operations; they exist for convenience. The following
selections are available:
o Copy the current screen to another page layer.
o Move/Rotate the current screen around its borders.
o Globally fill the screen with colors and/or characters.
o Perform text operations globally on the text.
After pressing ALT-G the available commands are listed. The items on
the menu are described below:
COPY - Copy Screen
The command first prompts for the destination page. The current
screen is then copied to the specified page layer.
In animation mode this has the effect of first deleting everything
on the destination layer, then copying from top to bottom the
current screen to it.
MOVE - Move/Rotate Screen
Moves the entire screen around its borders. Use the arrows keys to
rotate the screen. Press [ENTER] when satisfied or [ESC] to leave
the screen as it was. ie: moving the screen upwards will "rotate"
the line at the top of the screen down to the bottom of the screen.
TheDraw v3.20 TheDraw Command Functions 37
FILL - Fill Screen
Fills the entire screen based on a specified sub-command. The
available options are listed below (these are identical to the
block fill commands):
Attribute - Changes both foreground and background color
attributes to current values shown in status
line.
Fore - Changes just the foreground color attributes to
current values shown in status line.
bacK - Changes just the background color attributes to
current values shown in status line.
Use - Changes both foreground and background color
attributes to those under the CURSOR when you
first pressed ALT-G. This is not the upper-left
screen corner, but the position on the screen the
cursor was sitting when global commands were
selected.
Character - Prompts for a keyboard character or special
function set symbol (see ALT-F command). Solid
spaces can be used by pressing Shift-Space. The
screen is then overwritten using whatever was
selected. The color attributes at any given
position are not changed, just the character at
that position.
Both - Combines both the Attribute and Character fill
operations described above. A character is
prompted for, then everything on the screen is
overwritten using that character with the current
color attributes from the status line.
These commands are identical to the block action fill commands. In
animation mode, the Attribute, Fore, bacK, and Use options actually
change characters in the animation sequence (no new characters are
added). Use of the Character or Both option in Animator mode
however WILL add additional characters to the animation sequence
(2000 characters exactly).
TheDraw v3.20 TheDraw Command Functions 38
TEXT - Global Text Operations
Performs various text operations on the screen. Available sub-
commands are:
Box - Draws a box using the current function set. The
box border will be the defined by the edges of the
screen. The inside of the box is left unchanged,
however anything where the box lines are actually
drawn will be overwritten.
Outline - Operates similar to the Box command, however the
contents of the block are examined first. The box
border will be adjusted to just accommodate all
words contained by the screen.
For instance, assume you just had one character in
the center of the edit screen. The result of using
global text outline would only be a small box
around the character.
Center - Text in the screen is centered. The way this is
done is similar to the text Outline described
above. Each line of characters considered is
reduced to just enclose all words. The string of
words is then centered in the screen.
Left - Text is moved to the left edge of the screen.
Right - Identical to Left except text is moved to the right
edge of the screen.
These commands operate similar to the block action text commands.
ALT-H: DISPLAY HELP INFORMATION
The help screens provide a quick reminder for the various commands
supported by TheDraw. The two screens briefly describe most available
functions.
The registered version of TheDraw supports context sensitive pop-up
help for the ENTIRE program. Typing ALT-H at any position will
display specific help on what you are doing. Try it, you'll like it!
TheDraw v3.20 TheDraw Command Functions 39
ALT-I: INSERT A LINE
Inserts a line at the current position. The current line and all
those below it are shifted down. The bottom line is lost. This
command is not reversible, so use with care.
ALT-J: ANIMATOR OPTIONS
The Animator Options command operates differently depending on which
mode you are currently in (Normal or Animator).
ALT-J FROM NORMAL MODE
______________________________________________________________________
When in Normal mode, selecting ALT-J will put TheDraw into animation
mode. To convert the existing normal screen images (static images) to
animation entries, a "scan method" must be specified. The particular
scan method used tells TheDraw how to read your static images for
display. Ten different scan methods are available:
TOP - Scan Top to Bottom
The static page layers are all scanned from their upper-left to
lower-right corners. The scan goes across the screen (left to
right). The next line down is then scanned, and so on.
BOTTOM - Scan Bottom to Top
Exact opposite of TOP. The static page layers are scanned from
their lower-right to upper-left corners. The scans starts on the
bottom line, and goes across the screen (right to left). The next
line up is then scanned, and so on.
LEFT - Scan Left to Right
Similar to TOP, except the scan goes down the screen (top to
bottom). The next column over is then scanned, and so on.
RIGHT - Scan Right to Left
Exact opposite of LEFT, and similar to BOTTOM. Scan goes up the
screen (bottom to top), starting the right-most column. The next
column to the left is then scanned, and so on.
TheDraw v3.20 TheDraw Command Functions 40
SCRAMBLE - Random Scramble Scan
Each static page layer is scanned in a completely random order.
ANGLE - Angle Scan
Scans each static page layer from upper-left to lower-right
corners, using a backward angle approach. ie: scan character then
move down to next line and backup one position.
AAAAAAAAAA
BBBBBBBBB
CCCCCCCC
DDDDDDD
etc...
GATE - Gated Scan
Alternating lines scan from opposite sides of the screen forwards
and backwards going across. The first line will scan left to
right going across the screen. The second line scans right to left
across the screen. The third line scans as the first, etc... All
lines are processed at once, so the screen appears "gated".
PYRAMID - Pyramid Scan
Scans in a "pyramid" shape, starting from bottom center of screen.
.
.D.
cDCD.
tDCBCD.
eDCBABCD.
SQUARES - Squares or Spiral Scan
Scans static screen images using squares. The border of the screen
is first scanned (progressing clockwise). The next smaller square
is then scanned, and so. Produces a spiral effect.
WIGGLE - Wiggle Scan
Similar to GATE, except only one line is processed at a time.
Produces a snaking line appearance starting from the top of the
screen. Scan first goes across screen, then returns on next. The
cycle is then repeated.
If you have ideas for more animation scanners, please send them!
TheDraw v3.20 TheDraw Command Functions 41
Once the animation scan is completed, then screen will be cleared and
redrawn. At this point TheDraw will operate as normal, except
everything is sequenced by the animation system. Please refer to the
section "The Animation System" for more details on its use.
ALT-J FROM ANIMATOR MODE
______________________________________________________________________
Once in animator mode, selecting ALT-J presents several facilities for
managing the animation system. The following commands are available:
o Specify Animation Include Files
o Toggle storing of cursor movements
o Convert animation screens to normal mode static screen images.
o Rescan current animation screens.
o Enter a pause into the animation sequence.
The registered version of TheDraw also supports:
o Adjust Animation Limiting
o Specify Animation Markers
Each item on the menu is described below:
INCLUDE - Specify Animation Include File
When creating an ANSI file, TheDraw allows text from other files to
be "included" in the one it creates. Ten different files can be
included in any given sequence at any given point in the sequence.
When TheDraw includes another file, it copies everything from the
include file to the new output file TheDraw is making. Once the
output Ansi file is created, the include file is not needed again.
The include file need only be present when TheDraw is actually
copying text from it.
Include files are only read when TheDraw actually saves a file.
They are ignored by ALT-Q. If you wish to see what everything
looks like before saving, use the View option described below.
TheDraw v3.20 TheDraw Command Functions 42
Upon choosing the INCLUDE option, a window will appear on the
screen. All currently defined include files will be listed, along
with their position in the animation sequence. The following sub-
commands are available:
SET - Sets an include file at the current animation position.
In the shareware version of TheDraw, this will always be
the end of the current animation sequence.
In the registered version, this is the current animation
limit position. This allows include files to be easily
specified "after the fact", anywhere in the animation
sequence (see Limit below).
