home *** CD-ROM | disk | FTP | other *** search
Text File | 1992-04-12 | 234.6 KB | 5,808 lines |
-
-
-
-
-
-
-
-
-
- L A U G H I N G D O G S C R E E N M A K E R
- -----------------------------------------------
-
- V1.00
-
-
- U s e r 's M a n u a l
- ---------------------------
-
- Copyright 1992, Jeff Sloan
-
-
-
-
-
-
-
- Yardbird Software
- Box 4646
- West Hills, California 91308
-
-
-
- Phone: (818)704-6402
- CompuServe: 73650,104
-
-
-
-
-
-
-
-
- _______
- ____|__ | (R)
- --| | |-------------------
- | ____|__ | Association of
- | | |_| Shareware
- |__| o | Professionals
- -----| | |---------------------
- |___|___| MEMBER
-
-
- Trademarks & Acknowledgments
-
- Registered Trademarks
-
- HP & LaserJet are trademarks of Hewlett-Packard Company.
- Turbo C & Turbo Pascal are trademarks of Borland International.
- Epson is a trademark of Epson Corporation.
- PostScript is a trademark of Adobe Systems, Incorporated.
- PageMaker is a trademark of Aldus Corporation.
- Ventura Publisher is a trademark of Xerox Corporation.
- PKZIP and PKware are trademarks of PKware Incorporated.
- WildCat! is a trademark of Mustang Software.
- PCBoard is a trademark of Clark Development Company, Inc.
- DESQview is a trademark of Quarterdeck Office Systems.
- Macintosh is a trademark of Apple Computer Inc.
- IBM is a trademark of International Business Machines.
- GW Basic, QuickBASIC, QuickC, Windows & MASM.
- are trademarks of Microsoft Corp.
-
-
- Acknowledgments
-
- The author wishes to thank Mike McGrath for his advice,
- testing, and encouragement early on in this program's development.
- Most of his suggestions have made their way into the program in
- one form or another. Mike also acted as my proofreader and editor
- while preparing this manual. I also wish to recognize Bob Wenzel
- for his important help in the fine-tuning of the Laughing Dog's
- user interface. I would like to thank all of my CompuServe and
- GEnie beta testers, especially Duane Paulson.
- Their suggestions have helped make the Laughing Dog Screen
- Maker a more complete and easier program to use.
-
-
-
-
-
- ASP Ombudsman statement
-
- Yardbird Software is a member of the Association of Shareware
- Professionals (ASP). ASP wants to make sure that the shareware
- principle works for you. If you are unable to resolve a
- shareware-related problem with an ASP member by contacting the
- member directly, ASP may be able to help. The ASP Ombudsman can
- help you resolve a dispute or problem with an ASP member, but does
- not provide technical support for members' products. Please write
- to the ASP Ombudsman at 545 Grover Road, Muskegon, MI 49442 or
- send a CompuServe message via CompuServe Mail to ASP Ombudsman
- 70007,3536.
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual i
-
-
- The Shareware Concept
-
- Shareware distribution gives users a chance to try software
- before buying it. If you try a Shareware program and continue
- using it, you are expected to register. Individual programs
- differ on details -- some request registration while others
- require it, some specify a maximum trial period. With
- registration, you get anything from the simple right to continue
- using the software to an updated program with printed manual. See
- "Registering The Laughing Dog Screen Maker" below for details on
- what you will receive in return for registering this program.
- Copyright laws apply to both Shareware and commercial
- software, and the copyright holder retains all rights, with a few
- specific exceptions as stated below. Shareware authors are
- accomplished programmers, just like commercial authors, and the
- programs are of comparable quality. (In both cases, there are
- good programs and bad ones!) The main difference is in the method
- of distribution. The author specifically grants the right to copy
- and distribute the software, either to all and sundry or to a
- specific group. For example, some authors require written
- permission before a commercial disk vendor may copy their
- Shareware. See the files VENDOR.DOC and SYSOP.DOC for Laughing
- Dog Screen Maker distribution rights.
- Shareware is a distribution method, not a type of software.
- You should find software that suits your needs and pocketbook,
- whether it's commercial or Shareware. The Shareware system makes
- fitting your needs easier, because you can try before you buy.
- Because the overhead is low, prices are low also.
- Shareware has the ultimate money-back guarantee -- if you
- don't use the product, you don't pay for it.
-
-
-
- This Program is YOURS!
-
- Participating in the shareware marketplace as a registered
- user brings more than the mere satisfaction of doing the right
- thing, you really become a part of the creative process. We at
- Yardbird Software welcome any comments, requests or suggestions
- you may have for enhancements to this program, or for entirely new
- programs you would like to see produced and distributed as
- shareware. Please let us know how we may serve you in any way we
- can.
- Registered users will also be kept abreast of updates and new
- product offerings from Yardbird Software.
- We would also love to hear about your particular application
- of the Laughing Dog Screen Maker.
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual ii
-
-
- Disclaimer -- Agreement
-
- (All references to the "Laughing Dog Screen Maker" include the
- executable files: LDOG.EXE, LDOGRAB.EXE and LDOGSHOW.EXE.)
-
- Users of the Laughing Dog Screen Maker must accept this
- disclaimer of warranty: "The Laughing Dog Screen Maker is
- supplied as is.
- The author disclaims all warranties, expressed or implied,
- including, without limitation, the warranties of merchantability
- and of fitness for any purpose. The author assumes no liability
- for damages, direct or consequential, which may result from the
- use of the Laughing Dog Screen Maker."
- The Laughing Dog Screen Maker is a "shareware program" and is
- provided at no charge to the user for evaluation. Feel free to
- share it with your friends, but please do not give it away altered
- or as part of another system. The essence of "user-supported"
- software is to provide personal computer users with quality
- software without high prices, and yet to provide incentive for
- programmers to continue to develop new products.
- If you find the Laughing Dog Screen Maker to be a useful
- program and continue to use it after a reasonable trial period (30
- days), you must make a registration payment of $35.00 to Yardbird
- Software (See Registering The Laughing Dog Screen Maker below).
- The $35.00 registration fee will license one copy for use on any
- one computer at any one time. You must treat this software just
- like a book. An example is that this 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 no possibility of it
- being used at one location while it's being used at another, just
- as a book cannot be read by two different persons at the same
- time.
- Anyone distributing the Laughing Dog Screen Maker for any
- kind of remuneration must first contact Yardbird Software at the
- address below for authorization. This authorization will be
- automatically granted to distributors recognized by the
- Association of Shareware Professionals as adhering to its
- guidelines for shareware distributors, and such distributors may
- begin offering the Laughing Dog Screen Maker immediately.
- However, Yardbird Software must still be advised so that the
- distributor can be kept up-to-date with the latest version of the
- Laughing Dog Screen Maker. For more information see the file:
- VENDOR.DOC, included on the distribution disk.
- You are encouraged to pass a copy of the Laughing Dog Screen
- Maker along to your friends for evaluation. Please encourage them
- to register their copy if they find that they can use it.
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual iii
-
-
- Registering The Laughing Dog Screen Maker
-
- If you find the Laughing Dog Screen Maker to be a useful
- tool, please register it. Yardbird Software depends on your
- support in order to continue to serve your needs with high
- quality, reasonably priced software.
- To register, send $35 cash, check, or money order to Yardbird
- Software at the address below. California residents please add
- the current sales tax to the total.
- Outside the USA, please add $10 to cover special shipping and
- handling costs, for a total of $45. US funds drawn on a US bank,
- or cash are acceptable--cash payments should be sent via
- registered mail and may be in US funds or in your country's
- currency at the current exchange rate. Yardbird Software cannot
- be responsible for cash payment lost in the mail.
- You may print out an order form from within the Laughing Dog
- Screen Maker program by selecting the Print Registration Form
- button on the registration reminder screen or by printing the
- REGISTER.DOC file included on the distribution disk.
- Credit Card orders will be accepted through Public (software)
- Library (PsL). Call the PsL toll-free order line (800)242-4775 to
- place your order. To speed your order use PsL's item number #10538
- for the Laughing Dog Screen Maker when ordering.This 800 number is
- for ORDERS ONLY! The people there are unable to answer any other
- questions about the program. For information on the program or
- technical help please call Yardbird Software direct at the number
- below.
- For information on volume discounts or site licensing, see
- the file SITELICE.DOC, included on the distribution disk.
-
- All registered users will receive a copy of the latest
- version of the Laughing Dog Screen Maker Programs: LDOG.EXE,
- LDOGSHOW.EXE, & LDOGRAB.EXE, devoid of ALL Shareware notices and
- reminder screens. Registered users also receive a bound,
- illustrated version of this manual and several demonstration
- screen files. Registered users will also be notified of any
- future updates to the Laughing Dog Screen Maker, and be given the
- opportunity to upgrade at a reduced price.
- For further information or technical assistance, please feel
- free to contact Yardbird Software via mail, phone, or email at:
-
- Yardbird Software Phone (voice): (818)704-6402
- Box 4646 CompuServe: 73650,104
- West Hills, CA 91308 GEnie: J.SLOAN7
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual iv
-
-
- What is The Laughing Dog Screen Maker?
-
- A hammer is the ideal tool, you just pick it up and use it.
- Its purpose is obvious and its function is intuitive. The
- Laughing Dog Screen Maker is that kind of a tool.
- You won't be spending a lot of time reading this manual, you
- will be spending your time creating screens. After all, that's
- what you are interested in, isn't it?
- Full mouse support, on-line help, pop up menus, and dialog
- boxes provide an intuitive user interface to the various nuts and
- bolts used to design screens. Choose colors and special
- characters by pointing to what you want. Copy, move, clear,
- recolor, or fill a portion of the screen with a few keystrokes.
- Draw titled windows automatically.
- Save screens in a compressed format to be displayed later
- individually, or as a part of a slide show. Capture screens from
- other text mode programs, modify them if needed, and then use them
- in a slide show presentation.
- Print screens on most dot-matrix and laser printers. Produce
- PostScript (EPS) output for import into word processing or desktop
- publishing programs.
- Source code is automatically generated in BASIC, C, Pascal,
- and assembly language. Screens can be exported in the WildCat!
- and PCBoard BBS formats, for use on bulletin board systems. Ready
- to run executable files can also be produced.
-
- In addition to all of this, the Laughing Dog Screen Maker is
- FUN TO USE.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual v
-
-
- ---TABLE OF CONTENTS---
-
-
- Trademarks & Acknowledgements...................................i
- The Shareware Concept..........................................ii
- Disclaimer -- Agreement.......................................iii
- Registering The Laughing Dog Screen Maker......................iv
- What is The Laughing Dog Screen Maker?..........................v
-
-
- 1. Introduction.................................................3
- 2. Packing List--Files you should have..........................5
- 3. System Requirements..........................................6
- 4. Installation.................................................6
- 5. Quick Start (the bare-bone essentials).......................7
- 6. The Basics..................................................12
- 6.1 Starting the Laughing Dog Screen Maker.................12
- 6.1.1 Command Line Options.............................12
- 6.1.2 Running LDOG Under Desqview......................13
- 6.2 Using the On-line Help System..........................13
- 6.3 Using Menus............................................14
- 6.4 Using Hot Keys.........................................16
- 6.5 Using Dialog Boxes.....................................17
- 6.6 Using LDOG.EXE On a Mono or LCD Monitor................18
- 7. The STATUS BOX -- Information at Your Paws.................19
- 7.1 Using The STATUS BOX...................................19
- 7.1.1 The Cursor Position Indicator....................19
- 7.1.2 The Line-Type/Window Border Indicator............20
- 7.1.3 The Current Special Character/Color Attribute
- Indicator........................................20
- 7.1.4 The Special Mode Indicator.......................20
- 7.1.5 Moving and Hiding The Status Box.................20
- 7.1.6 Dumb Mouse Tricks................................21
- 7.1.7 Selecting a Special Character/Line-Type..........21
- 7.1.8 Selecting A Color Attribute......................23
- 8. Drawing Screens.............................................25
- 8.1 Modes of Operation.....................................25
- 8.1.1 NORMAL Mode......................................25
- 8.1.2 INSERT Mode......................................27
- 8.1.3 SELECT Mode......................................28
- 8.1.4 LINE DRAWING Mode................................30
- 8.2 Drawing Screens Using the Mouse........................32
- 8.2.1 Accessing Menus..................................32
- 8.2.2 Positioning the Cursor...........................32
- 8.2.3 Selecting a Block................................32
- 8.2.4 Drawing Lines & Boxes............................33
- 8.2.5 Changing the Current Color or Special Character..33
- 8.2.6 Getting Help.....................................33
- 8.2.7 Taming the Wild Mouse
- (Constraining Mouse Cursor Movement).............34
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 1
- 8.3 Drawing Screens Using the Keyboard.....................35
- 8.3.1 Accessing Menus..................................35
- 8.3.2 Positioining the Cursor..........................35
- 8.3.4 Selecting a Block................................35
- 8.3.5 Drawing Lines & Boxes............................35
- 8.3.6 Entering Text....................................36
- 8.3.7 Entering Special Characters......................36
- 8.3.8 Changing the Current Color or Special Character..36
- 8.3.9 Getting Help.....................................37
- 8.4 Block Operations: Moving, Copy, Paste, Recolor, Fill,
- Erase, & Make A Window.................................38
- 9. Loading and Saving Screens..................................39
- 9.1 Loading a Screen.......................................39
- 9.2 Saving a Screen........................................40
- 9.3 Changing the Data Path.................................41
- 10. Producing Useful Output....................................42
- 10.1 Generating Source Code................................42
- 10.1.1 BASIC Code......................................44
- 10.1.2 BSAVE File Format...............................46
- 10.1.3 C Code..........................................47
- 10.1.4 Pascal Code.....................................50
- 10.1.5 Assembly Code...................................52
- 10.2 Other Export File Formats.............................56
- 10.2.1 BINARY Files....................................57
- 10.2.2 Executable COM Files............................58
- 10.2.3 ANSI Files......................................64
- 10.2.4 WildCat! & PCBoard BBS Files....................66
- 10.3 Printing Screens......................................67
- 10.3.1 Setting the Printer Options.....................67
- 10.3.2 Laughing Dog's PostScript Output................68
- 11. The Laughing Dog Menus.....................................69
- 11.1 The MAIN MENU.........................................71
- 11.1.1 The NEW SCREEN MENU.............................72
- 11.1.2 The OPTIONS MENU................................73
- 11.1.3 The GENERATE CODE/EXPORT FILE MENU..............76
- 11.1.4 The PRINT SCREEN/PRINTER SETUP MENU.............76
- 11.2 The BLOCK MENU........................................81
- 11.2.1 The CLEAR/FILL BLOCK MENU.......................83
- 11.2.2 The RECOLOR MENU................................84
- 11.2.3 The MAKE A WINDOW MENU..........................86
- 11.2.4 The WINDOW TITLE OPTIONS MENU...................86
- 12. LDOG.EXE Error Messages....................................88
- 13. The Laughing Dog Utilities.................................90
- 13.1 Grabbing Text Screens from Other Programs
- with LDOGRAB.EXE....................................90
- 13.1.1 Starting LDOGRAB.EXE............................90
- 13.1.2 Using The Screen Grabber........................91
- 13.2 Displaying Your Screens with LDOGSHOW.EXE.............93
- 13.2.1 Starting LDOGSHOW.EXE...........................93
- 13.2.2 Displaying A Single Screen......................94
- 13.2.3 Creating A Presentation.........................94
- 13.2.4 Displaying a Presentation Manually..............96
- 13.2.5 Displaying a Presentation Automatically.........96
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 2
-
-
- 1. Introduction
-
- This manual was designed to be used more as a reference guide
- to consult from time to time, rather than something that you must
- read from cover to cover before you start using the program.
- Start up LDOG.EXE, play around a little, then read the "Quick
- Start" chapter. It will just take you a few minutes, and you will
- be well on your way to creating your first screen. Then later on,
- come back to the manual and browse around through the topics that
- you need more help on. You will find that the program is very
- easy to pick up and use immediately.
- You may never have to go beyond this level of expertise, but
- if you really want to tap the full power of the Laughing Dog
- Screen Maker, everything you need is here in this manual.
- For a more detailed discussion of the nuances of the screen
- drawing tools, check out "The Status Box" and "Drawing Screens"
- chapters.
- To learn more about generating source code, exporting screens
- in different file formats, or printing your screens, consult the
- "Producing Useful Output" chapter.
- For a blow by blow description of the menus and what each
- menu choice does, see "The Laughing Dog Menus" chapter. This
- chapter presents the menus in the same nested organization that
- you will encounter them within the program. For instance, the
- Options Menu is reached by first calling the Main Menu, then
- choosing "Options." The Options Menu is found in this manual, as
- a sub-topic of the Main Menu section of the Menus chapter.
- The companion Laughing Dog utility programs LDOGRAB.EXE (for
- capturing screens from other applications) and LDOGSHOW.EXE (the
- screen display utility) each have their own chapters.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 3
-
- Typographic Conventions
-
- The following typographic conventions are used when
- referring to filenames and command line arguments, as in the
- "Starting LDOG.EXE," "Starting LDOGRAB.EXE," and "Starting
- LDOGSHOW.EXE" sections of the manual.
-
-
- Example Description
- ------- -----------
- C: An uppercase letter with a colon after it
- indicates an explicit disk drive identifier.
-
- d: A lowercase d, followed by a colon indicates
- a variable drive identifier (substitute any
- valid disk drive letter).
-
- path The lowercase word "path" indicates a
- variable path (substitute a valid path).
-
- LDOG.EXE All uppercase indicates an explicit filename.
-
- filename or fname All lowercase indicates a variable filename
- (substitute any valid filename).
-
- filename.DOG A combination of lower and uppercase
- indicates that the portion in lowercase is
- variable, while the portion in uppercase must
- be as indicated.
-
- [a] Square brackets enclose optional single
- command line arguments.