CLEAR - Erases the include file entry you specify. No verify is
done before the entry is deleted, so be warned.
VIEW - Displays the entire animation sequence, with all
specified include files. Very useful for testing the
appearance of things.
Press [ESC] once when done editing the include files. All changes
are saved.
Animation include files are especially useful for including so
called "Ansi Music" sequences into a TheDraw image. Ansi Music is
an extension to the ANSI.SYS driver found is certain modem
communication programs. Please note that TheDraw cannot generate
Ansi Music source sequences.
LIMIT - Specify Animation Limit (registered version only)
The animation limit facility of TheDraw provides for a powerful
animation editing system. You can easily correct mistakes, insert,
delete or do anything else in the MIDDLE of any animation sequence.
To make it work, you specify a point for TheDraw to temporarily
stop displaying the animation sequence. For example, assume you
had a sequence with 5000 entries. You could limit it to 2000,
correct a spelling mistake, then quickly set the limit back to
5000. When limiting is on, TheDraw operates exactly as before,
except everything above the limit is held out of the way.
TheDraw v3.20 TheDraw Command Functions 43
Upon choosing the LIMIT option, you can specify the animation limit
position using the following keys:
Up/Down Arrows Advance/Backup limit by one position.
PgUp/PgDn Advance/Backup limit by 100 positions.
Home Go to start of sequence (position = 0).
End Go to end of sequence (all entries).
marKer Move to the position of an animation marker.
Selecting this command displays a window of all
currently set animation markers. After
choosing a marker, the animation limit moves to
the position of the marker. Assuming you have
set markers in strategic places, this allows
you to quickly bounce around an animation
sequence looking for a particular spot.
Press [ENTER] to save your changes to the animation limit.
Pressing [ESC] resets the animation limit position to its entry
value.
MARKER - Specify Animation Markers (registered version only)
Markers are used to "mark" different places in the animation
sequence for later reference. Once set, markers can be used for
changing the animation limit position (see above) and viewing just
portions of the animation sequence. They can be useful in
locating things forgotten or set aside until later, editing images
a page at a time, etc...
Upon choosing the MARKER option, a window will appear on the
screen. All currently defined markers are listed, along with their
position in the animation sequence. The following sub-commands are
available:
SET - Sets a marker at the current animation limit position.
This allows markers to be easily specified anywhere in
the animation sequence. You are first be prompted for
which marker to change. If the marker is already set,
it will be erased before continuing. After you specify
a marker, you can then enter a comment (32 characters).
CLEAR - Erases the marker you specify. No verify is done before
the entry is deleted, so be warned.
VIEW - Displays the animation sequence, up to a specified
marker. Useful for reminding yourself of what happens
early in a 16000 entry animation sequence.
Press [ESC] once done editing markers. All changes are saved.
TheDraw v3.20 TheDraw Command Functions 44
MOVEMENT - Toggle Storage of Cursor Movements
Toggles whether or not TheDraw stores actual movements of the
cursor. Normally only characters actually typed are recorded;
however, if the cursor movement toggle is on then all movements of
the cursor are also stored. Cursor movements are being stored
whenever the ANIM symbol in the status line is flashing. If you
are still in doubt, watch the animation entry count. It will
increase every time you move the cursor.
NORMAL - Convert to Normal Edit Mode.
Converts what appears on the screen to normal mode images. All
animation is erased after executing this command. You are first
prompted to verify before continuing.
In the registered version, anything not displayed because of
animation limiting is lost. Only what appears exactly on the
screen when you select this command is converted to normal mode
images.
RESCAN - Rescan the Screens
Selecting this command prompts for an animation scan method as
described above in the ALT-J FROM NORMAL MODE section. Everything
in the animation sequence is first erased, then the images on the
screens are rescanned.
In the registered version, any animation sequence not displayed
because of animation limiting is NOT lost. It will still be
available after this operation is done. This differs from the
above sub-option and allows you to go back and rebuild something
which did not cut it the first time.
TheDraw v3.20 TheDraw Command Functions 45
PAUSE - Animation Pausing
Allows the entering of pauses into the animation sequence. With
this command it is possible to have TheDraw pause for a key or wait
a specified number of seconds anywhere while displaying an
animation sequence. This can be very useful in presentations.
After selecting PAUSE, the following sub-commands are available:
TIME_PAUSE Creates a pause for a specified number of
seconds (the pause can be aborted by pressing
any key when actually displayed). You are
prompted for the number of seconds to delay.
KEY_ONLY_PAUSE Creates a pause for a key to be pressed.
CLEAR Erases pauses from the animation sequence.
TheDraw searches backwards from the current
animation position for a Pause. If one is
found, you can DELETE, VIEW up to this pause,
or scan for the NEXT pause before this one.
Press [ESC] to abort clearing a pause.
Pauses are observed whenever you redraw the animation sequence with
ALT-Q. When you save an ANSI file, it is not possible to produce
exactly equivalent pausing (pauses for a key are impossible). For
this reason, a small separate presentation program (THEPP) is
included with registered copies of TheDraw. This program
duplicates the operation of the ALT-Q command, and uses THEDRAW
format data files. See section entitled "The Presentation Program"
for information on using THEPP.
ALT-K: DELETE A FILE
Deletes a specified file from disk. Use this option to free up disk
space when the need arises. The directory file selector (see ALT-L
below) displays everything in the current directory. Use the arrow
keys to select a file to delete, or simply type in the filename at the
bottom of the screen. Press [ENTER] to select the file.
TheDraw will then check for the file. If it exists, you are prompted
to verify before continuing. This is your last change before you
delete something you might regret later.
TheDraw v3.20 TheDraw Command Functions 46
ALT-L: LOAD SCREEN FROM DISK
This command allows you to load any ANSI text, ANSI Animation, ASCII
text, BINARY dump, Basic BSAVE or THEDRAW format file.
You are prompted to continue if the current screen image has not been
saved. The directory file selector next displays all files in the
current directory for convenience. At this point you can use the
arrow keys and PgUp/PgDn keys to select a file or simply type in the
wanted filename at the bottom of the screen. Press [ENTER] to select
the file.
If there are many files in the directory, you may specify a filename
wildcard to specify a small sub-set of the available files. Wildcards
operate identically to those found in Dos. Please refer to your Dos
manual for additional information. Wildcards are normally temporary,
and are not maintained. They can be made "sticky" however by use of
the Setup utility.
If you type in the filename, a file extension of ".ANS" is assumed
unless otherwise specified. The following file types require the
specified extensions for TheDRaw to be able to load them:
Binary Dump .BIN
Basic BSAVE .BSV
TheDraw Format .TD
TheDraw COM File .COM
Any file without one of the above extensions is assumed to be an ASCII
or ANSI file. Assembler, Pascal, and C format files cannot be
reloaded, except as Ascii text. You must keep another copy of those
screens safely somewhere in one of the above loadable formats.
Binary and TheDraw format files load full screen 25 line images. If
you are not in full screen edit mode, those lines hidden by the status
information are stored. Binary files might be only stored as blocks
(see block save under ALT-B). To load a binary block dump, TheDraw
must know the width of the block. If a binary block is detected,
TheDraw will prompt for this value.
The BSave and COM file formats load similar to the above. The might
contain a full screen image or just a small screen block. Block loads
only overwrite that portion of the screen.
When loading Ansi or Ascii, only the first 24 displayed lines are
stored. Any extra are discarded. Do not be alarmed by Ansi files
which can be hundreds (or possibly thousands) of lines long. So long
as the cursor never goes below line 24, everything will load properly.
TheDraw v3.20 TheDraw Command Functions 47
Ansi animation is automatically detected by TheDraw using the
following advanced system: If the cursor suddenly moves to a place
it normally could never go, this is an animator file. A complex
algorithm, no?
Please note the above mentioned file extensions may be personalized by
using the Setup utility if so wished.
ALT-M: SELECT DRAW MODE
TheDraw supports the "drawing" of lines. This is easily done using
the arrow keys while in Draw mode. The characters used in the lines
are those normally available via the function keys from the current
function key set. Only the first four sets of characters contain
lines. If a function key set without lines is selected, the first
set (single lines) is used. Draw mode is indicated by the word "Draw"
at the bottom of the screen.
In draw mode, everything operates without change. Typed characters
still appear. The only change is that using the arrow keys makes a
line appear in the direction moved.
ALT-N: RULER
The Ruler command places a pair of intersecting lines on the screen.
The point of intersection represents the position of the cursor. The
ruler can be moved using the arrow keys, PgUp, PgDn, Home and End.
Press [ENTER] to save the new cursor location, or press [ESC] to
return to the initial cursor position.
Use this command to help line up rows or columns of text or figures.
ALT-O: CHANGE DRIVE/SUB DIRECTORY
This command requires the use of DOS 2.0 or higher to operate. This
command allows you to change the default directory or path (displayed
when loading or viewing a file). All sub-directories of the current
path are displayed for you. A new directory can be selected by using
the arrows keys or typing in the pathname. Press [ENTER] to change to
that directory. Note that the details of sub-directories are not
covered here. Please refer to your dos manual for that.
For example, if you were on drive C in a sub-directory named GAMES,
you could switch to the subdirectory UTILITY of drive D by entering
"D:\UTILITY". You could then get back to the directory GAMES by
simply entering "C:" (no backslash).
TheDraw v3.20 TheDraw Command Functions 48
Alt-P: PAINT/FILL COMMANDS
This command allows enclosed areas to be easily filled with characters
and/or attributes. An enclosed area is made by using lines (from
function key sets 1-4) or using the Draw command (see ALT-M). To use
this command, position the cursor inside the area then press ALT-P.
The following sub-commands are available:
ATTRIBUTE - Changes all foreground and background color attributes
within the enclosed area to those values shown in the
status line.
CHARACTER - Prompts for a keyboard character or special function set
symbol (see ALT-F command). Solid spaces can be used by
pressing Shift-Space. All enclosed characters are then
overwritten using whatever was specified. No color
attributes are changed, just actual character symbols.
BOTH - Combines both the Attribute and Character paint
operations above. A character is prompted for, then
everything in the area is overwritten using that
character with the current color attributes from the
status line.
In animation mode, the Character and Both options add new entries to
the animation sequence; nothing is deleted. The Attribute command
however only changes the color attributes of characters already in the
animation sequence. No new entries are added.
ALT-Q: REDRAW SCREEN
(available in animation mode only)
This command redraws the animation sequence on the screen. With this
you can see how your work is developing. You are prompted for the
display speed to redraw at. Available speeds are from 0 (fastest) to
255 (crawl). A value of about 40 is generally a good speed to view
at. Be warned that 255 literally is a crawl speed, displaying between
two and four characters per second (standard PC/XT). A slow redraw
can be broken out of by pressing any key.
TheDraw v3.20 TheDraw Command Functions 49
ALT-R: RESTORE CURRENT LINE
Restores the current line to original contents if you make a mistake
while entering in text. Removes all changes to the line made by the
user. Once you move to a new line however, all changes are permanent.
ALT-S: SAVE SCREEN TO DISK
The Save Screen command offers many formats for saving the entire
current screen. The available formats are: Ansi, Ascii, Asm,
Binary, BSave, Com, Pascal, C and TheDraw. Please note that all color
attributes are lost in an Ascii file. All other formats store the
complete screen with color information (unless you specify otherwise).
The entire screen is saved when using this command. If you do not
require the entire 80x25 screen, use a block save (see ALT-B). These
can be more effective at times.
You are first prompted for which storage format to use. In animation
mode, only ANSI and THEDRAW formats are available. The items on the
menu are discussed below:
ANSI - Ansi text file
You are first asked what initial screen preparation you want before
the image is displayed. Options are:
CLEAR - Clears the screen
HOME - Move cursor to upper-left corner of screen
NONE - Leave screen and cursor position as is.
The next prompt is for the maximum length of each line in the saved
file. TheDraw is capable of producing over 1300 characters per
screen line (if every character had a differing color combination).
Some applications and programs (ie: other text editors) cannot
handle so many characters per line. This option limits the output
line length sacrificing time to display the image. If length is no
problem, specify [N]one for the most efficient file.
Lastly, you are prompted for the Ansi display speed (a number from
0 to 50). The operation is similar to the ALT-Q animator redraw
screen function. Things are slowed down by adding redundant codes
after everything that is displayed. A value of 50 is approximately
equal to an ALT-Q speed of 255 (extremely slow). Experimentation
will find the most appropriate speed for your needs.
TheDraw v3.20 TheDraw Command Functions 50
ASCII - Ascii Text (no colors)
If you select ASCII, you are prompted if you really want a non-
color image made before continuing. The Ascii file produced is
similar to any file produced by a normal text editor (ie: Turbo
Pascal or Sidekick editor).
ASM - Assembly Language
ASM produces a list of DB data statements for use by assembly
language programmers. Addition sub-options are available to
specify the assembler data format. You can specify to Crunch,
output only Ascii characters, or dump a normal file. Crunching
uses a custom method of compressing color changes and strings of
identical characters to make the smallest possible file. To
display a crunched file you must use the uncruncher routine
included separately with TheDraw (UNCRUNCH.ASM). This file has
comments explaining its use.
The Ascii format saves all characters on the screen. No color
attribute information is stored however. The normal file is a 4000
byte binary dump of the screen, converted to an assembler/compiler
compatible format.
BINARY - Binary Screen Dump
Produces a straight 4000 byte dump of the video screen. This data
format is generic. It is useful for many things, such as loading
screen images directly to video ram, etc...
BSAVE - Basic BSave Screen Dump
This file is identical to a binary screen dump, except loading
codes for Basic are placed at the front. These files can be loaded
from basic with:
DEF SEG = &HB800 : BLOAD"filespec.BSV",0
If you have a monochrome monitor, replace the B800 with B000 in the
above line.
TheDraw v3.20 TheDraw Command Functions 51
COM - Dos Executable COM Files.
Produces a truly separate program that you may "run" from Dos by
simply typing in the program name. COM files are useful in batch
files and the like for -fast- displaying. If you save only a
screen block (via ALT-B), the COM file displays only that block on
the screen without changing anything else. You could conceivably
generate a "layering" windows effect if you so desired.
PASCAL - Turbo Pascal Compatible Screen Dump
This operates the same as the ASM option described above, except
the output is in a Turbo Pascal compatible CONST structure. See
Appendix B for the section entitled "Programmers Programming Tips".
To use the Crunched file format, use the file UNCRUNCH.PAS.
C - Modern C Formatted Compatible Screen Dump (Turbo C)
Again, this operates the same as the ASM option. The format is for
the new "modern C" string continuation structure. The crunched C
format may be displayed using code in the two files UNCRUN_N.OBJ
and UNCRUN_F.OBJ. The header file UNCRUNCH.H contains instructions
on their proper usage.
THEDRAW - TheDraw Setup Save
This format saves everything about the current configuration of
TheDraw. In normal edit mode, all occupied page layers are saved.
In animation mode, the animation sequence is dumped to disk. All
other parameters are saved also (ie: current colors, tab line,
cursor position, current page layer, etc...).
The TheDraw format file also has the benefit of being the fastest
way to loading and retrieve screen images - Eight page layers or
16000 animation entries take only seconds to load.