-
- [a][b] Several bracketed optional arguments may be
- used singly or together.
-
- [a]|[c] Arguments separated by a vertical bar
- indicate that a choice of items on either
- side of the bar can be made. In this case
- you may choose a OR c, but not a & c.
-
- [a]|[[b][c]] Several single optional arguments can be
- grouped together on either side of a vertical
- bar by enclosing them in another set of
- square brackets. In this example you may
- choose a OR [a and/or b]. Illegal
- combinations would be a & b, and a & c.
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 4
-
-
- 2. Packing List--Files you should have
-
-
- The complete Laughing Dog Screen Maker evaluation package
- should contain the following files. If any of these files are
- missing then the package is not complete and is not suitable for
- distribution to others. The complete package may be obtained
- directly from Yardbird Software.
-
- File Name Purpose of File
- ------------ -------------------------------------------------
-
- READ.ME Important last-minute information.
-
- PACKING.LST This list.
-
- VENDOR.DOC Information and restrictions for disk vendors,
- distributors, user groups, and more.
-
- SYSOP.DOC Information for Bulletin Board System distribution.
-
- DESCRIBE.DOC Sample descriptions for catalogs, BBSs, etc.
-
- WARRANTY.DOC Important Warranty Information.
-
- LICENSE.DOC Important license and usage information.
-
- REGISTER.DOC Registration information and order form.
-
- SITELICE.DOC Site license information and agreement.
-
- HISTORY.DOC Laughing Dog Screen Maker upgrade history.
-
- LDOG.EXE The Laughing Dog Screen Maker program file.
-
- LDOG.HLP The Laughing Dog Screen Maker on-line help file.
-
- LDOG.DOC The Laughing Dog Screen Maker User's Manual.
-
- LDOGRAB.EXE The Laughing Dog screen capture utility.
-
- LDOGSHOW.EXE The Laughing Dog presentation (slide show) utility
-
- COLORS.DOG An example Laughing Dog screen file containing all
- of the possible screen colors. Good for
- demonstrating PostScript gray scale rendering.
-
- ALLCHARS.DOG An example Laughing Dog Screen file containing the
- entire ASCII character set. Good for testing
- printer compatibility.
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 5
-
-
- 3. System Requirements
-
- IBM compatible running DOS 2.1 or greater
- 512K of RAM
- CGA, EGA, VGA, MONOCHROME, or LCD display
- Keyboard
- 1 Floppy disk drive
-
- Suggested, but not required:
- Microsoft compatible mouse or trackball
- Hard Disk Drive
-
- Printers Supported:
- Epson dot matrix or compatible
- HP LaserJet II or compatible
- PostScript
-
-
-
-
- 4. Installation
-
- If you received this program on a distribution disk, it is
- suggested that you make a back-up copy, and use the original disk
- for archival purposes only.
- If you received your disk from a disk vendor, follow the
- directions that came along with the disk for decompressing the
- files.
- If you downloaded the Laughing Dog package from a BBS, the
- files are most likely compressed in PKware's ZIP format. You will
- need a copy of the decompression utility: PKUNZIP.EXE, available
- from PKware or almost any BBS, to decompress the files.
-
- First, Create a directory on your hard disk and name it
- whatever you like. For example, type:
-
- MD C:/LDOG
-
- Then copy the all of the files from the distribution disk into
- this directory:
-
- COPY A:*.* C:/LDOG
-
- Then decompress the files if needed, and delete the original
- compressed file.
-
- ATTENTION: The files LDOG.EXE and LDOG.HLP must reside in the same
- subdirectory to enable LDOG.EXE to have access to its help file
- LDOG.HLP. That subdirectory may be included in the PATH statement
- in the AUTOEXEC.BAT file, allowing you to start the program from
- anywhere on your hard drive.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 6
-
-
- 5. Quick Start (The Bare-Bone Essentials)
-
- This section is for those of you that don't want to spend a
- lot of time reading a manual, but instead want to jump right in
- and get going!
- The Laughing Dog Screen Maker has extensive on-line, context-
- sensitive help available at all times. The Status Box also
- contains a few helpful clues about which keys to use and how to
- get help or pop up a menu.
- The program operates like many other paint and drawing
- applications. If you are familiar with the basic operations of
- that type of program, you can probably put this manual down right
- now, jump right in, and get productive!
- There are many subtle features, however, that require some
- reading-up on (either here, or on-line), to get the most out of
- the program. If you can possibly spare a few moments to read this
- brief section, you will be better equipped to explore the program.
- The following explanations are necessarily brief, and since a
- picture really is worth a thousand words, it might be useful to
- follow along at the computer, and try out each item as you go.
-
-
- STARTING THE PROGRAM
-
- Type: "LDOG" to start the program with the default settings
- for a color monitor. For a list of the command line options, type
- "LDOG /?"
-
-
- GETTING HELP!
-
- To get help at any time press the <F1> key. A help screen
- dealing with what you are doing will pop up. If it does not
- contain the information you need, press the <up> or <down> arrow
- keys to highlight the "Help Index" hyper-text link at the top of
- the help screen and press <enter>, or double click it with the
- left mouse button. A list of all the menus and help topics will
- pop up. Highlight the topic of interest using the <arrow> keys
- and press <enter> to go to that topic.
-
-
- THE STATUS BOX
-
- The most useful feature of the Laughing Dog Screen Maker is
- that rather busy looking box that appears at the bottom of the
- screen when you start the program. It is called the Status Box
- because it displays the status of the screen maker at all times.
- This is the quick start, so we won't go into everything here, just
- take a look at the box (If the Status Box is not currently
- visible, press the <F10> key).
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 7
-
-
- MOVING THE STATUS BOX OUT OF YOUR WAY
-
- The Status Box will automatically move out of your way as you
- move around the drawing area using the cursor movement keys.
- You may deliberately move it out of the way or hide it in the
- following ways:
-
- To manually move the Status Box with the mouse, click on the
- little arrow in the upper right-hand corner of the Status Box.
- To make the Status Box disappear, click on the little box in
- the upper left-hand corner of the Status Box, press the <F10> key,
- or select "Hide/Show Status Box" from the Main Menu.
- Use the <tab> key to highlight the Special Character and
- Color Selection boxes and to make the Status Box disappear and
- reappear. Just press the <tab> key several times and you will see
- the cycle.
-
- NOTE: In order to draw or enter text on the drawing screen the
- Status Box must either be hidden altogether, or if it is not
- hidden, neither of the selection boxes within it can be
- highlighted. This is easy to see on VGA screens, because when the
- drawing screen is active, it will be highlighted with a red
- border.
-
-
- MENUS
-
- To call the Main Menu press the <F2> key or click the right
- mouse button.
- To make a selection, highlight the desired menu item using
- the <up/down arrow> keys, then press <enter>, or click on it with
- the left mouse button.
- To close a menu, press the <esc> key or click the right mouse
- button inside the menu area, or click either mouse button outside
- the menu in the drawing area.
-
-
- BYPASSING THE MAIN MENU WITH HOT KEYS
-
- Most of the Main Menu functions are also available, without
- having to call the menu, by pressing the "Hot Key" displayed to
- the right of the menu item text. For example the Main Menu
- function "Quit" can also be performed directly, with the hot key
- <cntl>-Q.
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 8
-
- POSITIONING THE CURSOR
-
- Use the <up/down/left/right-arrow>, <home>, <end>, <page-up>,
- and <page-down> keys to move the cursor around. With a mouse,
- just position the mouse cursor where you want it and click the
- left mouse button.
-
-
- ENTERING NORMAL TEXT
-
- Position the cursor where you want the text to appear and
- type the text.
-
-
- SELECTING A SPECIAL CHARACTER
-
- Special Characters are selected from the Special Character
- Selection Box, which is located in the left hand side of the
- Status Box.
- If you are using a mouse, just point to the character that
- you want in the Special Character Selection Box and click the left
- mouse button. There are two pages of special characters to choose
- from. Go to the other page by clicking on the scroll bar located
- in the right hand side of the Special Character Selection Box.
- If you are not using a mouse, press the <tab> key until the
- Special Character Selection Box is highlighted. Then move the
- special character selection cursor around with the <arrow> keys.
- The character under the cursor is the currently selected special
- character. There are two pages of special characters to choose
- from. To flip to the other page, just arrow up or down past the
- first or last row, and the page will flip. Press the tab key two
- or three times to get back to the drawing screen.
-
-
- ENTERING SPECIAL CHARACTERS
-
- Position the cursor where you want the special character to
- appear, hold down the <shift> key, and press one of the <arrow>
- keys to place the character.
-
-
- SELECTING A COLOR ATTRIBUTE
-
- The Color Attribute Selection Box is located in the right-
- hand side of the Status Box. It displays a "Color Bar" consisting
- of little x's showing each foreground color against the current
- background color. The "Happy Face" character shows the currently
- selected color.
- If you are using a mouse, just point to the 'x' which is the
- color you want and click the left mouse button. To scroll the
- background colors, click on the double-headed arrow at the extreme
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 9
-
- left side of the color bar, or by click the right mouse button
- anywhere within the color bar.
- If you are not using a mouse, press the <tab> key until the
- Color Attribute Selection Box is highlighted. Then use the
- <left/right>-arrow keys to change the foreground color, or the
- <up/down>-arrow keys to change the background color. When the
- desired color is highlighted (the happy face is sitting on it),
- press the <tab> key once or twice to get back to the drawing
- screen.
-
-
- DRAWING LINES
-
- Lines are drawn using the current line-type, which is
- displayed in the Status Box as the little box labeled "Line-Draw."
- The Line-type is selected as a by-product of the special character
- selection. Go to the special character selection page which
- contains the boxes, and choose a box that has as it's outside
- lines the line-type you want to use.
-
- The choices are:
-
- All Single Lines
- All Double Lines
- Single Vertical Lines, Double Horizontal Lines
- Double Vertical Lines, Single Horizontal Lines
-
- To draw lines with a mouse, position the cursor where you
- wish to begin your line. Double-click and hold the left mouse
- button to enter Line Mode, then drag the mouse in the direction
- you wish to draw the line. Release the button to terminate the
- line.
- You can constrain the mouse movement to horizontal only by
- pressing the <cntl> key, or to vertical only by pressing the <alt>
- key while dragging the mouse.
- To draw lines using the keyboard, position the cursor where
- you want to begin your line. Press and release the <alt>-L hot
- key to enter Line Mode, then hold down the <shift> key and press
- the <up/down/left/right-arrow>, <Pg-Up>, <Pg-Down>, <Home> or
- <End> keys to draw lines. You can release the <shift> key to move
- the cursor without drawing a line and then press it again to start
- drawing lines again without leaving Line Drawing Mode. Press the
- <enter> key to terminate a line and exit line mode, or press <esc>
- to leave the line dangling and exit Line Drawing Mode.
-
-
- SELECTING A BLOCK
-
- Selecting a block is the first step in performing a block
- operation like Move, Copy, Fill, Make a Window, etc.
- To select a block with the mouse, position the cursor at a
- point which will become one corner of the rectangular area you
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 10
-
- wish to select, click and hold the left mouse button, then drag
- the mouse to define the area. The color of the area will change
- to indicate that it is "selected." End the selection by releasing
- the mouse button.
- To select a block using the keyboard, position the cursor at
- a point which will become one corner of the rectangular area you
- wish to select. Press the <alt>-S hot key, then use the
- <up/down/left/right-arrow>, <Pg-Up>, <Pg-Down>, <Home> or <End>
- keys to define the rectangular area. The color of the area will
- change to indicate that it is "selected." End the selection by
- pressing the <enter> key.
- Upon ending your selection the Block Menu will pop up,
- allowing you to choose the operation you wish to perform on the
- block.
- To cancel the selection while selecting, press the <esc> key
- or click the right mouse button.
-
-
- BLOCK OPERATONS
-
- The Block Menu will pop up when you complete your selection.
- The available operations are:
-
- Move Block
- Copy Block
- Copy Block to a File
- Recolor Block
- Clear/Fill Block
- Erase Block
- Make a Window of Block
-
- When copying or moving a block, use the <arrow> keys or left-
- click & drag the mouse to reposition the block. Press <enter> or
- release the mouse button to drop the block where you have
- positioned it. Press <esc> or the right mouse button to cancel
- the move or copy.
- When choosing one of the other menu items, you will be guided
- through the process of performing the operation with additional
- menus or dialog boxes, so we won't discuss them here.
-
-
- BYPASSING THE BLOCK MENU WITH HOT KEYS
-
- The functions of the Block Menu are available as single key
- presses, without calling the menu, while selecting a block. The
- highlighted letter in each Block Menu item is also the hot key for
- that function. For example the hot key for the Move function is
- <M>.
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 11
-
-
- 6. The Basics
-
- This chapter explains some of the general information you
- will need to operate the program. For more specific information
- on actually drawing screens, see the "Drawing Screens" chapter.
-
-
- 6.1 Starting the Laughing Dog Screen Maker
-
- Typing "LDOG" at the DOS prompt will start up the Laughing
- Dog Screen Maker with the default options in effect. If you need
- to override these options, use the command line switches and
- arguments listed below.
-
- NOTE: Typing "LDOG /?" or "LDOG /H" at the DOS prompt will display
- a help screen with all of these options.
-
-
- 6.1.1 Command Line Options
-
- LDOG [/H]|[[/Q][/M][/V][/E][/L][[fname]|[d:\path]|[d:\path\fname]]
-
- /H or /? Displays a help screen similar to this
- page.
-
- /Q Quiet (turns all sound effects OFF, default
- is ON)
-
- /M Disables mouse support when there is
- actually a mouse driver present.
-
- /V Changes the screen writing method from
- direct video memory access, to BIOS calls.
- See: Running LDOG Under DESQview.
-
- /E Display and print dates in European format
- (day-month-year). Default is US format
- (month-day-year)
-
- /L Starts LDOG in monochrome (LCD) mode
-
- fname Name of an LDOG screen file** to load
-
- d:\path drive and path to use as default data path
- for saving and loading screen and block
- files
-
- d:\path\fname The drive, path, and filename** to load
-
- **Since all screen files are saved with the extension "DOG," it
- is not necessary to include the file extension "DOG"
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 12
-
- command line examples:
-
- LDOG /Q DOGBARK turns sound Off and loads the file
- DOGBARK.DOG (from the current directory)
-
- LDOG /L C:\TEMP starts program in monochrome mode, if the
- subdirectory "C:\TEMP" exists, sets the
- default Data Directory to C:\TEMP. If this
- is not a valid subdirectory, looks for a
- screen file in the root directory of drive
- C: called "TEMP.DOG" and loads it.
-
-
-
- 6.1.2 Running LDOG Under DESQview
-
- If you plan to use The Laughing Dog Screen Maker under
- Quarterdeck Office System's DESQview Multitasking environment, you
- must use the command line switch /V. This changes the default
- method of video access from direct memory writes, to the slower
- method using BIOS calls.
- Set up your PIF file to give LDOG.EXE at least 400K of
- memory, and indicate that it should allow LDOG.EXE to use its own
- screen colors. It may be necessary to go into DESQview's on-line
- setup and further adjust the foreground and background colors
- until the true colors are displayed (use the included screen file:
- COLORS.DOG to verify the correct color settings).
- The operation of LDOG will be much slower using the /V
- option. The sluggishness is especially noticeable when moving or
- copying a large block, or opening or closing a menu. It is
- preferable to run LDOG from the DOS command line or in Microsoft
- Windows, where it can run at full speed.
-
- NOTE: If your mouse or trackball does not work in LDOG while
- running under DESQview, you may need to tell DESQview, via the PIF
- file, that the program uses the serial port (even if you are using
- a bus mouse).
-
-
-
- 6.2 Using the On-line Help System
-
- Context-Sensitive Help is available at any time by pressing
- the Help Key: <F1>. If help is more than a single page in length,
- you may browse through it using the <Page-Up> & <Page-Down> keys.
- Multiple-page help screens are indicated when the symbols: PgUp &
- PgDn appear in the lower left-hand corner of the help window.
- Exit help screens by pressing the <esc> key.
-
- NOTE: You may also click on the Esc, PgUp, or PgDn symbols in the
- lower left-hand corner of the window rather than pressing the
- corresponding keys.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 13
-
-
- Hypertext Help Links
-
- While browsing through the help screens, you will come upon
- light blue (Cyan) sections of text surrounded by white arrow
- brackets. This is what is known as a hypertext "Help Link."
- To get more help on the subject of the link, press the
- <up/down arrow> keys until the link of interest is highlighted,
- then press <enter> to go to that topic. You may also double-click
- on a link with the left mouse button to go to that topic.
- All help screens contain two links: "USING HELP" and "HELP
- INDEX." Instructions on using the help system can be displayed by
- selecting the "USING HELP" link. An index of all help topics is
- available by selecting "HELP INDEX." Each topic listed in the
- help index is a Help-Link, and may be accessed by simply
- highlighting it, and pressing <enter>, or double-clicking on it.
-
-
-
- 6.3 Using Menus
-
- The Laughing Dog Screen Maker's menu system attempts to be a
- CUA (Common User Access)-compliant system, allowing easy access to
- the many features available in the program. If you have used
- other programs that use pull-down menus, you probably already know
- how to use this one.
- There are basically two main menu structures in the program,
- the Main Menu (and its child menus) and the Block Menu (and its
- child menus).
- The Main Menu is the one you will use most of the time, the
- Block Menu only comes up after selecting a block.
- Menus may be accessed via the keyboard or the mouse.
-
- Call the Main menu by pressing the <F2> hot key, or by
- clicking the right mouse button anywhere within the drawing area
- of the screen.
-
-
- Selecting a menu item can be done in a number of ways:
-
- 1. Highlight the desired item using the <up/down arrow> keys
- and then press the <enter> key.
-
- 2. Hold down the left mouse button and drag the highlight to
- the desired menu item and release the button.