TheDraw v3.20 TheDraw Command Functions 52
Following the above preliminary prompts, you are prompted for a
filename. If the file already exists, you are prompted to verify the
save. If you do not specify a filename extension, TheDraw assumes the
following:
.ANS ANSI compatible files
.ASC ASCII text files
.ASM Assembler files
.BIN Binary dumps
.BSV Bsave files
.PAS Pascal files
.H C files.
.TD TheDraw format files.
A file without an extension can be specified by placing a period as
the last character of the filename (ie: TESTFILE. ). After entry of a
valid filename, the screen is saved to disk.
For suggestions on using the screen files created by TheDraw see
Appendix B.
ALT-T: TAB SETUP
This command allows you to set tabs in the editor (positions where the
[TAB] key stops). Initially the positions are at every tenth column.
Available sub-commands are:
SET - Set a new tab position. Move the cursor to the wanted
position then press 'S'.
CLEAR - Clears tab at current cursor position
RESET - Resets tab line to initial settings (every ten spaces).
ERASE - Delete all current tab setting for a clean slate.
INCREMENT - Prompts for a step size. From the current cursor
position, every nth location is then set. This allows
you to quickly specify, say every fourth position if
your need requires it.
Press [ESC] to leave the tab set command.
ALT-U: USE COLORS UNDER CURSOR
Changes current status line colors to those currently under the
cursor. This provides a fast method to change to colors already
displayed on the screen.
TheDraw v3.20 TheDraw Command Functions 53
ALT-V: VIEW A SCREEN
This command allows you to look at a previously saved image on disk.
The current page layer is not altered by using this command. You
might use this in conjunction with the block load/import function (see
ALT-B).
Viewing a screen is done similar to loading (see ALT-L) except the
loaded image is not remembered. Once the image is fully displayed, a
window appears with instructions. Press [ENTER] to exit view mode.
Pressing any other key will make the window disappear to facilitate
viewing. After about 30 seconds the window will reappear to remind
you about view mode (in case you leave the computer and then return).
ALT-W: EDIT CHARACTER
(available in animation mode only)
Allows the editing of a mistyped animation entry. This command exists
because simply overwriting an incorrect character does not delete it.
In animation mode, both entries are remembered - the incorrect
character, plus the wanted one. Upon redisplaying the animation
sequence (see ALT-Q), both characters would be seen (the former for
only a millisecond perhaps, but it would appear).
The ALT-Z command could be used to delete just the incorrect entry.
The wanted character could then be entered. This will indeed work
perfectly well, and some people may prefer using this method; however,
to quickly change the entry ALT-W is more convenient.
After pressing Alt-W you are prompted to type a new character. The
current position will be flickering. All color changing commands are
available (ALT-A and the Ctrl-Arrow keys) while editing.
ALT-X: EXIT THEDRAW
Prompts if you wish to exit TheDraw or execute a shell to DOS.
Responding Yes exits the program. No cancels the command.
Shell also exits to Dos, however TheDraw remains in memory. All
screen page layers and animation entries are retained. Typing the
command "EXIT" at the Dos prompt will return control to TheDraw.
TheDraw v3.20 TheDraw Command Functions 54
ALT-Y: DELETE CURRENT LINE
Deletes the current line on the screen. All lines below the current
line are shifted up one position. The bottom line is cleared using
spaces and the default background color. This command is not
reversible, so use it carefully.
ALT-Z: ERASE CURSOR CHARACTER
(available in animation mode only)
Erases the top-most character from the animation sequence at the
current cursor position. Only the last character typed at the cursor
position is deleted, everything typed before is unchanged.
TheDraw v3.20 TheDraw Command Functions 55
ALT-= TOGGLE MACRO LEARN MODE
(registered version only)
Activates the macro learning mode of TheDrawR. You are prompted for
which macro key to program (0-9). After specifying the macro, TheDraw
remembers everything you type. This is somewhat akin to animation
mode; however, macro learn mode literally remembers everything. All
editing commands performed, any characters typed, etc... Up to 512
characters will be recorded.
Once satisfied with the macro, type ALT-= again to save the macro. To
use the macro, press ALT followed by a number key 0 through 9 (NOT the
ones on the keypad).
ALTERNATE COLOR CHANGE OPTIONS
For the experienced user, TheDraw provides a more convenient way of
adjusting the current status line colors.
Pressing Ctrl-Up increments the current foreground color number (found
in ALT-A) and Ctrl-Down decrements it. These two key combinations do
not always work reliably on all computers (a Bios flaw exists). To
get around this, TheDraw incorporates a special keyboard driver to
handle these two keys. If they do not work on your machine run the
SETUP utility and use "Keyboard Customize" to configure TheDraw to
your keyboard.
Pressing Ctrl-Right increments the current background color number;
Ctrl-Left decrements it.
SHIFT-SPACE: SOLID SPACE CHARACTER
As stated elsewhere in this documentation, the sprite mode of TheDraw
makes other page layers appear through "black spaces" on the current
page layer. This can sometimes be convenient and sometimes not.
There are instances when you want to have a non-transparent black
space on the screen.
The Solid Space performs this function (non-transparent black space).
Moving the cursor onto a solid space will cause the background color
to flicker as an indicator. A Solid space is nothing more than a
character #255 (which is a blank IBM extended character).
TheDraw v3.20 TheDraw Command Functions 56
CTRL-PRTSC: FULL SCREEN MODE TOGGLE
This command toggles screen usage in TheDraw between 23 lines
(regular) and 25 lines (full-screen). In full-Screen mode the status
line disappears so you can fully use the screen. TheDraw also makes
heavy use of pop up windows for prompts and messages in this mode.
While useful, it can be awkward since YOU must remember where you are
at all times. For instance, block marking and etc... It is easy to
become confused unless you are careful. If all else fails, hit ESC a
few times to abort the current command. Some people may prefer this
mode which is fine. Nothing forces you to use either screen size for
anything.
Ctrl-PrtSc only operates from command mode. It is not available under
any sub commands (such as Block, Global, etc...). There are no
restrictions on full screen use in animation modes.
TheDraw now supports saving text on -most- of line 25 when using Ansi
files. Previously this line was totally ignored. Although the
situation is improved, TheDraw still prevents the saving of anything
in the very lower-right corner of the screen (column 80, line 25).
Any character placed there causes an unwanted, uncontrollable, totally
disastrous (well... close enough) screen scroll by Dos.
TheDraw v3.20 TheDraw Command Functions 57
THE ANIMATION SYSTEM
____________________
WHAT IS ANSI ANIMATION?
______________________________________________________________________
The animation system of TheDraw allows the user to create screens with
movement, adding excitement to your presentations. In animation mode,
TheDraw stores every keystroke typed that places a character on the
screen. This creates what is called the animation sequence.
When the animation sequence is displayed, those keystrokes typed in
are repeated in the same order entered. Animation sequences can be
saved in two different formats: ANSI and THEDRAW. A sequence saved in
ANSI can be displayed using the Dos TYPE command on any computer with
the ANSI.SYS driver installed (see Appendix A on how to install
Ansi.Sys). TheDraw is not needed to display Ansi files once created.
The THEDRAW format is used for quickly saving and loading animation
sequences to disk. The Presentation Program (THEPP) can be used to
display an animation sequence saved in TheDraw format.
For an example of Ansi Animation, enter "TYPE SHUTTLE2.ANS" from the
Dos prompt (once the Ansi.Sys driver is installed).
ANIMATION BASICS
______________________________________________________________________
The actual "animation" of a screen display is done manually. In other
words, the moving object is moved in steps. For each step, the object
must first be erased then redrawn moved over slightly.
For an example, imagine an asterisk in the center of the screen. We
wish to have this asterisk move to the right. To do this, first we
put a space over the existing asterisk (thus erasing it), then display
a new asterisk over to the right (redrawing it). Repeating this will
"animate" the asterisk, since it will appear to move.
The above is actually quite easy if you use sprite editing and block
copies. Problems start developing however when the object gets
larger. The larger the object, the longer it takes to erase and then
redraw it. This increased movement time is quite noticeable in ANSI
files in particular.
All is not lost however, since we can take advantage of certain
characteristics found in animated movement. Most animation involves
only shifting an object slightly per step. In general, the size of
this shift will be smaller than the size of the object.
TheDraw v3.20 The Animation System 58
Big deal you say. The point of interest is that by redrawing the
object BEFORE erasing the old copy, the amount of erasing needing is
reduced considerably. By redrawing the object first we overwrite a
good portion of the existing object currently on the screen. Since we
are overwriting parts of the original copy, there is no need to erase
those parts! The only portion that does need erasing is the area not
overwritten. This will normally be only one or two columns of
characters.
HOW TO ANIMATE SOMETHING
______________________________________________________________________
Knowing the above details about animation movement makes "animating"
an object quite simple with TheDraw. All of the above movement
operations (erase then redraw) can be accomplished by using a block
copy. The block defined should include the object to move
(naturally), plus a line of blank spaces on the side of the block
OPPOSITE to the direction of movement. The line of spaces acts to
erase the trailing characters as the object moves. The object is
redrawn, and the old portion of the object is erased by the line of
spaces.
Notice that a block copy is used, NOT a block move. A block move
physically changes the location of the block. Upon redisplaying the
animation sequence, all you see is the block drawn in its new
location. No animation is being done.
To move the object, use the arrow keys and [S]tamp it in position each
time you move. Press [ENTER] when done. Note that pressing [ENTER]
will stamp the object one last time. Therefore, you may wish to avoid
using the Stamp command on the very last movement of the object.
LIMITATIONS
______________________________________________________________________
There are limitations to the animation system. Large objects will
have a "ripple" as they move. In addition, they use a significant
portion of the available animation space. You will be amazed how
quickly even 16000 entries can disappear. Objects up to 30x10
characters in size will generally appear without problems. If you
have a faster computer, this block size can be increased without too
much additional ripple. As with all programs, experience will tell
you what is best for a given situation.
TheDraw v3.20 The Animation System 59
THE PRESENTATION PROGRAM
________________________
The Presentation Program (THEPP) included with the registered version
of TheDraw is a command line driven utility intended to simplify
displays and demonstrations. It is flexibly and easy to use. THEPP
can display any file loadable by TheDraw (Ansi, Ascii, Binary, BSave
and TheDraw formats). As with TheDraw, the filename extensions tell
THEPP what format a given file is saved in. The following extensions
are used (but changeable via the SETUP utility):
Binary Dump .BIN
Basic BSAVE .BSV
TheDraw Format .TD
TheDraw COM Files .COM
Any other file is assumed to be either Ansi or Ascii. TheDraw format
files store which page layer was being edited. THEPP displays only
this page layer. If sprite mode is turned on, any page layers below
the current one will appear also ("under" the current layer).
THEPP takes as its parameters a list of filenames to display on the
screen. This it will do as fast and efficiently as possible unless
otherwise stated (on other words, you will probably want to slow
things down a bit).
The following options may be interspersed anywhere in the command
line, before between or after, any filenames. Options are specified
by using a slash following by one of these characters:
Character Action
p Stops THEPP from displaying any pause messages on
the screen. The pauses are still performed, the
user is not notified about them however.
k Pause for a key from the user. This is useful for
placing between files, so you can stop to
appreciate what is shown.
t<num> Pauses for <num> number of seconds. Valid numbers
for <num> are 1 to 255 seconds. ie: t10 will pause
for ten seconds.
s<num> Animation display speed. This is a slowdown factor
identical to the value you enter when using ALT-Q.
It is used whenever THEPP displays a Ansi, Ascii,
or TheDraw format file. ie: s10 slows down the
file display equivalent to an ALT-Q value of 10.
TheDraw v3.20 The Presentation Program 60
Character Action (continued)
c Clears the screen. THEPP by default does nothing
before displaying a file. If you wish to clear the
screen before handle use this option.
m<x>,<y> Moves the cursor to horizontal position <x> and
vertical position <y>. Useful if you want to
control where an Ansi or Ascii file will start to
appear on the screen, or wish to display a message
using the command below. ie: m40,12 moves the
cursor to the center of the screen.
"text" Displays any message or text between the quotes.
The message MUST be terminated by a quote,
otherwise THEPP assumes the rest of the command
line is a message. This is useful if you wish to
display your own "Press any key to continue" style
message, etc... Use the "m" option described above
to position messages anywhere on the screen.
f<filename> Directs THEPP to obtain more commands from the
specified file. This command file simply contains
a list of the above commands. In addition, the
command file may call upon another command file.
Once that nested command file is finished,
execution returns to the following instruction in
the first file. Up to ten levels of nesting may
be active at once.
If you do not specify parameters for THEPP, the above options will be
displayed in abbreviated form for convenience. Examples of THEPP
usage and explanations are given below:
THEPP /c/p SHUTTLE2.ANS /m34,25 /"Press a key" /k/c
Clears the screen, and turns off the display of pause messages.
The Ansi text demo file SHUTTLE2.ANS is displayed, followed by the
message "Press a key" approximately in the center of the bottom
line. THEPP then waits for a key to be pressed before clearing the
screen and returning to Dos.
THEPP DEMO.TD /c /m38,12 /"BLIP" /p/t10 /m1,20
Displays the current page layer of DEMO.TD, then immediately clears
the screen and displays "BLIP" in the middle of the screen. The
cursor is then placed at the beginning of line 20 and THEPP exits.
TheDraw v3.20 The Presentation Program 61
THEPP SOMEFILE.ASC
Displays the contents of the Ascii file SOMEFILE.ASC on the screen.
Equivalent to using "TYPE SOMEFILE.ASC".
THEPP /fCOMMAND1.FIL /m1,6 /"All done!"
Makes THEPP obtain its next commands from the file COMMAND1.FIL.
This file simply contains a list of command line parameters. An
example might be:
COMMAND1.FIL:
/m1,1
/"Command file 1 running - Running command file 2"
/fCOMMAND2.FIL
/m1,5
/"Command file 1 resumed."
COMMAND2.FIL:
/m1,2
/"Command file 2 running - Running command file 3"
/fCOMMAND3.FIL
/m1,4
/"Command file 2 resumed."
COMMAND3.FIL:
/m1,3
/"Command file 3 running"
In this example, command files are nest two levels deep. In other
words, COMMAND1.FIL calls COMMAND2.FIL which calls COMMAND3.FIL
which then exits back to COMMAND2.FIL which then exits finally back
to COMMAND1.FIL. THEPP allows nesting to go ten (10) levels deep
for a large amount of complexity. Running the above example would
produce the output:
Command file 1 running - Running command file 2
Command file 2 running - Running command file 3
Command file 3 running
Command file 2 resumed
Command file 1 resumed
All done!
Note: Conceivably, an semi-endless loop is possible. In this
case, a command file would call itself (ie: replace /fCOMMAND2.FIL
with /fCOMMAND1.FIL in the above example). If this occurred, THEPP
would open the same command file 10 times then stop with an error
message.