-
- 3. Double click on the desired menu item with the left mouse
- button.
-
- 4. Press the hot key for that particular menu item. The hot
- key may be a single letter or a special key combination (like
- <cntl>-R) highlighted in red on the menu.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 14
-
-
- Many menus will automatically close themselves when you are
- done with them. If you need to close a menu yourself, you have
- several options:
-
- 1. Press the <esc> key.
-
- 2. Click the right mouse button anywhere within the menu you
- wish to close.
-
- 3. Click either mouse button anywhere outside the menu, in the
- drawing area of the screen.
-
- NOTE: If several menus are on the screen, it is necessary to close
- lower level (most recently opened) menus before the higher level
- menus will close.
-
- See "The Laughing Dog Menus" chapter for more information on
- the individual menus, and menu items. To get help on any menu
- item when on-line, move the highlight to that item and press the
- <F1> key.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 15
-
-
- 6.4 Using Hot Keys
-
- A hot key is a key or key combination used to instantly
- access a feature of the Laughing Dog Screen Maker, often bypassing
- a series of menu selections; thus, speeding up the screen making
- process. single keys are usually referred to by the marking on
- the key surrounded in brackets <>:
-
- <A> Means press the "A" key.
- <F2> Means press the "F2" function key.
-
- A multiple key combination will be referred to by the names
- of the two keys to be pressed together:
-
- <Cntl>-A Means hold Down The "Control" Key And
- Press The "A" Key.
- <Alt>-F1 Means hold Down The "Alt" Key And Press
- The "F1" Function Key.
-
-
- This chart shows all of the Laughing Dog Screen Maker (LDOG.EXE) Hot
- Keys, what they do, and the modes in which they are available.
-
- --------------------------------------------------------Modes--------
- Hot Key Action Normal Select Line
- ---------------------------------------------------------------------
- <F1> HELP x x x
- <F2> Menu x x
- <F10> Hide/Show Status Box x
- <cntl>-Q Quit the program x x
- <cntl>-S Save Screen x x
- <cntl>-L Load Screen x x
- <cntl>-R Toggle Relative Cursor Position x x x
- Display
- <cntl>-A Pick-Up BG & FG Attribute x x
- <cntl>-F Pick-Up FG Attribute x x
- <cntl>-B Pick-Up BG Attribute x x
-
- <cntl>-K Pick-Up Special Character x x
- <cntl>-<shift> Pick-Up Normal Character x x
- <cntl>-U Undo x
- <alt>-S Enter Select Mode x
- <alt>-L Enter Line Mode x
- <M> Move Block x
- <C> Copy Block x
- <Y> Copy Block to File x
- <F> Fill Block x
- <R> Recolor Block x
- <E> Erase Block x
- <del> Erase Block x
- <W> Make A Window x
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 16
-
-
- 6.5 Using Dialog Boxes
-
- Dialog boxes are used extensively throughout the Laughing Dog
- Screen Maker program. If you are not familiar with their use,
- this section briefly describes what a dialog box is and how you
- use them to communicate with the program.
-
- A dialog box is a window on the screen that may be used to
- convey information to you or to get some sort of input from you.
- There may be a list of items, which you can scroll through and
- make a selection; there may be a text entry field, where you may
- be asked to enter some information; or there may simply be several
- "buttons" that you can "push" to communicate something to the
- program.
- Other dialog boxes are informational only, used to inform you
- of something like an error that has occurred, etc.
-
-
- Buttons in Dialog Boxes
-
- All dialog boxes have at least one "button". Each button is
- usually labeled with one of the following messages: "OK", "YES",
- "NO" or "CANCEL." These buttons are used to close the dialog box
- and initiate some sort of action.
- Buttons may be "pushed" in several ways. The easiest way, if
- you are using a mouse, is to simply click on the desired button
- with the left mouse button.
- If there is only one button (usually labeled "OK"), just
- press the <enter> key to close the dialog box and move on.
- If there is more than one button displayed, press the <tab>
- key to move the button highlight from button to button until the
- one representing the desired action is highlighted, then press the
- <enter> key to execute that function.
- (indicated by that button being surrounded by a double-line border
- If a letter in the button label is accented with a different
- color than the rest of the label (usually the first letter in the
- label), you may "push" that button by pressing the highlighted
- letter. For example: if a button labeled "CANCEL" is in the
- dialog box, pressing <C> will close the dialog box and perform the
- cancel action.
-
- NOTE: Pressing the <esc> key is the same as pressing the Cancel
- button.
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 17
-
-
- 6.6 Using LDOG.EXE on a Monochrome or LCD Monitor
-
- You don't have to stop designing screens and presentations,
- just because you don't have access to a color monitor!
- We recommended that all screen designing be done on a
- computer with a color monitor. However, The Laughing Dog Screen
- Maker program has many features that support doing full-color
- screen design on computers with monochrome or LCD displays. This
- support was built into the program with the idea that many of the
- program's end users, being the movers and shakers that you
- undoubtedly are, may spend considerable time on airplanes,
- limousines, and trains, equipped with battery-powered laptop or
- notebook computers with LCD displays.
- The Laughing Dog Screen Maker's default display option is
- COLOR. You may change this via the "Monochrome Monitor" selection
- on the Options Menu, or by starting the program with the following
- command line:
-
- LDOG /L ("L" for LCD)
-
- All of the design options for setting color attributes, etc.
- are still in effect. The results are just being displayed in
- monochrome. Color attributes are still stored when you save a
- screen.
- The Color Attribute Selection Box will display colors as
- text, such as: BLACK on RED (meaning Black foreground characters
- on a Red background).
- The existing color attribute at the cursor position is still
- displayed in the Status Box's Cursor Position display.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 18
-
-
- 7. The STATUS BOX -- Information at Your Paws
-
- The Status Box is the heart of the Laughing Dog Screen Maker
- display. It tells you more than you probably WANT to know about
- what is going on in the drawing screen! It gives you a direct
- read-out of the X and Y cursor coordinates (absolute, or relative
- to some other point on the screen) as well as the color attribute
- and the ASCII value at the cursor position. It informs you of any
- special modes of operation you may be in, like Insert, Select, or
- Line Modes. It also displays the currently selected color
- attribute, special character, and line-type.
- The Status Box contains a toolbar, where you select colors
- and special characters with a few keystrokes, or a click of the
- mouse. No more typing in obscure hex codes or hard to remember
- function key sequences. With the Laughing Dog Screen Maker Status
- Box, choosing colors and special characters is simply a matter of
- what you POINT TO is what you get!
-
-
-
- 7.1 Using The STATUS BOX
-
- The following section explains how to get the information you
- need from the Status Box, how to select colors and characters with
- it, and how to get the darn thing out of your way when you don't
- need it!
-
-
- 7.1.1 The Cursor Position Indicator
-
- The Cursor Position Indicator is located in the lower right-
- hand corner of the Status Box. It displays the current X,Y
- coordinates of the cursor, as well as the ASCII character code,
- and the Color Attribute at that position. Cursor position may be
- displayed as an absolute or relative value (see below).
-
-
- Toggling the Relative Cursor Position Display
-
- Normally, the Cursor Position Indicator refers to the
- absolute X, Y coordinates, with reference to the upper left hand
- corner of the screen (0,0). However, it is sometimes useful to
- display the coordinates relative to another point on the screen.
- For instance, if you have drawn a window on the screen and
- wish to get the coordinates of points within the window with
- respect to that window's upper left hand corner, place the cursor
- at the position you wish to be the point of reference, and press
- <cntl>-R.
- Now the coordinates displayed in the Status Box will be
- relative to the point you chose. The cursor position indicator
- shows that the coordinates are relative and indicates the
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 19
-
- reference point by flashing "REL to x,y" (where x and y are the
- coordinates of the reference point) above the indicator.
- To go back to absolute coordinates, just press <cntl>-R
- again.
-
-
- 7.1.2 The Line-Type/Window Border Indicator
-
- This indicator is located just to the left of the Cursor
- Position Indicator and is labeled "Line-Type". It displays the
- current line-type that will be used for line drawing and for the
- frames drawn around windows created with the "Make a Window"
- function of the Block Menu. The Line-Type is selected via the
- Special Character Selection Box (see below).
-
-
- 7.1.3 The Current Special Character/Color Attribute Indicator
-
- This indicator (labeled "Ch/Attr") is located between the
- Special Character Selection Box and the Line-Type Indicator. It
- shows the current Special Character, as selected in the Special
- Character Selection Box, using the currently selected Color
- Attribute. See "Selecting a Special Character/Line-Type" and
- "Selecting a Color Attribute" below.
-
-
- 7.1.4 The Special Mode Indicator
-
- This indicator is active whenever you are in a "Special Mode"
- to let you know that something out of the ordinary is going on and
- that the effects of certain keystrokes may be different than when
- in Normal Mode.
- The Special Mode Indicator will always be flashing if active,
- and will give the following indications:
-
- INS while in Insert Mode
- SEL while in Select Mode
- MOVE while Moving a Selected Area
- COPY while Copying a Selected Area
- LINE while in Line Drawing Mode
-
-
- 7.1.5 Moving and Hiding The Status Box
-
- The Status Box will automatically move out of your way as you
- move the cursor around the drawing screen. To manually reposition
- the Status Box, from the top to the bottom of the screen and vise
- versa, click on the reposition button in the upper right-hand
- corner of the Status Box.
- To make the Status Box disappear and reappear choose the Main
- Menu item "Hide/Show Status Box", click on the small close button
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 20
-
- [-] in the upper left hand corner of the Status Box, press <F10>,
- or repeatedly press the <tab> key.
- Pressing the <tab> key cycles through the various Status Box
- states, as listed below. You may use <backtab>, which is the key
- combination <shift>-<tab>, to move through this cycle in reverse.
-
- The forward cycle is as follows:
-
- 1. Status Box visible, neither selection box active.
- 2. Status Box visible, Special Character Selection Box ACTIVE.
- 3. Status Box visible, Color Attribute Selection Box ACTIVE.
- 4. Status Box not visible (press <tab> again to go to #1 above)
-
-
- 7.1.6 Dumb Mouse Tricks
-
- There are a few other handy "mouseables" in the Status Box.
- The reminder text "<F1> for Help" and "<F2> for Menu" are
- "hot spots" just waiting for you to on click them, so that they
- can perform their functions.
-
-
- 7.1.7 Selecting a Special Character/Line-Type
-
- The Special Character Selection Box is the window on the
- left-hand side of the Status Box. It allows you to easily select
- a Special Character and the Line-Type used for line drawing and
- making windows.
- The Special Character Selection Box has two separate pages of
- characters. One page is devoted to characters used for drawing
- boxes and lines, plus a few other block/fill characters. The
- other page contains all of the other miscellaneous special
- characters and symbols.
- To make the Status Box visible, if hidden, press the <tab>
- key, press <F10>, or select "Show Status Box" from the Main Menu.
- Then to activate the Special Character Selection Box either press
- the <tab> key until it is highlighted, or simply move the mouse
- cursor to within the Special Character Selection Box's border.
- The border around the selection box will become highlighted,
- indicating that it is active.
- You may now change the currently selected special character
- and/or Line-Type in the following ways:
-
-
- Selecting a Special Character Using the Keyboard
-
- The character under the highlight is the currently selected
- one. Use the <arrow> keys to move the highlight around inside the
- selection box to select a different character. The "Ch/Attr"
- indicator, next to the selection box also indicates the selected
- character using the current color. As the highlight reaches the
- top or bottom of the selection box, the special character display
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 21
-
- will flip to the other page, allowing you to choose any character
- you desire. When you have completed your selection, just press
- the <tab> or <enter> key until the drawing area of the screen is
- active again.
-
-
- Selecting a Special Character Using the Mouse
-
- To select a character, position the mouse cursor on the
- desired special character, and click the left mouse button. If
- the character you wish to select is not visible, click on the
- Scroll Bar on the right-hand side of the selection box to display
- the second page of special characters. The new selection will be
- displayed in the "Ch/Attr" indicator portion of the Status Box.
- If the selection has effected the Line-Type, that will also be
- indicated by the "Line-Type" indicator in the Status Box. When
- the desired character is selected, just move the mouse cursor back
- to the drawing area of the screen to continue working.
-
- HINT: If you are selecting a Special Character from within a menu,
- pressing the <enter> key or moving the mouse out of the selection
- box will complete the selection and return you to the menu.
-
- NOTE: The characters displayed on the top line of the symbol page
- of the Special Character Selection Box will not print out on many
- printers. A blank space will be inserted in any print-out in
- place of these characters when using the Print Screen command.
- PostScript printers will print all characters.
-
-
- Using a Special Character
-
- To print the current Special Character to the drawing screen
- hold down the <shift> key and press an <arrow> key.
-
-
- Selecting the Line-Type
-
- There are four Line-Types to choose from:
- All Single Lines
- All Double Lines
- Vertical Lines: Single / Horizontal Lines: Double
- Vertical Lines: Double / Horizontal Lines: Single
-
- To select one of these types, select any line drawing
- character from one of the box examples in the selection box. A
- box showing that type will be shown in the Status Box's "Line-
- Type" indicator.
- As the special character selection display flips from the
- boxes to the other characters, the last line-type that the cursor
- was on before the flip will remain as the chosen Line-Type.
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 22
-
- SHORTCUT: You may also change the current Line-Type (and/or
- special character) by positioning the cursor on a line-drawing
- character in the drawing area of the screen and pressing the hot
- key <cntl>-K.
-
-
- 7.1.8 Selecting A Color Attribute
-
- The Color Attribute Selection Box is the window in the upper
- right hand side of the Status Box. It is used to select color
- attributes. The currently selected color is shown on the color
- bar as a solid happy face symbol, while the other colors are x's.
- To make the Status Box visible, if hidden, press the <tab>
- key, press <F10>, or select "Show Status Box" from the Main Menu.
- Then to activate the Color Attribute Selection Box either press
- the <tab> key until it is highlighted, or simply move the mouse
- cursor to within the Color Attribute Selection Box's border. The
- border around the selection box will become highlighted,
- indicating that it is active. You may now change the currently
- selected color attribute in the following ways:
-
-
- Selecting a Color Using the Keyboard
-
- Use the <left-arrow> or <right-arrow> keys to change the
- foreground color, and the <up-arrow> or <down-arrow> keys to
- change the background color.
- When the display mode is set for COLOR, a little happy face
- within the color bar and the Status Box's Ch/Attr indicator will
- display the current color.
-
- NOTE: When the display is set for MONO, the color will be shown as
- text within the Color Attribute Selection Box (example: "WHITE on
- BLUE").
-
-
- Selecting a Color Using the Mouse (COLOR display mode)
-
- To select a color attribute, just click the left mouse button
- on the "x" of the desired color inside the Color Attribute
- Selection Box. Only one background color is shown at a time, to
- scroll background colors either click on the little double arrow
- at the left-hand end of the color bar, or click the right mouse
- button anywhere within the color bar.
-
-
- Selecting a Color Using the Mouse (MONO display Mode)
-
- When the program is in MONO Mode, the Color Attribute
- Selection Box displays the current color as text in the following
- format: WHITE on BLUE (white foreground, on a blue background).
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 23
-
- To change the current foreground color, click on the left
- side of the box (on the word describing the foreground color). To
- change the current background color, click on the right side of
- the box (on the word describing the background color). In both
- cases clicking the left mouse button scrolls the list of choices
- one way, and clicking the right mouse button scrolls the list in
- the other direction.
- After you have selected your new color attribute, move the
- cursor back to the drawing area of the screen to continue.
-
- HINT: If you are changing colors from within a menu, pressing
- <enter>, double clicking, or moving the cursor outside of the
- selection box will return you to the menu.
-
- SHORTCUT: You may also change colors by placing the cursor on a
- point on the drawing area of the screen that is the color you
- want, then press the hot key <cntl>-A.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 24
-
-
- 8. Drawing Screens
-
- This chapter will give you all the information you need to
- create and edit your screens. First, an explanation of the
- different modes of operation of the Laughing Dog Screen Maker,
- then on to the mechanics of creating screens.
-
-
-
- 8.1 Modes of Operation
-
- While creating screens, you will spend most of your time in
- what we will refer to as Normal Mode. This is the mode where
- colors and special characters are selected, text and special
- characters are printed to the screen, screens are loaded and
- saved, and other special modes of operation are entered.
- While in a special mode, some keystrokes may have different
- functions than they do in Normal Mode. For instance, when in
- Select Mode, the arrow keys not only move the cursor, they also
- change the size of the highlighted rectangular area of the screen
- that is being selected, the <enter> key no longer returns the
- cursor to the beginning of the next line, it now terminates the
- selection and brings up the Block menu, etc.
- Upon entering one of these special modes, a flashing,
- indicator is displayed in the Status Box to remind you that you
- are in a special mode. The indicator goes away when you return to
- normal mode.
- The table below shows the indicator message for each special
- mode and the hot keys used to enter that mode.
-
- MODE Indicator Message hot key
- ----------------------------------------------------------------
- Insert Mode INS <ins>
- Line Drawing Mode LINE <alt>-L*
- Select Mode SEL <alt>-S*
- Moving a Selected Area MOVE M** (from SEL Mode)
- Copying a Selected Area COPY C** (from SEL Mode)
-
- * also available as a Main Menu selection.
- ** also available as a Block Menu selection.
-
-
-
- 8.1.1 NORMAL Mode
-
- Normal Mode is where most of your work will be done. Here
- are some descriptions of the operations available to you in Normal
- Mode:
-
- Getting Context Sensitive Help
-
- Press the <F1> key.
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 25
-
-
-
- Calling the Main Menu
-
- Press the <F2> key or click the right mouse button.
-
-
- Placing Normal Text on the Screen
-
- Position the cursor using the <arrow> keys or the mouse and
- type in the desired text.