TheDraw v3.20 The Presentation Program 62
APPENDIX A
__________
SETTING UP CONFIG.SYS
The ANSI driver must be installed to display Ansi color images and
Ansi animation files via the Dos TYPE command. This can be done by
adding a 'DEVICE=ANSI.SYS' statement to your CONFIG.SYS file. If you
do not have a CONFIG.SYS file, you can create one by typing the
following in your root directory:
COPY CON CONFIG.SYS<enter>
DEVICE=ANSI.SYS<enter>
^Z<enter> ( <-- press CTRL and Z )
If you have a CONFIG.SYS file, append the sequence with:
EDLIN CONFIG.SYS<enter>
#I<enter>
DEVICE=ANSI.SYS<enter>
^Z<enter> ( <-- press CTRL and Z )
E<enter>
For this to work properly, the ANSI.SYS file must also be in your root
directory.
People wanting to use a mouse with TheDraw may have to install an
additional file in their Config.Sys file. If a driver must be
installed, follow the above instructions except replace ANSI.SYS with
the name of your mouse driver (ie: MSMOUSE.SYS or MOUSE.SYS, etc...).
Additional parameters may be required. Please refer to the manual
that came with your mouse for more details.
There are many other useful statements that can be placed in your
CONFIG.SYS file. Two which can dramatically improve the performance
of DOS are:
BUFFERS=10
FILES=10
Add these as stated above. If you created a new CONFIG.SYS for the
DEVICE=ANSI.SYS clause by COPY CON, then append these using the second
method. Enjoy!
TheDraw v3.20 Appendix A 63
APPENDIX B
__________
PROGRAMMERS PROGRAMMING TIPS
This section is for individuals interested in using TheDraw to aid in
making their programs. Effort was put into TheDraw to make it a
convenient utility.
PROGRAMMING IN ASSEMBLER
------------------------
Assembler programmers will find ASM format files in standard data byte
format, using the DB operator. Asm files can have varying sizes
depending upon the APC save mode used. Dimensions and length of the
save are displayed at the top of all assembler dumps. If you Crunched
the screen, you will have to use the uncruncher routine provided in
ASM source code (UNCRUNCH.ASM). Values required in the various
registers are documented in the file.
Asm/Pascal/C (APC) Ascii files must be read as bytes and saved on the
screen as words. This can be achieved using LODSB and STOSW
instructions. LODSB loads into AL the character. You store into AH
the attributes to display with. STOSW then writes the two bytes onto
the screen. An alternate method would be to use the Bios, however
that method is considerably slower.
A normal 4000 byte dump is the easiest to display, using the REP MOVSB
instruction. To display the image, point the ES:DI pair to B800:0000
(for color screens) and DS:SI to the screen in your program. Also
load CX with the number of bytes to display (4000). Monochrome
screens are based at segment B000. Direct display onto the screen
will cause snow on some color videos, so you may want to move the
screen a word at a time only when the video is in a vertical retrace.
Vertical retrace can be detected at I/O address 3DA by testing bit 3
of that location. Be sure to clear the processor direction flag with
a CLD instruction before doing any of the above operations, otherwise
you possibly (50/50 chance) might not see anything on the screen.
PROGRAMMING IN PASCAL
---------------------
Pascal programmers have similar ease with bringing in screens. You
can flash the image in a similar fashion to the Asm program using the
Move procedure. A pascal NORMAL save can be displayed with the
program on the following page.
TheDraw v3.20 Appendix B 64
type ScreenType = array [0..3999] of Byte;
var Screen : ScreenType absolute $B800:0000;
begin
Move (ImageData,Screen,4000);
end.
The above defines a variable at the absolute address of the video
hardware. The importance of defining such an array will become
obvious below. This assumes ImageData is the name of the pascal
image dump. The MOVE puts ImageData onto the screen. Please note
this is only for a full screen. To display a screen block is slightly
more difficult. Our program now becomes:
type ScreenType = array [0..3999] of Byte;
var Screen : ScreenType absolute $B800:0000;
X,Depth,Width,Offset : Integer;
begin
Depth := ???; {Replace ???'s with actual dimensions of}
Width := ???; {block as indicated in IMAGEDATA array header}
Offset := ???; {Replace ??? with position to display block}
for X := 0 to Depth-1 do
Move (ImageData[1+X*Width*2],Screen[X*160+Offset],Width*2);
end.
The variables DEPTH and WIDTH specify the block size saved in
IMAGEDATA. DEPTH is the number of vertical lines in the block. WIDTH
is the number of character across the block. OFFSET is the video
address you want the block to appear at. It is computed with:
(column*2)+(row*160)-162
Column varies 1..80
Row varies 1..25
Notice in this example we are using a loop and moving one line at a
time. Lines from ImageData are placed on the video at OFFSET. The
address in ImageData is advanced to the location of the next line in
each loop. The video address advance 160 characters each time (the
byte width of the video display).
Turbo Pascal v3.0 users also have another interesting option. You can
include a .BIN file into a turbo program and then display it using the
above techniques.
The file actually becomes part of your compiled pascal program. Once
your program is compiled, you no longer need to have the DEMO.BIN file
present.
TheDraw v3.20 Appendix B 65
procedure DummyProc; external 'DEMO.BIN'; begin end;
type ScreenType = array [0..3999] of Byte;
var Screen : ScreenType absolute $B800:0000;
X,Depth,Width,Offset : Integer;
ImageDataPtr : ^ScreenType;
begin
Depth := ???; {Replace ???'s with actual dimensions of}
Width := ???; {block as indiciated in IMAGEDATA array header}
Offset := ???; {Replace ??? with position to display block}
ImageDataPtr := Addr(DummyProc);
for X := 0 to Depth-1 do
Move (ImageDataPtr^[1+X*Width*2],Screen[X*160+Offset],Width*2);
end.
In the above program, we create pointer (IMAGEDATAPTR) pointing at the
address of DUMMYPROC. The rest of the program is identical to the
previous example, except all occurrences of IMAGEDATA are replaced
with
IMAGEDATAPTR^.
The up arrow symbol at the end is very important. If you don't use
it, Turbo will copy the -value- of your pointer to the screen. This
will generally appear as garbage. It can be fun playing with this
concept, you simply must be careful with the pointers.
Pascal ASCII saves are used similar to strings. Since the ImageData
arrays created do not have color attributes, we cannot directly move
them to the video. The following shows two techniques for displaying
these images.
--- Pascal ASCII Save Example 1 ---
var X:Integer;
begin
ClrScr;
for X := 1 to SizeOf(ImageData) do Write (ImageData[X]);
end.
--- Pascal ASCII Save Example 2 ---
type ScreenType = array [0..3999] of Byte;
var Screen : ScreenType absolute $B800:0000;
var X:Integer;
begin
ClrScr;
for X := 1 to SizeOf(ImageData) do
Screen[X*2-2] := ImageData[X];
end.
TheDraw v3.20 Appendix B 66
The first example is easiest to understand. All we are doing is
displaying each character in IMAGEDATA on the screen using the pascal
WRITE function. This works because the IMAGEDATA block (in this case)
is 80 characters wide, so there is no need for a WRITELN. The cursor
will automatically be bumped down to the next line.
The second example is similar to the first, but directly stuffs the
characters onto the screen. This will be faster than the first
method. Notice the Screen[X*2-2]. The multiplication is done because
each character occupies two bytes of video memory. Since the first
video address is 0, we add -2 to the offset to keep things aligned.
To use pascal images CRUNCHED by TheDraw requires use of the
UNCRUNCH.PAS file included with the package. The file contains
details on its use.
TURBO PASCAL v4.0 and v5.0
--------------------------
The above examples will all work for Turbo Pascal v4.0 and v5.0 users,
with an exception in the use of .BIN files. The newer compilers do
not support the format shown.
You must use the Borland International program BINOBJ to convert the
binary file (.BIN) to an object file (.OBJ). Once the object file is
made, the compilers can link in the data. To use the object file, we
use the following:
{$L DEMO.OBJ }
procedure DummyProc; external;
Note: The procedure name (DummyProc here) is specified when you create
the object file with BINOBJ. ie: From the dos prompt type:
BINOBJ DEMO.BIN DEMO.OBJ DummyProc
The above give us the desired affect. Finally, in the .BIN example
above, simply replace the original DummyProc definition with the new
one.