-
-
- Placing Special Characters on the Screen
-
- Position the cursor, then hold down the <shift> key while
- pressing one of the <arrow> keys. This prints the character at
- the cursor position and moves the cursor in the direction of the
- arrow key used.
-
-
- Selecting a Color Attribute or Special Character
-
- Make one of the selection boxes active by pressing the <tab>
- key until the desired selection box is highlighted, or by moving
- the mouse cursor into the desired selection box. Then move the
- selection cursor to the desired color or special character with
- the <arrow> keys or click on it with the left mouse button. (See
- "Selecting a Special Character/Line-Type" and "Selecting a Color
- Attribute" under "Using the Laughing Dog Screen Maker Status Box"
- for a more detailed explanation).
-
-
- Drawing Lines
-
- Place the cursor at the starting point of the line you want
- to draw and press the hot key <cntl>-L, select "Draw Line" from
- the Main Menu, or double-click and hold the left mouse button to
- enter Line Drawing Mode.
- Then hold the <shift> key down and use the
- <up/down/left/right-arrow>, <Pg-Up>, <Pg-Down>, <Home> and <End>
- keys or drag the mouse to draw lines (See "Line Drawing Mode"
- below for more detailed information on drawing lines).
-
-
- Selecting a Block to Move, Copy, Fill, Erase, Recolor, Copy to a
- File, or Make Into a Window
-
- Position the cursor at a corner of the rectangular block you
- wish to select and press the hot key <alt>-S, click and hold down
- the left mouse button, or choose "Select Block" from the Main Menu
- to enter Select Mode.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 26
-
- Then hold the <shift> key down and use the
- <up/down/left/right-arrow>, <Pg-Up>, <Pg-Down>, <Home> and <End>
- keys or drag the mouse to define the block (See "Select Mode"
- below for more information on selecting and processing blocks).
-
-
- Pasting a Previously Saved Block File to the Screen
-
- (A block file contains an area of the screen copied to a file
- using the "Copy to File" option on the Block Menu).
- Position the cursor at the point on the screen where you wish
- to paste the upper left-hand corner of the block, and press the
- hot key <cntl>-P or choose "Paste From File" from the Main Menu.
- The block is placed on the screen in the "selected" state.
- Use the arrow keys or the mouse to reposition it, if desired, and
- press <enter> to paste it at the current location.
- The Paste may be aborted by pressing <esc>.
- If the block you attempt to place at the cursor position
- extends beyond the screen boundaries, the portion outside of the
- screen will be truncated. If this happens unintentionally, just
- cancel the paste with the <esc> key, move the cursor further away
- from the left and/or bottom screen edge and try again.
-
-
- Picking Up the Color Attribute at the Cursor Position
-
- Press the hot key <cntl>-A or select "Pick up Attribute @
- Cursor" from the Main Menu.
- To pick up only the background color at the cursor position
- press the hot key <cntl>-B.
- To pick up only the foreground color at the cursor position press
- the hot key <cntl>-F.
-
-
- Picking Up a Special Character at the Cursor Position
-
- Press the hot key <cntl>-K or select "Pick up Special Char.
- @ Cursor" from the Main Menu.
-
-
- Picking Up a Normal Character at the Cursor Position
-
- Press the hot key <shift>-<cntl>-K. This function is NOT
- available from the Main Menu.
-
-
-
- 8.1.2 INSERT Mode
-
- By default The Laughing Dog Screen Maker enters text in
- overstrike mode, overwriting anything under the cursor. It is
- possible to temporarily override the overstrike by entering Insert
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 27
-
- Mode. Insert Mode is toggled on and off by pressing the <ins>
- key. The Special Mode Indicator in the Status Box will flash
- "INS" to indicate Insert Mode is active.
- In Insert Mode text and special characters entered from the
- keyboard will be inserted at the current cursor position using the
- color attribute at that position.
- Insert Mode is exited by either pressing the <ins> key again
- or by pressing any other non-printable key such as an <arrow key>,
- <tab>, <PgUp>, <PgDn>, <esc> , etc.
-
- ATTENTION: While inserting, everything to the right of the cursor
- will be pushed over, eventually disappearing off the edge of the
- screen. When something is pushed off the screen, IT IS LOST. You
- cannot get it back.
-
-
-
- 8.1.3 SELECT Mode
-
- There are many operations that can be performed on a block of
- the screen such as coloring, filling, moving, copying, etc. In
- order to do something with a block of the screen, you must first
- "select" or define it. To do this you must enter what is called
- the "Select Mode" and define that area.
-
-
- Selecting a Block
-
- To enter Select Mode, position the cursor at a corner of the
- rectangular area you wish to select and press the hot key <alt>-S,
- click and hold down the left mouse button, or choose "Select
- Block" from the Main Menu.
- The Status Box will indicate that you are in Select Mode by
- flashing the word "SEL." If the sound is turned on, there will be
- an ascending melody indicating you just entered a special mode of
- operation (key clicks will be heard as each column or row is
- selected, and a descending melody will sound when exiting this
- special mode).
- Select a rectangular area of the screen using the
- <up/down/left/right-arrow>, <Pg-Up>, <Pg-Down>, <Home> and <End>
- keys or by dragging the mouse. The selected block will change
- color to indicate it is selected.
-
- NOTE: For better control when selecting with the mouse, see
- "Taming the Wild Mouse" in the "Drawing Screens Using The Mouse"
- section this chapter.
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 28
-
- Ending the Selection and "DOING" Something with the Block
-
- Press <enter> or release the left mouse button or press one
- of the hot keys (see below).
- When the selection is complete, the Block Menu will
- automatically pop up. You can then select your next action from
- this menu.
- As you become more familiar with the program, you may wish to
- eliminate this menu selection step. In that case, just choose the
- "Menu Only on Request" item on the Block Menu the first time that
- it pops up. From then on, you can either explicitly call the
- Block Menu (using the <F2> key) or use the expert hot keys listed
- below to end the selection and perform the desired action:
-
- To Move the block to another screen position Press <M>
- To Copy the block to another screen position Press <C>
- To Copy the block to a file Press <Y>
- To Clear or Fill the block Press <F>
- To Recolor the block Press <R>
- To Erase any text in the block Press <E>
- or <delete>
- To Make a Window of the Block Press <W>
-
- NOTE: See the "Block Operations" section of this chapter for
- instructions on performing each of the block operations above.
-
-
- Canceling the Selection
-
- To cancel the selection, press the <esc> key or click the
- right mouse button. The cursor will return its original position.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 29
-
- 8.1.4 LINE DRAWING Mode
-
- The IBM character set provides a variety of special line
- drawing characters that may be used for drawing boxes, windows,
- and many other special effects. The Laughing Dog Screen Maker
- makes it easy to use these special characters in an intuitive way
- with the Smart-Line-Drawing feature of Line Drawing Mode. Line
- Drawing Mode is a special mode of operation that you enter into to
- draw your lines and then exit when done.
- The "Smart" part of the Line Drawing Mode comes into play
- when a line you are drawing changes direction or intersects itself
- or another line. The appropriate line joining character is
- automatically generated by the Laughing Dog!
-
- There are 4 line-types used:
-
- 1. All single lines
- 2. All double lines
- 3. Single verticals with double horizontals
- 4. Double verticals with single horizontals.
-
- These line-types are displayed in the Special Character
- Selection Box as example boxes drawn using each type. This makes
- selecting the proper line-type easier, as you can see the results
- of using that line-type before you choose it.
- The line-type is selected by highlighting the Special
- Character Selection Box and moving the cursor to an example box
- that has as its outside lines the line-type you want to use for
- drawing (See: Selecting a Special Character).
- Smart-line-drawing comes in handy when drawing windows
- freehand (you may also automatically generate a window by
- selecting a block and choosing the "Make a Window of Selected
- Block" function from the Block Menu), or to add vertical or
- horizontal dividing lines to existing windows. It's also a heck
- of a lot of fun for doodling!
-
-
- Entering Line Mode
-
- To enter Line Drawing Mode press the hot key <alt>-L, double-
- click and hold the left mouse button, or select "Draw Line" from
- the Main Menu.
- The Status Box will indicate that you are in Line Drawing
- Mode by flashing the word "LINE" and if the sound is turned on,
- there will be an ascending melody indicating you just entered a
- special mode of operation (key clicks will be heard as each line
- segment is drawn, and a descending melody will sound when exiting
- Line Drawing Mode).
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 30
-
- Drawing the Lines
-
- Hold down <shift> and use the <up/down/left/right-arrow>,
- <Pg-Up>, <Pg-Down>, <Home> and <End> keys or drag the mouse to
- draw lines.
- You can move around the screen without drawing a line, while
- remaining in Line Drawing Mode, by simply releasing the <shift>
- key and using the cursor movement keys alone.
- To resume line drawing use <shift> with the <arrow> keys.
- Press the <enter> key or release the mouse button to exit
- Line Drawing Mode and "terminate" a line (see note below). To
- exit Line Drawing Mode and leave the line "dangling" press <esc>
- or any printable key.
-
- NOTE: Line termination refers to the Line Drawing function of
- attempting to connect any lines in adjacent screen positions with
- the line character at the current cursor position, based on its
- line-type and the direction it came from--sounds complicated, but
- when you see it you will understand.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 31
-
-
- 8.2 Drawing Screens Using the Mouse
-
- All features of the Laughing Dog Screen Maker are available
- using either the keyboard or the mouse. Using the mouse can
- considerably speed up many of these operations, however.
-
-
-
- 8.2.1 Accessing Menus
-
- Popping Up the Main Menu
-
- Click the right mouse button anywhere inside drawing area of
- the screen (same as pressing the <F2> key).
-
-
- Making a Menu Selection
-
- Position the mouse cursor on the desired selection, and click
- the left mouse button. OR position the mouse cursor anywhere
- inside a menu, hold down the left mouse button and drag the
- highlight to the desired selection, and release the button.
-
-
- 8.2.2 Positioning the Cursor
-
- Move the mouse cursor to the desired point on the screen and
- click the left mouse button.
-
-
- 8.2.3 Selecting a Block
-
- Place the mouse cursor at the position of a corner of a
- rectangular area you wish to select. Press and hold the left
- mouse button and drag the mouse until the desired area is
- selected.
- The selected area will become highlighted in a different
- color than it was originally, to indicate that it is being
- selected. When the area is completely selected, release the left
- mouse button.
- Unless it has been inhibited via the "Menu Only on Request"
- toggle on the Block Menu, the Block Menu will now pop-up with a
- list of the things you may now do with the block you have
- selected.
- See the "Block Menu" section of The Laughing Dog Menus
- chapter for information of the various block operations.
- The selection may be canceled at any time before you have
- released the left button during the drag, by clicking the right
- mouse button, or by pressing the <esc> key. The cursor will
- return to its original position, before the selection started.
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 32
-
- 8.2.4 Drawing Lines & Boxes
-
- Place the mouse cursor at the position in the drawing area
- where you wish to begin drawing a line. Double-click and hold the
- left mouse button to begin drawing a line. Drag the mouse in the
- direction you wish to draw the line. Release the left mouse
- button to terminate the line.
- Line termination refers to the Smart Line Drawing function of
- ending a line and terminating it to any surrounding lines.
- If you wish to stop drawing the line without doing a "Smart
- Termination", press the <esc> key before releasing the left mouse
- button.
-
- HINT: Line Drawing with the mouse is a whole lot of fun but
- according to the sensitivity setting of your mouse driver, it can
- at times be VERY hard to control! See "Taming the Wild Mouse"
- below for ways to make line drawing with the mouse easier to
- control.
-
-
- 8.2.5 Changing the Current Color Attribute or Special Character
-
- Changing colors or special characters with the mouse is
- literally as easy as point and click.
- To make the Status Box visible if it is hidden press the
- <tab> key, or <F10> key or select "Hide/Show Status Box" from the
- Main Menu.
- Then point to the desired selection box with the mouse. The
- boarder of the box will become highlighted to indicate that it is
- active. Then point to the color or character you wish to select
- and click the left mouse button.
- If the special character you wish to select is not on the
- currently displayed special character page, click on the special
- character selection box's scroll bar to flip pages.
- If the background color you want is not showing, click the
- right mouse button anywhere inside the color attribute selection
- box, or click the right mouse button on the up & down arrow head
- at the extreme left-hand side of the box, to scroll through the
- available background colors.
-
-
- 8.2.6 Getting Help
-
- If the Status Box is visible, you can click the mouse on the
- "<F2> For Help" mouse Hot Spot to activate the context-sensitive
- help system. See: Using Help.
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 33
-
- 8.2.7 Taming the Wild Mouse (Constraining Mouse Cursor Movement)
-
- The mouse cursor's movement may be constrained to the
- horizontal or vertical axes while selecting an area or drawing a
- line with the mouse in the following way:
-
- Horizontal Constraint Hold down <cntl> key while dragging mouse
- Vertical Constraint Hold down <alt> key while dragging mouse
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 34
-
-
- 8.3 Drawing Screens Using the Keyboard
-
- The Laughing Dog Screen Maker program was designed to be just
- as easily used without a mouse, as with one. Many commands can be
- accessed via the menu system or directly via hot keys.
-
-
- 8.3.1 Accessing Menus
-
- To call up the Main Menu press the <F2> key. Highlight your
- choice using the <up/down-arrow> keys and press <enter> to execute
- it. To exit a menu, press the <esc> key. For more help on menus
- see "Using Menus" in the Quick Start chapter.
-
-
- 8.3.2 Positioning the Cursor
-
- Use the <arrow> keys to move about the screen one character
- position at a time. Use the <home> & <end> keys to move to the
- left-edge or right-edge of the screen. Use the <PgUp> & <PgDn>
- keys to move the cursor to the top-edge or bottom-edge of the
- screen. Press the <enter> key to go to the beginning of the next
- row.
-
-
- 8.3.4 Selecting a Block
-
- To begin selecting a block, you can either choose "Select
- Block" from the Main Menu, or press the <alt>-S hot key. You then
- define the selected area using the <up/down/left/right-arrow>,
- <Pg-Up>, <Pg-Down>, <Home> and <End> keys. During selection, the
- Status Box will flash the "SEL" indicator, and the area being
- selected will change color.
- Press the <enter> key to end the selection. A menu will pop
- up with the choices of operations you may perform on the block.
- To abort the selection at any time, press the <esc> key.
-
-
- 8.3.5 Drawing Lines & Boxes
-
- To enter Line-Drawing Mode press the hot key <alt>-L, or
- select "Draw Line" from the Main Menu. Then, hold down the
- <shift> key and use the <up/down/left/right-arrow>, <Pg-Up>, <Pg-
- Down>, <Home> and <End> keys to draw the lines.
- You may also move around the screen without drawing a line by
- releasing the <shift> key and using the cursor movement keys
- alone.
- To exit Line-Drawing Mode and terminate the line (make any
- final connections at the cursor position) press the <enter> key.
- To exit Line Drawing Mode without terminating the line, press
- <esc>, or any printable (alpha, numeric, or punctuation) key.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 35
-
- 8.3.6 Entering Text
-
- Any of the normal text characters may be printed to the
- screen using the currently selected color attribute by merely
- typing them as you would expect.
- Pressing the <insert> key will toggle between the default
- Overstrike mode and Insert Mode.
-
-
- 8.3.7 Entering Special Characters
-
- In addition to the normal text characters, there are many
- "Special Characters" that are not directly accessible from the
- keyboard. These characters include line-drawing characters,
- mathematical symbols, Greek letters, etc.
- To print a special character to the screen, first select the
- desired character from the Special Character Selection portion of
- the Status Box. Then to place it on the screen hold down the
- <shift> key and press one of the <arrow> keys. This will place
- the special character at the current cursor position and then move
- the cursor in the direction of the arrow key pressed.
-
-
- 8.3.8 Changing the Current Color Attribute or Special Character
-
- Color and Special Character Selection are easily done in the
- Color Attribute and the Special Character Selection Boxes in the
- Status Box.
- First, press the <tab> key until the desired selection box is
- highlighted. Next use the <arrow> keys to move the cursor to the
- color or character you want. The "Ch/Attr" indicator in the
- Status Box will display the currently selected Special Character
- using the currently selected Color Attribute.
- When the color or character is chosen, press the <tab> or
- <enter> key to lock in your selection (the highlight will move on
- to the next selection box or to the drawing screen).
-
-
- "Picking Up" a Color Directly From the Screen
-
- To pick up a color attribute, place the cursor on the drawing
- screen over a character of the desired color. Then press <cntl>-A
- to pick up the entire color attribute, <cntl>-F to pick up only
- the foreground color, or <cntl>-B to pick up only the background
- color.
-
-
- "Picking Up" a Special Character Directly From the Screen
-
- Place the cursor on the desired special character, then press
- <cntl>-K (K for Karacter!).
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 36
-
- It is also possible to pick up a "normal" (alpha-numeric or
- punctuation) character to use for filling a block by using the
- <shift>-<cntl>-K hot key.
-
-
- 8.3.9 Getting Help
-
- Press <F1> at any time to activate the context-sensitive help
- system. See "Using the On-Line Help System" in the Quick Start
- chapter for more information.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 37
-
-
- 8.4 Block Operations:
- Move, Copy, Paste, Recolor, Fill, Erase, & Make A Window
-
- This first group of block operations are performed on a block
- that you define on the drawing screen.
- First select a block, as described in the "Select Mode" or
- "Selecting a Block" sections above. Unless inhibited by the Block
- Menu toggle "Menu Only On Request", the Block Menu will
- automatically pop up when you have completed your selection.
- Choose an operation from the Block Menu, or use one of the
- hot keys listed below.
-
- Block Menu Operation hot key Action
- ---------------------------------------------------------------
- Move Block <M> Arrow keys or mouse will reposition
- the block.
-
- Copy Block <C> Arrow keys or mouse will position a
- copy of the block.
-
- Copy Block to File <Y> Pops up a File Save Dialog Box.
-
- Clear/Fill Block <F> Pops up the Clear/Fill Menu.
-
- Recolor Block <R> Pops up the Recolor Menu.
-
- Erase Block <E> Erases any characters in the block,
- leaving color attributes intact.
-
- Make a Window of Block <W> Pops up the Make A Window Menu.
-
-
- See the "Block Menu" section of The Laughing Dog Menus
- chapter for a complete description of each of the above
- operations.
-
- The other block operation pastes blocks which have been
- previously saved to files into the current screen.
-
- Main Menu Operation hot key Action
- ---------------------------------------------------------------
- Paste Block <cntl>-P Pastes a block from a file to the
- current screen position.
-
- See the Main Menu "Paste From File" description in The
- Laughing Dog Menus chapter for a complete explanation of pasting
- blocks.
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 38
-
-
- 9. Loading & Saving Screens
-
- Saving your work-in-progress or finished screens, and loading
- them back into the Laughing Dog Screen Maker is accomplished by
- calling up the Save File or Load File Dialog Box.
- Screens are saved to, and loaded from, the current Data
- Directory. This data directory defaults to the directory you were
- in when you started the program.
- You may specify another drive and/or directory at start up
- time via a command line argument (See "Starting the Laughing Dog
- Screen Maker" in the Quick Start chapter), or you may change the
- drive and/or directory from within the program by calling the
- Change Data Directory Dialog Box by choosing "Change Data
- Directory" from the Main Menu.
- This chapter describes how to call up and use these dialog
- boxes.
-
-
-
- 9.1 Loading a Screen
-
- Choose Load Screen from the Main Menu or press the hot key
- <cntl>-L. The Load File Dialog Box will appear.
-
-
- Using the LOAD FILE Dialog Box
-
- The Load File Dialog Box displays a list of all the screen
- files (files having the extension "DOG") in the current Data
- Directory. Choose a screen file to load in one of the following
- ways:
-
- Keyboard
- Move the highlight to the name of the file you wish to load
- using the <up/down-arrow> keys, and press <enter>.
- You may cancel loading a screen at any time by either
- pressing the <esc> key, pressing the <C> key (the highlighted
- letter on the "Cancel" button), or by moving the button highlight
- to the "Cancel" button using the <tab> key and then pressing
- <enter>.
-
- HINT: You may move the highlight a page at a time using the <page-
- up/down> keys. The <home> key moves you directly to the beginning
- of the list, and <end> moves directly to the end.
-
-
- Mouse
- If the file you wish to load is showing in the list box, just
- double-click on the filename with the left mouse button or move
- the highlight to the desired filename by single-clicking on the
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 39
-
-
-
-
- filename, and then clicking on the "OK" button. Click on the up
- or down arrows of the scroll bar to scroll the list past the first
- page.
- You can move through the list a page at a time by clicking
- the left button of the mouse on the portion of the scroll bar that
- lies between the thumb and the arrow at the top or bottom of the
- scroll bar.
- You may cancel loading a screen at any time by clicking on
- the "Cancel" button.
-
- HINT: There is a solid block within the scroll bar between the up
- and down arrows called the "thumb". As you scroll through the
- list (if the list is more than one page long), this thumb moves up
- or down the scroll bar to indicate your approximate position in
- the list.
-
-
-
- 9.2 Saving a Screen
-
- Choose Save Screen from the Main Menu or press the hot key
- <cntl>-S. The Save File Dialog Box will appear.
-
-
- Using the SAVE FILE Dialog Box
-
- Type in a legal 8 character filename (no extension) and press
- <enter>, click on the "OK" button with the mouse, or press the hot
- key <cntl>-O (for OK).
- If you type an illegal filename, an error dialog box will
- appear, explaining your error. You will be allowed to re-enter the
- filename. Press the Help Key <F1> if you need help constructing a
- "legal" filename.
- If you enter a filename that already exists, you will be
- warned of this, and be given the option of renaming the file or
- overwriting the existing file.
- You may cancel the save at any time by clicking the "Cancel"
- button, pressing the <cntl>-C key (C for Cancel), or pressing the
- <esc> key.
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 40
-
-
- 9.3 Changing the Data Path
-
- Choose Change Data Directory from the Main Menu. The Change
- Data Directory Dialog Box will appear.
-
-
- Using The Change Data Drive/Directory Dialog Box
-
- Type in the new drive\path you want to use for loading and
- saving files. The drive must exist, and have a formatted disc in
- it, and the path must already exist.
- Be sure to separate the drive and subdirectory names with
- backslashes, as in:
-
- C:\LDOG\SCREENS
-
- When entering the path, your spelling must be exact. See
- your DOS manual for a complete explanation of subdirectory and
- path usage.
- When done, press the <enter> key, click on the "OK" button,
- or press the hot key <cntl>-O (for "OK").
- To cancel the path change, press <esc> or the hot key
- <cntl>-C (for "Cancel").
-
- NOTE: If you need to check a path, create a subdirectory, or
- format a disk, you can do so without quitting the program by
- shelling out to DOS, doing your work and EXITing the shell back to
- this program by using the "DOS Shell" command on the Main Menu.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 41
-
-
- 10. Producing Useful Output
-
- If you want to output your screens in a format other than the
- native Laughing Dog format (*.DOG), you have several choices.
- This chapter explains those choices.
- If you are a programmer, the Laughing Dog can generate
- compiler-ready source code for you. If you are a BBS sysop or an
- ANSI artist, you can output your screens in the ANSI, WildCat!
- BBS, or PCBoard BBS formats. It is also possible to produce an
- executable COM file, or output an exact copy of the video memory,
- in the form of a binary file.
- Just draw your screens and then let Rover take over!
-
-
-
- 10.1 Generating Source Code
-
- The source code formats supported are:
-
- Microsoft C/QuickC
- Turbo C
- QuickBASIC
- GW BASIC (generic)
- BASIC BSAVE File Format
- Turbo Pascal
- MASM Assembler
-
- The default will generate code to produce a full color
- rendition of a screen by creating an array of color attributes and
- characters which will be written directly to video memory.
- Alternately, you may select the "Code/Export As Monochrome"
- option from the Generate Code/Export Menu to reproduce the screen
- without the colors. The source code produced will represent each
- line of the screen as a delimited ASCII text string. The strings
- are printed to the screen using the language-specific function for
- the code type selected, such as PRINT for BASIC or printf() for C.
- This comes in handy when you want to have more control in
- manipulating portions of your screen, and need to have the strings
- or characters broken-out separately, or when your needs are for
- straight monochrome output.
- The same applies to the other file formats: you can generate
- a black and white image by selecting the "Code/Export As
- Monochrome" option.
-
-
- About Laughing Dog Source Code
-
- The philosophy of the Laughing Dog Screen Maker's code
- generation engine is to produce fully commented, compiler-ready
- source code.
- The code produced may be compiled and run as a stand-alone
- program with absolutely no further modification, or you may easily
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 42
-
- turn each screen into a subroutine or function for inclusion in a
- larger program.
- The stand-alone programs produced will display the screen,
- wait for a key stroke, then clear the screen, and exit. That's
- it! You may add any further functionality as you please.
- It is actually possible to use this code in place of a
- windowing library, and completely create your user interface by
- calling up Laughing Dog screens.
- This is by no means the most efficient way to implement a
- program with many screens and menus, however, it may be just the
- thing to spruce up a small program that only has a need for a few
- data entry screens, a few menu screens, some help screens, a nice
- title screen, etc.
- The code produced by the code generator, although clean and
- well behaved, is not necessarily the best or most efficient
- solution for your program. It is ONE WAY to display the screen.
- You will probably want to break the code out into a
- subroutine or function and fine-tune it to your specifications.
- Use the Laughing Dog code as a starting point and go from there.
- The main job done for you is converting the screen data into
- an array of character and color attribute values that can then be
- written directly to video memory in order to be displayed on the
- monitor.
- The source code produced by the Laughing Dog Screen Maker
- will go out and determine what type of video adapter is present
- and the current video mode and then adjust the base address of the
- video buffer accordingly.
- Generally, for all color modes the video buffer is located at
- $B800:0000. For monochrome (mode 7) it is $B000:0000. However,
- just because a monitor is monochrome does not necessarily mean
- that its video buffer is at $B800:0000. Many monochrome video
- cards (even for LCD monitors) try to emulate a CGA, EGA or VGA
- adapter, and accordingly use $B800:0000 as a base address.
- Pick up a good DOS reference book and study up on this
- subject if you need to.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 43
-
- 10.1.1 BASIC Code
-
- The main difference between the GWBASIC and QuickBASIC styles
- of code is that QuickBASIC does not require line numbers, so none
- are used.
- The GWBASIC code will compile and run just fine in
- QuickBASIC, but the QuickBASIC code will not run under GWBASIC.
- Also note that the GWBASIC code is not limited to this particular
- version of BASIC, it should run in any generic BASIC environment
- like BASICA or the old IBM ROM BASIC.
-
-
- GWBASIC & QUICKBASIC CODE (full color):
-
- This code just READs the characters and attributes in from a
- DATA statement and POKEs them directly to video memory.
-
- 1 REM C:\QC25\BIN\TEST.BAS
- 2 REM -- Laughing Dog Screen Maker Generic Basic-Code file
-
- 5 DEF SEG = &H40
- 6 IF PEEK($H49) = 7 THEN DEF SEG = &HB000 ELSE DEF SEG = &HB800
- 7 REM Color SEG = B800, Mono = B000
- 8 CLS
- 9 READ rows
- 10 READ cols
- 11 size = (rows * cols) - 1
- 12 FOR x = 0 TO size
- 13 READ z
- 14 POKE (2 * x), z
- 15 READ z
- 16 POKE ((2 * x) + 1), z
- 17 NEXT x
- 18 REM Waits for a key press to end program
- 19 WHILE INKEY$ = ""
- 20 WEND
- 21 END
-
- 10000 DATA 25, 80
- 10010 DATA 49, 15, 49, 15, 49, 15, 49, 15
- 10020 DATA 49, 15, 49, 15, 49, 15, 49, 15....etc.
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 44
-
- GWBASIC & QUICKBASIC CODE (as Monochrome)
-
- This code represents each line of the screen as a double
- quotes-delimited string, with any characters that would cause
- problems, being handled as CHR$(n). The strings are then just
- printed to the screen using a PRINT statement.
-
- 1 REM C:\QC25\BIN\TEST1.BAS
- 2 REM -- Laughing Dog Screen Maker Generic Basic-Code file
-
- 100 PRINT "This is a line of the screen...."
- 110 PRINT "This line has an unprintable char";ch$(26);"and so on"
- ...etc
- ...until the last line of the screen:
- ...
- 350 lastline$ = "This is the last line ......."
- 1000 REM POKE last line into memory to avoid scrolling screen
- 1010 DEF SEG = &H40
- 1020 IF PEEK(&H49) = 7 THEN DEF SEG = &HB000 ELSE DEF SEG = &HB00
- 1030 REM Color SEG = B800, Mono = B000
- 1040 offset = 3840
- 1050 FOR x = 0 TO 158 STEP 2
- 1060 POKE offset + x, ASC(MID$(lastline$, x / 2 + 1, 1))
- 1070 NEXT x
- 1080 REM Press anykey to end program
- 1090 WHILE INKEY$ = ""
- 1100 WEND
- 1110 CLS
- 1120 END
-
- NOTE: When printing screens as ASCII text, QuickBASIC and GWBASIC
- will not print the following ASCII values as characters correctly:
- $07, $08, $09, $0A, $0B, $0C, $1B, $1D, $1E, $1F
- In addition GWBASIC will not print $1A, but QuickBASIC will.
- In order to prevent crashing your program or messing-up your
- screens, these ASCII values are filtered out and replaced with
- spaces.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 45
-
- 10.1.2 BSAVE File Format
-
- BLOADing an image of the screen (which has been BSAVEd)
- directly to video memory is the most efficient way to handle
- multiple Laughing Dog screens from within a BASIC program, with
- the downside being that each screen is stored as a separate file.
- This means that your program now consists of multiple files,
- rather that just one.
- The Laughing Dog assumes that the screen will be BLOADed to a
- color monitor, and therefore internally uses the $B800:0000
- address as the base of video memory. This may be overridden by
- your program by specifying the base address you want to BLOAD to
- using a DEF SEG statement (usually hB000 for monochrome adapters).
- The offset is always zero (See your BASIC manual: BSAVE, BLOAD,
- and DEF SEG).
- For an example of how to determine which address to use from
- within your program, see the BASIC code examples above.
- If the "Code/Export As Monochrome" menu item is toggled ON
- at the time of the save, the BSAVE'd file will save all attributes
- as GRAY on BLACK (flashing attribute is preserved).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 46
-
-
- 10.1.3 C Code
-
- MICROSOFT C & TURBO C CODE (full color)
-
- Microsoft C and Turbo C code are the same, with the exception
- of the _fmemmove() function call in the Microsoft C code which is
- replaced with the following movedata() function call for Turbo C:
-
- movedata(FP_SEG(test_screen),FP_OFF(test_screen),0xB800,0,
- sizeof(test_screen));
-
- The array "test_screen[]" is composed of integers. The MSB
- is the color attribute and the LSB is the ASCII character at the
- corresponding screen position. The program simply moves this
- block of data directly to the video memory buffer, located at
- $B800:0000 for color adapters, and $B000:0000 for monochrome
- adapters.
-
- /*
- C:\QC25\BIN\TEST.C -- Laughing Dog Screen Maker C-Code file
- */
-
- #include <string.h>
- #include <conio.h>
- #include <dos.h>
- void clearscreen(void);
- union REGS regs;
-
- int test_screen[] = {
-
- 0x7c35, 0x7c36, 0x7c37, 0xf31, 0xf31, 0xf31, 0xf31, 0xf31,
- etc...
- 0x7c33, 0x7c34, 0x7c35, 0x7c36, 0x7c37, 0x7c38, 0x7c39};
-
- main()
- {
- int scnBuf
-
- regs.h.ah = 15;
- int86(16,®s,®s); /* Get Video Mode */
- if(regs.h.al == 7)
- scnBuf = 0xB000; /* Mono */
- else
- scnBuf = 0xB800; /* color */
- clearscreen();
- _fmemmove((int far*)0xB8000000,(int far*)tst_screen,
- sizeof(tst_screen));
- getch();
- clearscreen();
- }
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 47
-
- /* Clears the Screen */
- void clearscreen(void)
- {
- regs.h.ah = 6;
- regs.h.al = 0;
- regs.h.bh = 7;
- regs.h.ch = 0;
- regs.h.cl = 0;
- regs.h.dh = 25;
- regs.h.dl = 80;
- int86(16,®s,®s);
- }
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 48
-
- MICROSOFT C & TURBO C CODE (as Monochrome)
-
- The code produced for monochrome is the same for both
- compilers. Here we write one row of the screen at a time as a
- simple ASCII string. The cputs() function is used, as it treats
- the high-ASCII characters (ASCII codes above 125) as printable
- characters rather than as control codes.
- The last row, up to the last character position, is printed
- using cputs(). The last character must be written directly to
- video memory to avoid scrolling the screen.
-
-
- /*
- C:\QC25\BIN\TEST.C -- Laughing Dog Screen Maker C-Code file
- */
-
- #include <conio.h>
- #include <dos.h>
- void clearscreen(void);
- union REGS regs;
-
- main()
- {
- cputs("This is the first row of the screen.......");
- cputs("This is the second row of the screen......");
- ...etc..
- cputs("Last line: all but the last char printed this way");
-
- /* Printing last char this way prevents screen from
- scrolling up a line
- */
- regs.h.bh = 0; /* video page 0 */
- regs.h.al = 32; /* char to print */
- regs.x.cx = 1; /* count */
- regs.h.ah = 10; /* service 10 */
- int86(16,®s,®s); /* interrupt #16 */
- getch(); /* Wait for a keystroke to end program */
- clearscreen();
- }
-
- /* Clears the Screen */
- void clearscreen(void)
- { /* See the "MICROSOFT C & TURBO C CODE (full color)" section
- above for the body of this function. */
- }
-
- NOTE: When printing screens as ASCII text, the following ASCII
- values are unprintable as characters using the cputs() function,
- and will be replaced with spaces:
- $07, $08, $0A, $1B
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 49
-
- 10.1.4 Pascal Code
-
- The Laughing Dog Screen Maker produces code which is
- compatible with Borland's Pascal compilers from version 4.0 on up
- (it may be compatible with earlier versions or other Pascal
- compilers, but has not been tested on them).
-
-
- TURBO PASCAL CODE(full color)
-
- The Laughing Dog Pascal code uses BIOS interrupt $10,
- function $13, mode 2; which writes directly to the screen from a
- buffer of alternating characters and attributes.
- The last character of the last row must be written separately
- to avoid scrolling the screen up one line.
-
- { C:\TPAS\TEST.PAS -- Laughing Dog Screen Maker Pascal-Code file}
-
- PROGRAM test;
- uses Crt, Dos;
-
- VAR
- ch : char;
- ScnPos : integer;
- Regs : Registers;
-
- CONST
- test_Length=25;
-
- test_SCREEN : ARRAY [1..4000] OF byte = (
- 219, 25, 196, 255, 196, 255, 196, 255, 196, 255,
- ...etc...
- 85, 30, 115, 30, 105, 30, 110, 30, 103, 32, 30);
- BEGIN
- Regs.AH := $13; {write chars & attributes to screen}
- Regs.AL := 3;
- Regs.BH := 0; {video page 0}
- Regs.DX := 0; {starting at position 0,0}
- Regs.CX := 1999; {write all but last ch/attr pair}
- Regs.ES := DSeg; {location of ch/attr array}
- Regs.BP := Ofs(test_SCREEN[1]);
- Intr($10,Regs);
- {Must write last char separately, to avoid scrolling screen}
- Regs.AH := 9;
- Regs.AL := test_SCREEN[3999]; {get last char}
- Regs.BH := 0; {video page 0}
- Regs.BL := test_SCREEN[4000]; {get last attr}
- Regs.CX := 1; {1 char only}
- Intr($10,Regs);
- read(ch); {wait for a keystroke}
- ClrScr; {clear the screen}
- END
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 50
-
-
- TURBO PASCAL CODE(as Monochrome)
-
- This code uses the Pascal procedure write() to write each row
- of the screen as a string, up to the last character of the last
- line, which must be written directly to video memory to avoid
- scrolling the screen up one line.