TheDraw v3.20 Appendix B 67
PROGRAMMING IN C
----------------
C programmers have support similar to that for pascal. TheDraw
creates the Normal, Ascii, and Crunched file formats using modern C
code definitions. The ImageData arrays are used similar to the pascal
case. Please note, in the following examples it will be assumed the
programs are compiled in a state supporting 32-bit pointers.
A C NORMAL save is the easiest to display. The following program will
do this quickly and easily:
#include <stdio.h>
#include <mem.h>
#include "image.h"
main ()
{
/* Kludge a pointer at video memory (segment 0xB800, offset 0) */
void far *screen = (void far *) 0xB8000000;
memcpy (screen,ImageData,4000); /* Move image to screen */
}
The <mem.h> file reference contains the definition of the memcpy
routine. IMAGE.H is assumed to contain the array ImageData created by
TheDraw (you can change this to anything else naturally). The void
data type used is a modern C convention. If your compiler doesn't
support this, use type char instead (or whatever type your compiler
wants for parameters to memcpy).
To above is for a full screen image. To display a block involves a
little more work, as in the pascal example.
#include <stdio.h>
#include <mem.h>
#include "image.h"
main {
void far *screen;
int depth = ???; {Replace ???'s with actual dimensions of}
int width = ???; {block as indiciated in IMAGEDATA array header}
int offset = ???; {Replace ??? with position to display block}
int x;
for (x=0; x++; x>=depth) {
screen = (void far*) 0xB8000000+x*160+offset;
memcpy (screen,ImageData[x*width*2],width*2);
}
}
TheDraw v3.20 Appendix B 68
As before, the variables DEPTH and WIDTH specify the block size saved
in IMAGEDATA. DEPTH is the number of vertical lines in the block.
WIDTH is the number of character across the block. OFFSET is the
video address you want the block to appear at. It is computed with:
(column*2)+(row*160)-162
Column varies 1..80
Row varies 1..25
A loop is used in this example to move one line at a time. Lines
from ImageData are placed on the video at OFFSET. The address into
ImageData is advanced to the location of the next line in each loop.
The video address advance 160 characters each time (the byte width of
the video display).
The ASCII format is a bit easier to use in C than Pascal. By taking
advantage of the 0 terminated strings of C, we can display a ASCII
image by simply doing the following:
#include <stdio.h>
#include "image.h"
main {
printf ("%s",&ImageData);
}
Note: To use this technique requires the ImageData array be modified
slightly. TheDraw does not place the required 0 byte on the end of
the array. To do this is quite simple however. Simply remove the
array length indicator. ie:
unsigned char ImageData [] = {
...data here...};
The C compiler upon seeing this will tack the required zero on the end
of the array (since it looks like a string).
An alternate technique for displaying ASCII format files is similar to
the second pascal example (for doing the same thing). The following
example shows this.
TheDraw v3.20 Appendix B 69
#include <stdio.h>
#include <mem.h>
#include "image.h"
main {
void far *screen;
int x;
for (x=0; x++; x>=4000) {
screen = (void far*) 0xB8000000+x*2;
memcpy (screen,ImageData[x],1);
}
}
Characters are copied one at a time from the ImageData array to the
video memory. This will in be faster than the printf example, since
the overhead of going through the operating system is removed.
To use C images CRUNCHED by TheDraw, you must use the code in either
UNCRUN_N.OBJ or UNCRUN_F.OBJ (depending if you are using a Near or Far
code model). The file UNCRUNCH.H contains examples on their usage.
TheDraw v3.20 Appendix B 70
PROGRAMMING IN BASIC
--------------------
Basic programmers are a little more limited, not because of lack of
commands, but lack of speed. Therefore TheDraw creates the BSave
files with all addressing information already programmed. All you
have to do is type 'BLOAD "filename.BSV"'. The screen segment is
automatically set, so you don't have to bother with DEF SEG=etc...
However, if you wish to override the display segment default, try the
following: 'DEF SEG=&HB800 : BLOAD"filename.BSV",0'. For monochrome
video users, replace the B800 with B000.
TheDraw allows partial block saves for basic files. These files will
always be 80 characters wide. This is a limitation of BLOAD which we
all must live with. They can start and end at any line however, so
you could load a full screen then just load small block images to
update those parts of the screen needing it. Make sure you build the
partial-block images in TheDraw in the exact screen location you want
them to finally appear. If you save a block starting on line 5, and
ending on line 8 that is where Basic will display it.
If you have additional ideas for this section, I'd like hear about
them!
TheDraw v3.20 Appendix B 71
APPENDIX C
__________
EXTENDED/SPECIAL CHARACTER SET
The following lists everything available in the IBM extended
character set. These are all found in the 15 special character
function key sets supported by TheDraw.
Code Symbol Code Symbol Code Symbol Code Symbol
128 Ç 160 á 192 └ 224 α
129 ü 161 í 193 ┴ 225 ß
130 é 162 ó 194 ┬ 226 Γ
131 â 163 ú 195 ├ 227 π
132 ä 164 ñ 196 ─ 228 Σ
133 à 165 Ñ 197 ┼ 229 σ
134 å 166 ª 198 ╞ 230 µ
135 ç 167 º 199 ╟ 231 τ
136 ê 168 ¿ 200 ╚ 232 Φ
137 ë 169 ⌐ 201 ╔ 233 Θ
138 è 170 ¬ 202 ╩ 234 Ω
139 ï 171 ½ 203 ╦ 235 δ
140 î 172 ¼ 204 ╠ 236 ∞
141 ì 173 ¡ 205 ═ 237 φ
142 Ä 174 « 206 ╬ 238 ε
143 Å 175 » 207 ╧ 239 ∩
144 É 176 ░ 208 ╨ 240 ≡
145 æ 177 ▒ 209 ╤ 241 ±
146 Æ 178 ▓ 210 ╥ 242 ≥
147 ô 179 │ 211 ╙ 243 ≤
148 ö 180 ┤ 212 ╘ 244 ⌠
149 ò 181 ╡ 213 ╒ 245 ⌡
150 û 182 ╢ 214 ╓ 246 ÷
151 ù 183 ╖ 215 ╫ 247 ≈
152 ÿ 184 ╕ 216 ╪ 248 °
153 Ö 185 ╣ 217 ┘ 249 ∙
154 Ü 186 ║ 218 ┌ 250 ·
155 ¢ 187 ╗ 219 █ 251 √
156 £ 188 ╝ 220 ▄ 252 ⁿ
157 ¥ 189 ╜ 221 ▌ 253 ²
158 ₧ 190 ╛ 222 ▐ 254 ■
159 ƒ 191 ┐ 223 ▀ 255 solid spc
TheDraw v3.20 Appendix C 72
R E V I S I O N H I S T O R Y
05/01/86 - Version 1.00 - Program completed.
______________________________________________________________________
05/05/86 - Version 1.01
Carl Ehmann noticed a glitch in text creation that caused highlighting
and blinking attributes changes to go unnoticed. This has been
corrected.
______________________________________________________________________
06/05/86 - Version 1.02
Steven Mills discovered a bug in the file loading routine that caused
TheDraw to flag valid filenames as invalid. It has been squashed.
Changed the program to not allow the user to enter a code #26 or code
#27 into a text screen. A code #26 is the Dos end of file marker, and
entering it means loss of all following text upon displaying the file
or reloading it back into TheDraw. A code #27 is the ANSI driver
signal character. Supposedly ANSI ignores invalid sequences, but
allowing the code created "false" ANSI codes which caused loading
problems.