-
- { C:\TPAS\TEST.PAS -- Laughing Dog Screen Maker Pascal-Code file}
-
- PROGRAM test;
- uses Crt, Dos;
-
- VAR
- ch : char;
- Regs : Registers;
-
- BEGIN
- write('This is the first line...........');
- write('This is the second line....etc...');
- .. etc...
- write('Last line has all but the last char printed this way');
-
- {Must write last char this way to avoid scrolling screen}
- Regs.AH := $0A; {Set up for calling interrupt $10, service $0A}
- Regs.AL := 32; {Char to write}
- Regs.BH := 0; {video page 0}
- Regs.BL := 7; {color attribute}
- Regs.CX := 1; {number chars to write}
- Intr($10,Regs); {Write char to current cursor position}
- read(ch); {wait for a keystroke}
- ClrScr; {clear the screen}
- END.
-
- NOTE: When printing screens as ASCII text, the following ASCII
- values are unprintable as characters using the write() procedure,
- and will be replaced with spaces:
- $07, $08, $0A, $1A
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 51
-
-
- 10.1.5 Assembly Code
-
- The Laughing Dog Screen Maker produces code compatible with
- the Microsoft Macro Assembler and the Microsoft Quick assembler.
-
-
- MASM ASSEMBLER CODE (full color)
-
- The Laughing Dog creates an array of words using the DW
- directive. The format is:
-
- attribute(MSB)/character(LSB), attribute(MSB)/character(LSB)...
-
- Here is the way The Laughing Dog moves the
- attribute/character data to the screen using the "rep movsw"
- combination. There are many other ways to do the same thing,
- experiment.
-
- ; C:\MASM\TEST.ASM
- ; -- Laughing Dog Screen Maker MASM Assembly-Code file
-
-
- TEST_LENGTH EQU 2000
- .MODEL small
- .STACK 100h ;256 byte stack
-
- .DATA
-
- TEST_SCREEN LABEL WORD
- DW 0F31H, 0F31H, 0F31H, 0F31H, 0F31H, 0F31H, 0F31H, 0F31H
- ...etc...
- DW 7C33H, 7C34H, 7C35H, 7C36H, 7C37H, 7C38H, 7C39H, 7C30H
-
- .CODE
- ;STARTUP CODE
- ORG 100h ;Set up DS, SS and SP Regs.
- mov dx, @data
- mov ds, dx
- mov bx, ss
- sub bx, dx
- shl bx, 1
- shl bx, 1
- shl bx, 1
- shl bx, 1
- cli
- mov ss, dx
- add sp, bx
- sti
- ;Actual program begins here
- push es ;save es register
- mov ah,0fh ;get current video mode
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 52
-
- int 010h
- cmp al,7 ;is it a monochrome mode?
- jz mono ;yes
- mov ax,0B800h ;color text video segment
- jmp SHORT doit
- mono:mov ax, 0B000h ;monochrome text video segment
- doit:mov es,ax
- mov es,ax ; B800 = color, B000 = mono
- sub si,si ;clear source index counter
- mov si,offset TEST_SCREEN ;load destination offset
- sub di,di ;clear destination index counter
- mov cx,TEST_LENGTH
- rep movsw ;write to video memory
- mov ah,02h ;hide cursor
- mov bh,0 ;assume video page 0
- mov dx,1A00h ;moves cursor past bottom of screen
- int 010h
-
- lup: mov ah, 01h ;wait for a keystroke
- int 016h
- jz lup
- mov ah,0 ;clear keyboard buffer
- int016h
- ;Clear the screen
- mov ah, 6 ;function 6 (scroll window up)
- mov al, 0 ;blank entire screen
- mov bh, 7 ;attribute to use
- mov ch, 0 ;starting row
- mov cl, 0 ;starting column
- mov dh, 25 ;ending row
- mov dl, 80 ;ending column
- int 10h ;call interrupt 10h
- mov ah,02h ;puts cursor back where it belongs
- mov bh,0 ;assume video page 0
- mov dx,0
- int 010h
-
- pop es ;restore es register
- mov ax,4c00h ;DOS exit function w/exit code = 0
- int 21h
-
- END
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 53
-
- MASM ASSEMBLER CODE (as Monochrome)
-
- For moving the data to the screen as monochrome, the Dog has
- defined each row of the screen as a string using the DB directive
- combined with a double quotes delimited string. BIOS interrupt
- $10, function $13, mode 1 (characters only) is then called to
- write the whole screen up to the last character, which must be
- written separately to avoid scrolling the screen.
-
- ; C:\MASM\TEST.ASM
- ; -- Laughing Dog Screen Maker MASM Assembly-Code file
-
- TEST_LENGTH EQU 2000
- .MODEL small
- .STACK 100h ;256 byte stack
- .DATA
-
- TEST_SCREEN LABEL WORD
- DB "This is the first row, as a string"
- ...etc...
- DB "This is the last row, up to next to last char"
-
- .CODE
- ;STARTUP CODE
- ORG 100h ;Set up DS, SS and SP Regs.
- mov dx, @data
- mov ds, dx
- mov bx, ss
- sub bx, dx
- shl bx, 1
- shl bx, 1
- shl bx, 1
- shl bx, 1
- cli
- mov ss, dx
- add sp, bx
- sti
- ;Actual program begins here
- ;write screen
- mov ax,ds ;make sure ES = DS
- mov es,ax
- mov ah,13h ;function 13h (write string)
- mov al,1 ;write mode 1, write chars only
- mov bl,07h ;color attribute to use
- mov bh,0 ;video page
- mov dx,0 ;start a 0,0 position
- mov cx,TEST_LENGTH-1
- mov bp,OFFSET TEST_SCREEN
- int 10h ;do it
- ; must print last char this way to prevent screen
- ; scrolling up one line
- mov ah, 0Ah ;function 0Ah
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 54
-
- mov bh, 0 ;page 0
- mov al, 32 ;char to print
- mov cx, 1 ;count
- int 10h ;interrupt 10h
- mov ah,02h ;hide cursor
- mov bh,0 ;assume video page 0
- mov dx,1A00h ;moves cursor past bottom of screen
- int 010h
-
- ;wait for a keystroke
- lup: mov ah, 1 ;function 1 (read kbd status)
- int 016h ;interrupt 16h
- jz lup
- mov ah,0 ;clear keyboard buffer
- int 016h
-
- ;Clear the screen
- mov ah, 6 ;function 6 (scroll window up)
- mov al, 0 ;blank entire screen
- mov bh, 7 ;attribute to use
- mov ch, 0 ;starting row
- mov cl, 0 ;starting column
- mov dh, 25 ;ending row
- mov dl, 80 ;ending column
- int 10h ;call interrupt 10h
-
- mov ah,02h ;puts cursor back where it belongs
- mov bh,0 ;assume video page 0
- mov dx,0
- int 010h
-
- ;DOS exit function w/exit code = 0
- mov ax,4c00h
- int 21h
-
- END
-
- NOTE: When printing screens as ASCII text, the following ASCII
- values are unprintable as characters using interrupt 10h, function
- 13, and will be replaced with spaces:
- $07, $08, $0A
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 55
-
-
- 10.2 Other Export File Formats
-
- The Laughing Dog Screen Maker can output your screens in a
- number of file formats:
-
- Binary File
- Executable .COM File
- ANSI File
- WildCat! BBS File
- PCBoard BBS File
-
- At this time The Laughing Dog Screen Maker cannot directly
- import one of these file types. You should always save a copy of
- a screen you create in the native .DOG format, in addition to the
- export format, if you plan on editing or printing it at a later
- date.
- If you need to work on a screen that was originally created
- in one of these, or any other formats; and you don't have a copy
- of it as a .DOG file, all is not lost. You can import any text
- screen into the Laughing Dog Screen Maker by first displaying it
- from within it's native environment (for instance, 'type' an ANSI
- file from the DOS prompt, or display a WildCat! file from within
- the WildCat! BBS software, etc.) and then capture it with the
- LDOGRAB.EXE utility.
- The resulting .DOG file can then be loaded into the Laughing
- Dog Screen Maker using the Load File command.
-
- See: "Capturing Screens Form Other Programs With LDOGRAB.EXE" for
- complete information on capturing screens.
-
- An explanation of each export file format, and possible uses
- of these files follows.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 56
-
- 10.2.1 BINARY Files
-
- This is one of the most versatile forms of output available
- from the Laughing Dog Screen Maker program. It is a truly generic
- record of a screen's contents. It is, in fact an exact replica of
- the screen video memory buffer written to a disc file. The format
- is simple:
-
- | character | attribute | character | attribute |... etc.
- | (byte) | (byte) | (byte) | (byte) |
-
- Using the BIN files created by the Laughing Dog, it is
- possible to open the file and process it or read it directly into
- the video buffer.
- Here is an example written in Microsoft C that reads the data
- from the disk directly to the screen:
-
- #include <dos.h>
- #include <fcntl.h>
- main()
- {
- int fHandle;
- unsigned count;
- char far *screen;
- screen = (char far *)0xb8000000;
-
- _dos_open("TEST.BIN",O_RDWR,&fHandle);
- _dos_read(fHandle,screen,4000,&count);
- _dos_close(fHandle);
- }
-
- The function _dos_read() is used because it allows for
- reading the data in from the file directly to a far buffer (a
- buffer whose segment address is different from the Data Segment).
- If your language or particular compiler doesn't allow you to
- read directly to a far buffer, you could read the file into an
- intermediate near buffer and then use one of the techniques used
- in the source code generation examples earlier in this chapter to
- move the data to the screen.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 57
-
- 10.2.2 Executable COM Files
-
- If you are not a programmer and don't even own a compiler,
- you can still produce a stand-alone executable program file with
- the Laughing Dog Screen Maker by choosing the "Executable COM
- file" item from the Generate Code/Export Menu.
- The Dog will compile the screen into a file that you can run,
- just like any other program, by simply typing its name, or calling
- it from a batch file.
-
-
- Using Laughing Dog COM Files
-
- The program generated by the Laughing Dog Screen Maker
- displays the screen and waits for a key press. When a key is
- pressed, the program clears the screen and terminates, returning
- the scan code value of the key that was pressed as a DOS exit
- code.
- This ability to know which key was pressed allows you to
- create a simple or sophisticated menu system by calling Laughing
- Dog COM programs from a batch file and interpreting the user's
- response using the DOS "IF ERRORLEVEL" batch processing command.
- You can, for instance, write a batch file to display a screen
- looking something like this:
-
- Choose One:
- 1. Run Word-Processor
- 2. Run Spreadsheet
- 3. Back-up Hard Drive
- 4. Format a Disc
- 5. Play a Game
- 6. Quit
-
- The user then types in the number for the selection he wants
- and the COM program returns a code for the key pressed.
- By looking at this code, the batch file can branch to a
- command to run the requested program, or to an error screen if the
- user typed something other than the requested <1-6> keys.
- With a little work, you could even simulate a moving bar
- highlight, highlighting each selection as the <arrow> keys are
- pressed, waiting for the <enter> key before performing the
- indicated action. The possibilities are limited only by your
- imagination.
- In order to utilize the input from the keyboard, you need to
- have a working knowledge of two things:
-
- 1. Keyboard Scan Codes--the unique code returned by the COM
- program which will indicate exactly which key was pressed
- to exit the screen.
-
- 2. DOS exit code processing using the "IF ERRORLEVEL" batch
- file statement. This is the mechanism the Laughing Dog
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 58
-
- COM files use to tell your batch program which key was
- pressed.
-
-
- Here is how it works:
-
- Every program you run returns an exit code. This code may
- have a special purpose, or be meaningless, depending on the
- program. The COM programs produced by the Laughing Dog Screen
- Maker require the user to press a key to remove the screen from
- the display and exit the program. The scan code for the key
- pressed is returned via the exit code mechanism of DOS.
- These exit codes can be intercepted in a batch file by using
- the "IF ERRORLEVEL" statement. If you are looking for a specific
- code, and all other codes are to be ignored, you can have a line
- in your batch file like this:
-
- IF ERRORLEVEL 1 GOTO DOSOMETHING
-
- In this case, if the exit code was 1, the batch file would
- branch to the label :DOSOMETHING, and continue from there.
- Otherwise it would just continue from the next line after the "IF
- ERRORLEVEL...." line.
- If there are several different exit codes you wish to parse,
- and perform a different action depending on the specific code, you
- would need something like this in your batch file:
-
- IF ERRORLEVEL 4 GOTO DO3
- IF ERRORLEVEL 3 GOTO DO2
- IF ERRORLEVEL 2 GOTO DO1
-
- There are a few important things to note about the example
- above. One is that the words: "DO1", "DO2", and "DO3" refer to
- what is known as a "Label" in a batch file. A label is a word,
- whose first character is a colon, which marks a location in a
- batch file (the colon is mandatory as the first character of the
- label at the location it is marking in the batch file, but is
- optional when referencing that location, as in the GOTOs above).
- That location can be used as a destination for a GOTO
- command, allowing for some very sophisticated branching within
- batch files. For instance, the ":DO3" label is the destination for
- the first GOTO command in the lines above.
- The second thing to note about the above batch file excerpt
- is that the parsing of the ERRORLEVELs must always be in
- descending order. That is, you must always check for the highest
- meaningful exit code values first. Then look for each smaller
- one, in turn.
- If you don't get a match, the batch file just continues
- executing (falls through to) the next line after the last IF
- ERRORLEVEL line. It's actually a little more complicated than
- that, but we will get to that later.
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 59
-
- To better understand this concept, here is a more complete
- example of a batch file using several Laughing Dog COM files. In
- this example, the file BDEMO.COM will present the user with a
- beautiful screen asking him/her to choose one of three programs,
- or to quit. Here is a list of the keys we will ask the user to
- press, the codes that correspond to those keys, and the action we
- will take if that key is pressed:
-
- KEY CODE ACTION
- -----------------------------------------------------
- "1" 02 run the program called choice1
- "2" 03 run the program called choice2
- "3" 04 run the program called choice3
- "Q" 16 Quit, exit the batch program
- any other key continue displaying the menu screen
-
-
- Here is the batch file written that does what was described
- above. Trace through it using the different keys as inputs, and
- see if you can understand the flow:
-
- REM ----------beginning of batch file----------
- echo off
- :TOP
- bdemo
-
- IF ERRORLEVEL 17 GOTO TOP
- IF ERRORLEVEL 16 GOTO END
- IF ERRORLEVEL 5 GOTO TOP
- IF ERRORLEVEL 4 GOTO DO3
- IF ERRORLEVEL 3 GOTO DO2
- IF ERRORLEVEL 2 GOTO DO1
- GOTO TOP
-
- :DO1
- choice1
- goto TOP
-
- :DO2
- choice2
- goto TOP
-
- :DO3
- choice3
- goto TOP
-
- :END
- ECHO You pushed "Q" to quit
- REM ---------------end of batch file-------------
-
- First the Laughing Dog generated program "BDEMO.COM" is run.
- It waits for a keystroke from the user. When the user presses a
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 60
-
- key, we compare it to the code for the "Q" key. If it matches the
- code for "Q", we branch to the label ":END", which prints the
- message: "You pushed 'Q' to quit." It then exits the batch file,
- and returns to the DOS prompt.
- If it wasn't a "Q" we compare the exit code to the code for
- the "3" key. If it is a "3" we branch to the ":DO3" label and
- execute the program called "choice3". After choice3 is finished,
- we go back to the label ":TOP" and redisplay our menu screen and
- wait for another key press.
- If it wasn't a "3", we compare the exit code to the code for
- "2". If it matches, we branch to the ":DO2" label and execute
- the program called "choice2", etc.
-
- There is one more thing about the IF ERRORLEVEL command that
- we need to understand, as illustrated in the above batch file.
- The IF is not simply testing for equality, it's a little more
- complicated that. For example, the above line: "IF ERRORLEVEL X
- Y" really means:
-
- "IF the exit code is greater than or equal to X --AND-- less than
- the last exit code examined with the preceding 'IF ERRORLEVEL'
- command, THEN do Y, OTHERWISE go on to the next line."
-
- This is NOT explained in your DOS manual, and is kind of hard
- to understand the first time around.
-
- Let's examine the section of the batch file above that parses
- the exit codes, line by line, to better understand why it is
- written the way it is:
-
- IF ERRORLEVEL 17 GOTO TOP This line is here to protect our
- batch file from executing the GOTO
- END command whenever an exit code is
- encountered that is above 16 (the
- code for the "Q" key). Any exit
- code for a key greater than or equal
- to 17 will send us back to the label
- ":TOP"
-
- IF ERRORLEVEL 16 GOTO END This is the line that actually looks
- for the "Q" key. If the exit code
- matches the code for "Q" (16) we
- branch to the label ":END,"
- otherwise we fall through to the
- next line.
-
- IF ERRORLEVEL 5 GOTO TOP This is another protection line. It
- insures that exit codes between 16
- and 4 will branch to the label
- ":TOP" Codes less than 5 cause us
- to fall through to the next line.
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 61
-
- IF ERRORLEVEL 4 GOTO DO3 Here is the line that looks for the
- code for the key "3". If the exit
- code matches the code for the "3"
- key, we branch to the label ":DO3,"
- otherwise we fall through to the
- next line.