______________________________________________________________________
07/31/86 - Version 1.03
Upon prompting from Carl Ehmann, output line length limiting has been
added. This will facilitate other programs which cannot load lines
conceivably going over 1300 characters (such as RBBS). Color changes
can now be accomplished using the Ctrl-Left and Right arrow keys to
increment the fore and background colors respectively.
______________________________________________________________________
08/15/86 - Version 1.10 (later changed to v2.00)
Changes in a big way. New features include:
ANSI Animation, Line Drawing, Ruler, movement of
blocks UNDER other text and much more!!
Quick color change keys have been expanded to use the Ctrl-Up, Down,
Left, and Right keys in a more logical manner.
______________________________________________________________________
09/13/86 - Version 2.01
A few more enhancements. Pop-Up help, and macros have been added to
the new registered version of the program. Also a few aspects of the
animation editor have been sped up.
TheDraw v3.20 History 73
R E V I S I O N H I S T O R Y (cont):
09/19/86 - Version 2.02
Fixed a slight bug which was causing TheDraw to display the wrong Help
Screen (in registered version). Also, the registered version wasn't
keeping track of where its overlay was.
______________________________________________________________________
09/27/86 - Version 2.03
Carl Ehmann noticed yet another glitch (what would I do without him?).
The Ascii save routine was using ANSI codes to advance the cursor to
the next line.
______________________________________________________________________
11/28/86 - Version 2.04
Ray Buti discovered an oddity with the Pascal screen save. If you
used a single quote "'" TheDraw didn't compensate for it. Therefore
when Turbo Pascal compiled that screen it complained. Ray also
noticed that characters under #32 were missing the "#" required by
Turbo. These have both been cured.
In addition, the animation load routine has been made more reliable.
Occasionally movement just involving the cursor (no text) would be
lost. Other improvements were made to make animation screen files
smaller and display faster.
______________________________________________________________________
03/06/87 - Version 2.10
Support for monochrome monitors has finally been added. Don't ask why
I never did it before... The glitches Paul Pacter (and many other
people) found with IBM PC Ctrl-Up/Down keys has been eliminated. I
would have never noticed that glitch, so many thanks! Kent Godding
made an excellent suggestion for a ansi-file slow down routine. This
has been added. Lastly, a few changes were made to the command
structure to clarify things and many prompts were cleaned up.
TheDraw v3.20 History 74
R E V I S I O N H I S T O R Y (cont):
06/20/87 - Version 2.20
BSave saves fixed to operate properly for monochrome monitors. Ansi
files now output <esc>[40m color sequences to clear screen to black
color before doing anything else. Thanks to Barry Simon for bringing
this oversight to my attention and also suggesting command line
filespecs. Some new items were added, most notably full screen
editing. Thank Ray Buti for finally bugging me enough to add it.
Also extended options for Asm, Pascal, and new C storage modes to
crunch and store only Ascii in addition to the original normal (4000
byte) mode. Thanks to Douglas A. Nicklow for suggesting the C storage
capacity.
______________________________________________________________________
08/22/87 - Version 2.21
Fixed a minor glitch with window sizes being slightly off. Also I
missed a problem in the registered version. TheDraw was not using the
overlay path entered by the Setup utility when initializing. So much
for learning from mistakes (ie: it happened before). In addition,
using a command line filespec sometimes loaded a Ansi or Ascii image
with a random background color. Needless to say, everything has been
fixed.
______________________________________________________________________
04/28/88 - Version 3.00
Many, MANY changes. TheDraw totally rewritten to take advantage of
Turbo Pascal v4.0. A new title screen, dynamic allocation of screen
layers and animation space (up to 16000 animation entries and 8 page
layers can now be used), multi-layer Sprite editing, dos shelling
(suggestion from Billy Noto), and a new high-speed TheDraw format data
file have all been added. TheDraw now incorporates its own Ansi
driver so Ansi/Ascii file loading is much faster.
The animation system has been greatly expanded. Five new animation
scanners have been added (ANGLE, GATE, PYRAMID, SQUARES, and WIGGLE).
Animation markers(R), "include files", animation pausing, support of
animation on multiple page layers (no longer restricted to just one
page), global animation screen copies, and more have all been added.
Animation sequences can now be appended together. The registered
version supports easy animation editing.
A couple of bugs were fixed. The pascal saver was leaving spurious
single entries on the end of lines (yet another discovery of Ray Buti
<grin>). The Ascii Save no longer outputs spaces on the end of every
line.
TheDraw v3.20 History 75
R E V I S I O N H I S T O R Y (cont):
(cont)
The Setup utility has been vastly overhauled and now allows
configuring of the TheDraw edit screen colors, TheDraw keyboard
commands(R), and many other parameters.
______________________________________________________________________
09/09/88 - Version 3.10
Support for the Microsoft Mouse has been added, making cursor movement
and the marking of blocks easier. Five additional character sets have
been added. These are accessed via CTRL-F(1-5). With this revision
goes a new function key screen (ALT-F). Finally, a few bugs were
eradicated. Many people reported CTRL-Up/Down keys were not working.
They did work, however the status display was not always updated (thus
causing the following confusion). TheDraw now allows filespecs
without extensions to be used again. In addition, the default
filespec extensions can be changed using the Setup utility (Ray Buti
can now change .PAS to anything he likes <grin>). The Setup utility
Defaults option now works as advertised. Finally, the keyboard driver
for Ctrl-Up/Down has been changed yet again. With the last revision,
a few computers were gained but the PCjr was lost.
04/04/89 - Version 3.20
Pull down menu system has been added to TheDraw. The program can now
be totally controlled by use of a mouse. Various small details that
escaped detection regarding the mouse were corrected. TheDraw has a
new storage format -- COM files. Separate programs useful for batch
files and the like. They work with blocks and (naturally) the entire
screen. A few bugs floating around the program have been cured. When
attempting a block save, TheDraw would sometimes display and save the
wrong screen portion. The ALT-U command would not processing blinking
colors properly -- thanks to Darin May for pointing this out. The
ALT-L file lister had a minor problem when there were exactly 124
displayed items in the directory. You could go down to the next page
even though there was nothing on it. Animation screen copies might
possibly fail if they run out of room. What the user saw didn't
necessarily match what TheDraw thought was there until everything got
redrawn. The problem with CTRL-UP/DOWN simply won't go away. The
driver will work for 99% of machines, but certain computers with non-
compatible keyboard hardware will lockup (notably the Tandy 1000A and
HX). The SETUP utility now has a provision for deactivating the
driver completely.
(R) = Feature in Registered Version of TheDraw Only
TheDraw v3.20 History 76
T H E F U T U R E
Look for these features in the next version of TheDraw:
Object format files suitable for LINK, TC 2.0, TP 5.0, etc...
Object files were scheduled to appear in v3.2,
but compatibility with various compilers
proved a sticky point.
Block and object support in TheDraw format files.
Filename PICK list that holds last 10 files accessed.
Send in your ideas, suggestions, criticisms and bug reports. Report
something first and be immortalized in the docs of TheDraw!
If you ever find a copy of TheDraw with a version number other than
one listed above, please take the time to write us a quick note
describing it. Thank you!
TheDraw v3.20 77
C O M M E N T S
Please consider registering for the amount of $15. Quality software
at good prices is very difficult to find. We at TheSoft Programming
Services firmly believe in and support the concept of shareware
products, and hopefully you do also. Please make any checks out to
TheSoft Programming Services. If you have any requests, comments or
suggestions for TheDraw, please send them to:
TheSoft Programming Services
c/o Ian Davis - TheDraw
1929 Whitecliff Court
Walnut Creek, Ca, 94596.
Thanks for your support!
TheDraw v3.20 78