-
- IF ERRORLEVEL 3 GOTO DO2 Since there are not any other codes
- we need to protect against between 4
- and 3, we don't need any protection
- lines, and are able to immediately
- look for the next lower exit code
- value, which is 3 (the code for the
- "2" key). If the exit code matches
- the code for the "2" key (3), we
- branch to the label ":DO2,"
- otherwise we fall through to the
- next line.
-
- IF ERRORLEVEL 2 GOTO DO1 Same explanation as preceding line
-
- GOTO TOP If none of the above conditions are
- satisfied, we fall through to this
- line, where we branch to the label
- :TOP
-
- The moral of the story is: Always parse exit codes in
- descending order and remember that it is easier to parse
- consecutive exit codes (6,5,4,3,2,1, etc.) than it is to parse
- codes separated by intermediate values. If you do need to parse
- non-consecutive code values you need to "bracket" the IF
- ERRORLEVEL statement lines with lines that will let you capture
- the "unwanted" codes and decide what happens when those situations
- occur.
-
- NOTE: When you register, you will receive the above batch file
- called "TEST.BAT" plus screen files: "BDEMO", "CHOICE1", "CHOICE2"
- and "CHOICE3" (for producing COM files for use with this demo).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 62
-
- Keyboard Scan Codes
- Scan codes identify the actual key pressed, and are distinct from
- the ASCII character produced when that key is pressed. For
- instance, an upper case "A" and a lower case "a" have different
- ASCII codes, but they share the same scan code, since the same key
- is pressed in order to produce either character.
- This is pretty easy to understand with the alphabetic
- characters, it gets a little more tricky with the numeric keys.
- Consider a 102-key AT-style keyboard which has two separate keys
- for each number, the top row of the normal keyboard, and the
- numeric keypad on the right hand side of the keyboard! The number
- "1" from the top row of the keyboard has a different scan code
- from the "1" on the numeric keypad. Suffice it to say that with
- scan codes, we are actually referring to the PHYSICAL key pressed,
- not to its LOGICAL character value.
- key scan code key scan code key scan code
- ------------------- ------------------- ------------------
- Alpha keys: Top Row Numeric: Function Keys:
- a A.........30 1 !.........2 F1..........59
- b B.........48 2 @.........3 F2..........60
- c C.........46 3 #.........4 F3..........61
- d D.........32 4 $.........5 F4..........62
- e E.........18 5 %.........6 F5..........63
- f F.........33 6 ^.........7 F6..........64
- g G.........34 7 &.........8 F7..........65
- h H.........35 8 *.........9 F8..........66
- i I.........23 9 (.........10 F9..........67
- j J.........36 0 ).........11 F10.........68
- k K.........37 _ -.........12 Inverted T:
- l L.........38 = +.........13 UpArrow.....72
- m M.........50 Keypad Numerics: DnArrow.....80
- n N.........49 1 End.......79 LtArrow.....75
- o O.........24 2 DnArrow...80 RtArrow.....77
- p P.........25 3 PgDn......81 Discrete whatevers:
- q Q.........16 4 LtArrow...75 Insert......82
- r R.........19 5...........76 Delete......83
- s S.........31 6 RtArrow...77 Home........71
- t T.........20 7 Home......71 End.........79
- u U.........22 8 UpArrow...72 PgUp........73
- v V.........47 9 PgUp......73 PgDn........81
- w W.........17 0 Insert....82 Other Keys:
- x X.........45 . Delete....83 Esc.........1
- y Y.........21 *...........55 Tab.........15
- z Z.........44 -...........74 L-Cntl......29
- [ {.........26 +...........78 R-Cntl......29
- ] }.........27 L-Shift.....42
- ; :.........39 R-Shift.....54
- ' ".........40 L-Alt.......56
- , <.........51 R-Alt.......38
- / ?.........53 BackSpace...14
- ` ~.........41 Enter.......28
- \ |.........43 Spacebar....57
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 63
-
- 10.2.3 ANSI Files
-
- Another way of saving and displaying your screens is to use
- commands in the form of ANSI "escape sequences." These escape
- sequences, or ANSI graphics commands, are particularly well suited
- for use on BBS's to add color to title screens, menus, and
- messages.
-
-
- ANSI File Options
-
- When you choose "ANSI File" from the Generate Code/Export
- Menu, the ANSI Menu will pop up. Use the ANSI Menu to set the
- following ANSI file options and then create the file:
-
-
- SET LAST SCREEN ROW
-
- To save less than the full screen to the file select "Set
- Last Screen Row" from the ANSI Options Menu. A dialog box will
- pop up. Set the last screen row using the <up/down> arrow keys or
- by clicking on the up or down arrows in the dialog box
- The row numbers correspond to the y-coordinates displayed in
- the Status Box, a 25 line screen begins at row 0, and the last row
- is 24.
-
-
- PRODUCE COMPACT FILE
-
- When set to ON, this produces a file that is one long string
- of ANSI commands, with no line breaks. The default, "Produce
- Compact File" OFF, will generate a file in which each line of the
- file is 70 characters or less in length. This helps if you intend
- to go in and view or edit the resulting file with a text viewer or
- editor that may not be able to handle the longer line lengths.
- Short line lengths are also necessary if you are planning to
- upload your ANSI artwork to the message section of a BBS. Many of
- the BBS line editors into which you would be transferring your
- file will not handle unbroken lines, and require carriage returns
- before the line wraps at 80 characters.
-
- NOTE: To insure that your file will upload into a BBS line editor,
- DO NOT save a full screen. The last line in a full screen (Row
- 24) cannot be broken up, so even when "Produce Compact File" is
- set to OFF, the last line in a screen will be as long as is
- necessary to hold all of the text and ANSI escape sequences.
-
- If the "Code/Export As Monochrome" toggle on the Generate
- Code/Export Menu set to ON, the screen will be saved using one
- color only (Light Gray on Black). Any flashing attributes will be
- preserved.
- ANSI Files are saved with the ANS extension.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 64
-
- Displaying an ANSI File
-
- The computer displaying these ANSI screens must have the
- ANSI.SYS device driver installed. Check the CONFIG.SYS file for a
- line like this:
-
- DEVICE=C:\DOS\ANSI.SYS
-
- If this is not present, you must add it to the CONFIG.SYS
- file, specifying the actual path where the ANSI.SYS file is
- located. Reboot the system to activate the ANSI.SYS driver.
-
- To display an ANSI screen on a system having the ANSI.SYS
- driver installed use the DOS "type" command:
-
- TYPE filename.ANS
-
-
- Displaying a Full Screen ANSI File
-
- Normally, a full 25 line ANSI screen file when typed (using
- the DOS "type" command), will scroll up one extra row when the DOS
- prompt appears at the bottom of the screen at the end of the file.
- A full screen ANSI file produced by the Laughing Dog Screen
- Maker contains a little bit of ANSI magic that will allow you to
- display a full ANSI screen without scrolling.
- In order to take advantage of this feature you need to type
- the ANSI file from a batch file which "nulls out" the prompt
- temporarily.
- Here is a batch file you can use to display any full screen
- ANSI file produced by the Laughing Dog Screen Maker without
- scrolling:
-
- echo off
- type %1
- pause>nul
-
- Create this batch file and name it "ANS.BAT". To display a
- full-screen ANSI file type:
-
- ANS YOURFILE.ANS
-
- This will display the ANSI file called "YOURFILE.ANS," wait
- for a keystroke, and return to the DOS prompt.
-
- For more information on ANSI graphics, consult your DOS
- manual <Grin>.
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 65
-
- 10.2.4 WildCat! & PCBoard BBS Files
-
- WildCat! BBS files are used by Mustang Software's WildCat!
- BBS System Software, and PCBoard BBS files are used by Clark
- Development Company's PCBoard BBS Software. They allow sysops to
- save screens in a single format for presentation to both callers
- who desire ANSI graphics, and those who don't.
- Although the actual color code format is slightly different
- for each program, everything else about the way the Laughing Dog
- Screen Maker handles these two export files is the same, so they
- will be discussed together in this section.
- As with ANSI files, you can choose to save less than the
- full screen to the file. This comes in handy when you need to
- allow room for other text or the BBS status line at the bottom of
- the screen.
- When you choose the WildCat! or PCBoard BBS selection from
- the Generate Code/Export Menu, a dialog box will pop up. Set the
- last screen row using the <up/down> arrow keys or by clicking on
- the up or down arrows in the dialog box (row numbers correspond to
- the y-coordinates displayed in the Status Box, a 25 line screen
- begins at row 0 and ends at row 24).
- Your screen will be saved using WildCat! or PCBoard @Color
- Codes. WildCat! BBS files are saved with the extension "BBS" and
- PCBoard files are saved with the extension "PCB."
- At this time, the Laughing Dog Screen Maker does not support
- automatic insertion of system info. and user info. macros such as
- @TIME@, @LASTCALL@, @USER@, etc. You can, however, insert these
- macro codes manually, by typing them into the screen at the
- desired position.
- Keep in mind the field lengths of the resulting data which
- will be inserted into the final user screens, and allow for this
- with blanks in your screen design.
- Also, take care not to change colors within a macro string,
- as this will insert a color code in the middle of the macro,
- corrupting the macro.
-
- NOTE: The color code $OO has a special meaning to PCBoard and
- WildCat! and $FF has a special meaning to PCBoard, so will not be
- interpreted as colors.
- For this reason, characters with attributes having the value:
- $00 (black on black) will be converted to space characters with an
- attribute value of $0F (white on black) for both file formats, and
- attributes having the value of $FF (blinking white on lightgrey)
- will be changed to $7F (non-blinking white on lightgrey) for
- PCBoard files.
-
- A SPECIAL NOTE TO SYSOPS: If you have any comments or suggestions
- for ways that Yardbird Software could better serve your particular
- needs, please drop us a line or give us a call. Our experience
- with BBS software admittedly is very limited, so we need your
- input in order to reach our goal of making the Laughing Dog Screen
- Maker the ultimate screen design tool for BBS sysops.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 66
-
-
- 10.3 Printing Screens
-
- Printouts of your screens may be useful as worksheets when
- developing screens, or for inclusion in printed documentation.
- The printer types supported by this version of the Laughing
- Dog Screen Maker are:
-
- Epson Dot Matrix
- HP LaserJet
- PostScript
-
- Epson-compatible and HP LaserJet-compatible printers will
- produce very nice printouts of your screens, suitable for
- inclusion in manuals, program documentation, or presentations.
- PostScript devices will produce stunning photo-like reproductions
- of your screens suitable for framing! (or certainly suitable for
- producing professionally typeset manuals.)
- The Laughing Dog Screen Maker assumes that you are printing
- to the LPT1: or PRN: device. If you have a serial printer you
- need to tell DOS about this, either from the command line, or in
- your AUTOEXEC.BAT file using the DOS command "mode."
- Here is an example for redirecting printer output COM1:
-
- MODE LPT1: = COM1:
-
-
- 10.3.1 Setting the Printer Options
-
- Before attempting a print out, be sure to go to the Printer
- Setup Menu (available from the Print Screen Menu or the Options
- Menu) and select your printer type and set up the formatting
- options.
- You may also choose to send the printer output to a file for
- printing later. The options you select may be preserved as the
- start-up defaults by selecting "Save Options" from the Options
- Menu after completing your setup.
- The options available to you in the Printer Setup Menu are as
- follows:
-
- PRINT TO FILE
- PRINT SCREEN BORDER
- PRINT COORDINATE SCALE
- PRINT SCREEN IN CONDENSED MODE
- PRINT SCREEN IN LANDSCAPE ORIENTATION
- SELECT PRINTER TYPE
- Special Postscript Options:
- DOWNLOAD FONT NOW / WRITE FONT FILE
- EPS FORMAT: COMPLETE (INCLUDING FONT)
- EPS FORMAT: NO FONT (FONT ALREADY DOWNLOADED)
-
- You may need to experiment with the different formatting
- options, to produce the most pleasing output from your particular
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 67
-
- printer. For instance, you may need to print the screen in
- "Condensed" mode in order to have room to include a border or a
- coordinate scale, or using Landscape orientation might give you
- the best results when producing overhead transparencies, etc.
- Play around until you find the correct setup for your printer
- and the job at hand.
- See "Printer Setup Menu" in the Laughing Dog Menus section of
- the manual for a complete description of each option.
-
-
-
- 10.3.2 Laughing Dog's PostScript Output
-
- PostScript printer output offers the most accurate rendition
- of your Laughing Dog screens, and should be used whenever
- possible.
- The Laughing Dog Screen Maker will output directly to a
- PostScript printer connected to your printer port (the device
- selected as PRN:, default = LPT1:) or, if the "Print To File"
- selection of the Printer setup Menu is toggled ON, to an
- Encapsulated PostScript (EPS) file.
- A custom, EGA/VGA look-alike font is downloaded to the
- PostScript device and the color attributes are represented as
- discrete gray scale values, producing a stunningly accurate "snap-
- shot" of your screen.
- An EPS file is, by its very nature, completely device
- independent, and may be imported into any program that accepts
- PostScript input (such as any PostScript compatible desktop
- publishing, draw, or paint program).
- The image of the screen may be manipulated (scaled, rotated,
- stretched, etc.) to suit your needs without losing any resolution.
- In fact, the resolution of PostScript images gets BETTER the
- larger it is scaled!
- If you are producing professional typeset quality
- documentation, or wish to, Laughing Dog EPS files are the only way
- to go.
- Registered users will receive a bound manual containing
- numerous examples of the PostScript output of this program. You
- may also send Yardbird Software a Self Addressed Stamped Envelope
- and ask to be sent a sample PostScript printout if you need
- convincing!
-
-
- About the Special PostScript Options
-
- Printing a screen on a PostScript printer can take a long
- time (about 90 seconds on an HP LaserJet IIP w/HP PostScript
- cartridge) due to the fact that a special font is be downloaded to
- the printer each time a screen is printed.
- If you are just doing one printout, there is no way around
- this. However, if you intend to do several screen printouts, the
- Special PostScript Options offer a way to cut down on this time.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 68
-
- It is possible to do a "persistent download" of the font
- prior to printing any screens and avoid having to download the
- font with each job. This means that once the font is downloaded
- to the printer, it will remain in memory for as long as the
- printer remains turned on, and is not reset.
-
-
-
- The PostScript Special Options
-
- The following options only apply to PostScript output. They
- have no effect on the other types of printer output.
-
-
- DOWNLOAD FONT NOW / WRITE FONT FILE
-
- Choose the "Download Font Now" item from the Printer Setup
- Menu to do a persistent download of the Laughing Dog EGA/VGA look-
- alike font.
- If the "Print To File" option is ON, a file called
- "LDOGFONT.PS" is created in the current data directory.
- This file may be sent to your printer prior to printing a
- Laughing Dog PostScript screen using the DOS copy command:
-
- "COPY LDOGFONT.PS LPT1:"
-
-
-
- EPS FORMAT: COMPLETE (INCLUDING FONT)
-
- This is the default setting. The special, EGA/VGA look-alike
- font is downloaded with each job, and does not remain resident in
- the printer. Once the screen is printed, the font is removed from
- printer memory.
- When the "Print To File" option is ON, the EPS files
- generated will be true EPS, meaning that they will contain all of
- the information needed by another application to import them.
-
-
- EPS FORMAT: NO FONT (FONT ALREADY DOWNLOADED)
-
- Only use this option if the special, EGA/VGA look-alike font
- has already been downloaded to the printer. Screens will print
- MUCH faster this way, since the font does not have to be
- downloaded with each job.
- When the "Print To File" option is ON, the EPS files produced
- will be much smaller, due to the fact that the font is not
- included. Just be sure that the font is sent to the printer prior
- to printing a file produced with this option ON.
-
- NOTE: Technically, the files created with this option set to ON
- are not TRUE Encapsulated PostScript files. In order for a file
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 69
-
- to be true EPS, it must, among other things, contain EVERYTHING,
- including special fonts, necessary to produce the image.
-
-
- Additional PS Notes
-
- 1.) The EPS files generated by the Laughing Dog Screen Maker do
- not contain a bitmap image of the screen so when you import
- them into other applications, you will most likely just see the
- bounding box as a place holder for the actual image.
- This is normal. The actual screen image will print when you
- print the document containing the Laughing Dog EPS images.
-
- 2.) The special, EGA/VGA look-alike font program is the
- copyrighted property of Yardbird Software (Jeff Sloan). Only
- registered users of the Laughing Dog Screen Maker may legally
- use this font for printing anything other than Laughing Dog
- screens.
- Anyone using this font for Laughing Dog Screens, or anything
- else, must leave the font file header intact, including the
- copyright notice.
-
- 3.) The printed version of this manual has numerous screen-shot
- illustrations generated by the Laughing Dog as EPS files.
- It was created entirely using Microsoft Word For Windows
- V2.0. The EPS files were saved without the font information to
- save on space. The LDOGFONT.PS file was sent to the printer
- prior to printing anything, and remained resident. EPS files
- were inserted into the manual using W4W's Insert Picture
- command. The images, which showed up as a gray box, were then
- repositioned, scaled, and cropped as necessary.
- The process will be similar for any other word processor or
- desktop publishing program that accepts PostScript graphics.
- It's simple and the results are fantastic! (Register, and
- you'll get the manual so you can see for yourself!)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 70
-
-
-
- 11. The Laughing Dog Menus
-
- The following section briefly describes each of the major
- menu structures of the Laughing Dog Screen Maker program and gives
- a brief explanation of the items on each of the menus.
- Most menu items, when selected, will immediately perform some
- function like Quit, Save a File, etc.
- Some menu items, however, represent some parameter which is
- used by another menu function. These menu selections will
- alternately "toggle" the condition or parameter ON or OFF. An
- example of this is the "Enable Undo" toggle in the Options Menu.
- When a toggle is ON, a check mark will appear immediately to the
- left of the menu item, when OFF, there will be nothing there.
- Most of this information is available in the on-line help
- system. To access on-line help for a menu item, place the menu
- highlight on the item of interest and press the <F1> key.
-
-
- 11.1 The MAIN MENU
-
- The Main Menu is accessed by pressing the <F2> key OR by
- clicking the right mouse button anywhere in the drawing area of
- the screen. The menu contains the following items:
-
- New Screen...
- Load Screen...
- Save Screen...
- DOS Shell
- Change Data Directory...
- Options...
- UNDO!
- Select Block
- Draw Line
- Paste from File
- Pick up Attribute @Curs.
- Pick up Character @Curs.
- Generate Source Code...
- Print Screen...
- Hide/Show Status Box
- Registration Info...
- Quit Program
-
- HINT: an ellipsis ( ... ) next to a menu item indicates that
- selecting that item invokes another menu or a dialog box.
-
-
- NEW SCREEN
- This selection gives you the option to save the current screen
- (if needed) and start a new one. You will be presented with a
- menu offering the following choices for clearing the screen.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 71
-
-
- 11.1.1 The NEW SCREEN MENU
- This menu allows you to initialize the screen in a number
- of ways.
-
- CLEAR TO BLACK
- This will clear the screen to black. All text or special
- characters will be wiped out.
-
- CLEAR TO CURRENT COLOR
- This will clear the screen to the currently selected color
- attribute (see: Selecting a Color Attribute). All text or
- special characters will be wiped out.
-
- CLEAR & FILL WITH CURRENT COLOR AND CHARACTER
- This will clear the screen to the current color, and fill
- the screen with the currently selected special character.
-
- CHANGE CURRENT COLOR ATTRIBUTE
- This will activate the Color Attribute Selection Box,
- allowing you to change colors without exiting the menu.
-
- CHANGE CURRENT SPECIAL CHARACTER
- This will activate the Special Character Selection Box
- allowing you to change special characters without exiting
- the menu.
-
- LOAD SCREEN
- Use this to load a screen that was saved using the "Save
- Screen" function. A Dialog Box will display a list of all the
- screen files in the current data directory. Use the <up/down
- arrow> keys or the mouse to select the file to load
- This function is also available via the hot key <cntl>-L.
-
- SAVE SCREEN
- Use this to save the screen you are working on to a disk file.
- You may load it later using the "Load Screen" function, or
- display it using the Laughing Dog Screen Display Utility:
- LDOGSHOW.EXE.
- You will be presented with Dialog Box allowing you to enter a
- filename under which to save the screen.
- This function is also available via the hot key <cntl>-S.
-
- CHANGE DATA DIRECTORY
- Use this to change the current Data Directory. This is the
- disk and subdirectory where files are stored when the "Save
- Screen" or "Copy Selected Block to File" functions are used,
- and the place from which files are retrieved when using the
- "Load Screen" and "Paste from File" functions.
- You may have several different directories containing screen
- files from different projects and use this function to switch
- between these different directories.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 72
-
- You will be presented with a Dialog Box for entering the new
- drive\path.
- The Data Directory defaults to the directory containing the
- LDOG.EXE file, but may be set differently at start-up time via
- a command line argument (Type "LDOG /?" at the DOS prompt for
- a listing of all the available command line arguments and their
- usage, OR, see "Command Line Options" in the Quick Start
- chapter).
-
- DOS SHELL
- Use this to temporarily exit (shell out of) Laughing Dog to run
- another program or execute a DOS command, then return to
- Laughing Dog and resume where you left off.
- To return from the shell, type "EXIT" at the DOS prompt.
-
- OPTIONS
- This selection brings up a menu that allows you to configure
- the Laughing Dog Screen Maker options.
-
-
- 11.1.2 The OPTIONS MENU
-
- Use this menu to set the various Laughing Dog options, set-up
- the printer, and to save these options as defaults.
- A check mark next to the menu item indicates that feature is
- ON. To toggle the status of a menu item, highlight the item
- using the <up/down arrow> keys and press <enter>, or click on
- it with the mouse.
-
- SOUND ON/OFF
- There are many situations when this program beeps to warn
- of error conditions, or to let you know you are in a
- special mode, etc. To turn these sounds OFF, just un-
- check the "Sound" item on the Options Menu.
- The default is SOUND ON.
-
- MONOCHROME/COLOR MONITOR TYPE SELECTION
- Use this selection to switch between the Color and
- Monochrome Display modes. In Monochrome Mode, all of the
- menus, dialog boxes, and the drawing screen will be
- displayed in black and white. All of the actual color
- attributes are stored when you use the "Save Screen"
- command, allowing you to view the screen in full color on
- a color monitor at another time.
- The Monochrome option can also be specified at start-up by
- using the command line argument "/L" (as in LCD)
- The default is COLOR.
-
- ENABLE/DISABLE UNDO FEATURE
- A one-step undo buffer is maintained when this menu item
- is checked which allows you to undo the last change you
- made to the screen. When enabled, the last action may be
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 73
-
- undone by using the hot key <cntl>-U or by selecting
- "UNDO!" from the Main Menu.
- NOTE: There is a slight degradation in the speed of the
- program when this feature is enabled.
- The default is UNDO DISABLED.
-
- SET UP PRINTER
- This option brings up the Printer Setup Menu. See the
- Printer Setup Menu description, under the "Print
- Screen/Printer Setup Menu" heading later in this chapter
- for a complete description of this menu.
-
-
- SAVE OPTIONS
- This will save the current state of the Options Menu and
- the Printer Setup Menu to a configuration file called
- LDOG.CFG in the subdirectory that contains LDOG.EXE.
- These settings become the start-up defaults the next time
- you start the program. The file LDOG.CFG is created the
- first time you save the options. If this file is missing,
- the default settings will take effect upon start-up.
- The default display type and sound on/off options may be
- overridden at start-up, if necessary, by using a command
- line argument. See "Command Line Options" in the Quick
- Start chapter or type "LDOG.EXE /?" for further
- information.
-
- UNDO
- If enabled (via the Options Menu), this allows you to "undo"
- the last action that effected the screen (print a character,
- copy, move, recolor, erase, a selected block, make a window,
- etc.).
- If the UNDO option is not enabled, this menu choice will be
- grayed out, and you will not be able to select it.
- To enable UNDO, choose "Options" from the Main Menu, and toggle
- the "Enable UNDO" menu item to ON.
- NOTE: There is a slight degradation in the speed of the program
- when this feature is enabled.
- The default is UNDO OFF.
-
-
- SELECT BLOCK
- This puts you into Select Mode. You may also use the hot key
- <alt>-S or click & hold the left mouse button to enter Select
- Mode. See "Select Mode" in the Drawing Screens chapter for
- more info.
-
- DRAW LINE
- This puts you into Line Drawing Mode. You may also use the hot
- key <alt>-L or double-click & hold the left mouse button to
- begin drawing a line. See "Line Drawing Mode" in the Drawing
- Screens chapter for more info.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 74
-
-
- PASTE FROM FILE
- Use this to paste block files, which were previously saved
- using the Block Menu choice "Copy to File," into the current
- screen.
- To Paste a block, first position the cursor at the point where
- you want the upper left-hand corner of the block to be placed,
- then select this menu choice, or press the hot key <cntl>-P.
- You will be presented with a Dialog Box, and asked to choose a
- file from a list of all the block files in the current Data
- Directory (see "Loading & Saving Screens" for an explanation of
- using this dialog box).
- The block from the file you choose will be placed on the screen
- in a "selected" state, and you may then move it around using
- the <arrow> keys, or by clicking and holding the left mouse
- button and dragging it to the desired position. Press <enter>
- or release the left mouse button to paste it at its current
- position.
- If the block you attempt to place at the cursor position
- extends beyond the screen boundaries, the portion outside of
- the screen will be truncated. If this happens unintentionally,
- just cancel the paste with the <esc> key, move the cursor
- further away from the left and/or bottom edge of the screen and
- try again.
- You may abort the paste at any time while the area is still
- "selected," by pressing the <esc> key or clicking the right
- mouse button.
- This function may also be accessed directly by using the hot
- key <cntl>-P.
-
- PICK UP ATTRIBUTE AT CURSOR
- Use this to change the current color attribute without going to
- the Color Attribute Selection Box within the Status Box.
- Position the cursor on a point on the drawing screen that has
- the color attribute that you want, call the Main Menu with
- <F2>, then select "Pick up Attribute @ Cursor".
- This function may also be accessed directly by using the hot
- key <cntl>-A.
-
- PICK UP SPECIAL CHARACTER AT CURSOR
- Use this to change the current Special Character without going
- to the Special Character Selection Box within the Status Box.
- Position the cursor on a point on the drawing screen that has
- the Special Character you want (MUST be a Character not
- normally available from the keyboard), then call the Main Menu
- with <F2>, and select "Pick up Special Character @ Cursor".
- This function may also be accessed directly by using the hot
- key <cntl>-K.
-
- GENERATE SOURCE CODE / EXPORT
- Use this selection to generate compiler-ready source code to
- display a Laughing Dog Screen from within your own program, or
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 75
-
- to export a screen as an ANSI, WildCat! BBS, PCBoard BBS, or a
- stand-alone executable program.
- If the language you are using does not appear on the menu,
- select the closest match, examine the code produced, and make
- any changes necessary.
- After choosing the type of file you want to generate, you will
- be presented with a dialog box and asked to provide a filename.
- If the code generated uses a variable name for the screen array
- produced, that array will also take on the name of the source
- file (less the extension).
-
-
- 11.1.3 The GENERATE CODE/EXPORT FILE MENU
-
- The selections on this menu allow you to reproduce your
- Laughing Dog screens in a variety of different programming
- languages and file formats.
-
- The languages and file formats supported are:
-
- Microsoft C/QuickC
- Turbo C
- QuickBASIC
- GW BASIC (generic)
- BASIC BSAVE File Format
- Turbo Pascal
- MASM Assembler
- Binary File
- Executable .COM file
- ANSI File
- WildCat! BBS File
- PCBoard File
- In addition, you may toggle the menu choice:
- Code/Export As Monochrome
-
- See "Generating Source Code & Exporting Files" for a complete
- description of each type of file produced, and tips on using
- them.
-
-
- PRINT SCREEN / PRINTER SETUP
- This brings up a menu for setting up printer options and
- printing the currently displayed screen.
-
-
- 11.1.4 The PRINT SCREEN/PRINTER SETUP MENU
-
- This menu allows you to produce a printout of your Laughing
- Dog Screen Maker screens on an Epson-compatible dot-matrix
- printer, HP LaserJet-compatible laser printer or PostScript-
- compatible output device.
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 76
-
- The two menu choices are:
-
- PRINT SCREEN
- This will initiate printing of the screen using the
- parameters set up in the "Printer Setup" sub-menu.
-
- SET UP PRINTER
- This option brings up the Printer Setup Menu.
-
- THE PRINTER SETUP MENU
- Use this menu to specify your printer type and
- choose from several formatting options. This menu is
- accessed from either the Print Screen/Printer Setup Menu
- or the Options Menu. These options may be saved as
- start-up defaults via the Options Menu item "Save
- Options."
-
- PRINT TO FILE
- When this option is toggled ON, everything that
- would have been sent to the printer will be written
- to a file.
- You will be presented with a dialog box for
- entering a filename for the print file. Print
- files have the filename extension PRN, with the
- exception of PostScript printer files, which have
- the extension EPS.
- To print the resulting file use the DOS command:
-
- COPY filename.prn LPT1
-
- Substitute the real filename and the correct
- printer port name (LPT2, LPT3, COM1, etc.)
-
- PRINT SCREEN BORDER
- This option will print a single-line border around
- the screen image sent to the printer. If you are
- having trouble fitting the screen with a border on
- your paper, try using the "Print Screen in
- Condensed Mode" or "Print Screen in Landscape Mode"
- options, or simply de-select this option.
-
- PRINT COORDINATE SCALE
- When this option is ON, a scale will be printed
- above, below, and along the left-hand edge of the
- screen image, marking the X and Y screen
- coordinates. This is helpful when using printouts
- as worksheets during screen development, or when
- writing code to interface with screens you have
- designed. The coordinates are zero-based (screen
- origin = 0,0).
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 77
-
- If the language or function library you are using
- treats screen coordinates as one-based (screen
- origin = 1,1), add 1 to the coordinate values.
-
- The scale printed will be in this format:
-
- 0 1 2 3
- 0123456789012345678901234567890...
- 0
- 2
- 3 Screen Image Here
- 4
- .
- .
- .
- 24
- 0123456789012345678901234567890...
-
-
- PRINT SCREEN IN CONDENSED MODE
- If the selected printer type supports printing in
- condensed mode, the screen will be printed
- condensed. This is sometimes helpful if you are
- having trouble getting the screen image to fit
- correctly on the paper, or just prefer the smaller
- finished size.
-
- PRINT SCREEN IN LANDSCAPE ORIENTATION
- This option will print the screen sideways on the
- paper. It is not available on all printers, but
- having it selected for a printer that does not
- support it will have no bad effects.
-
- SELECT PRINTER TYPE
- The printer types supported by this version of the
- Laughing Dog Screen Maker are:
-
- Epson Dot Matrix
- HP LaserJet
- PostScript
-
- Select the printer type that most closely matches
- your printer, or a printer emulation that your
- printer is capable of performing.
- If your printer type doesn't appear here, try Print
- Screen using the <shift>-<PrtScn> key combination
- (it may be necessary to set up your printer to
- print the IBM character set using DIP switches or
- front panel commands -- see your printer manual).
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 78
-
- SPECIAL POSTSCRIPT OPTIONS
- The following options apply only to PostScript
- output devices.
-
- DOWNLOAD FONT NOW / WRITE FONT FILE
- Choose this to do a persistent download of the
- Laughing Dog EGA/VGA look-alike font.
- If the "Print To File" option is ON, a file called
- "LDOGFONT.PS" is saved in the Data Directory.
-
- EPS FORMAT: COMPLETE (INCLUDING FONT)
- This is the default setting. The special EGA/VGA
- look-alike font is downloaded with each job, and
- does not remain resident in the printer. Once the
- screen is printed, the font is removed from printer
- memory.
- When the "Print To File" option is ON, the EPS
- files generated will be True EPS, meaning that they
- will contain all of the information needed by
- another application to import them.
-
- EPS FORMAT: NO FONT (FONT ALREADY DOWNLOADED)
- Only use this option if the special, EGA/VGA look-
- alike font has already been downloaded to the
- printer.
-
- NOTE: Technically, the files created with this
- option set to ON are not true Encapsulated
- PostScript files. In order for a file to be true
- EPS, it must contain EVERYTHING necessary to
- produce the image, including special fonts.
-
- See: Printing Screens for more information on the
- Special PostScript Options.
-
- REGISTRATION INFORMATION
- This will display information describing how you may register
- this program with Yardbird Software and will give you the
- option to print out a registration form.
- When you register, you will receive the latest version of this
- program along with a printed manual. You will also be notified
- of all future revisions and additions to the Laughing Dog
- Screen Maker Program. Registered users are also entitled to
- free phone support.
-
- HIDE/SHOW STATUS BOX
- If the Status Box is not visible, this will make it visible
- again. If it is currently visible, it will hide it. You may
- also hide it by repeatedly hitting the <tab> key, by clicking
- the close button [-] in the upper-left corner of the Status Box
- or pressing the <F10> key.
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 79
-
- QUIT PROGRAM
- This will exit the program and return to DOS. If the program
- detects that any changes were made to the screen since last
- saving it, it will prompt you to save the screen before
- exiting.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 80
-
-
-
- 11.2 The BLOCK MENU
-
- This menu will pop up automatically when a selection is
- completed, unless this has been inhibited by the "Menu Only on
- Request" option (see below). It can also be accessed while you
- are selecting a block by pressing the <F2> key.
-
- BLOCK MENU Choices:
-
- Move Block
- Copy Block
- Copy Block to a File
- Clear/Fill Block
- Recolor Block
- Erase Block
- Make a Window of Block
- Menu Only on Request (Expert Mode)
-
-
- MOVE BLOCK
- Use the MOVE command to reposition the selected block on the
- screen. The difference between MOVE and COPY, is that COPY
- leaves the original area intact, while MOVE leaves the original
- area blank.
-
-
- Moving the Block (Keyboard)
-
- Use the <arrow> keys to move the selected block to the
- desired position on the screen, then press <enter> to drop it
- there. Press <esc> to cancel the move and return the cursor
- and the block to their original positions.
-
-
- Moving the Block (Mouse)
-
- Position the mouse cursor anywhere within the selected
- block, click and hold the left mouse button, then drag the
- selected area to the desired position on the screen. Drop it
- there by releasing the left mouse button. The move may be
- canceled by clicking the right mouse button. The cursor and
- the block will return to the original positions.
-
- NOTE: During the MOVE, the Cursor Position display within the
- Status Box displays the position of the upper left hand
- corner of the moving block.
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 81
-
- Controlling the Fill Color when Moving a Block
-
- When moving a piece of the screen, the original area is
- left blank. Since this area may have contained many
- different color attributes, the program must decide which
- color to use when filling the vacated area. The color chosen
- is the color at the cursor position from which the original
- selection was begun.
- By carefully choosing the point from which to begin
- selecting a block for a move, it is possible to control the
- fill color, allowing you to avoid leaving gaping "holes" in
- your screen, or to achieve many interesting effects such as
- drop-shadows, etc.
-
- The Move function can also be accessed by pressing the hot key <M>
- while selecting a block.
-
-
- COPY BLOCK
- Use the COPY command to copy the selected block to another
- position on the screen. The difference between MOVE and COPY,
- is that COPY leaves the original area intact, while MOVE leaves
- the original area blank.
-
-
- Copying the Block (Keyboard)
-
- Use the <arrow> keys to position the block to the
- desired position on the screen, then press <enter> to drop it
- there.
- Press <esc> to cancel the copy and return the cursor and
- the block to their original positions.
-
-
- Copying the Block (Mouse)
-
- Position the mouse cursor anywhere within the selected
- block, click and hold the left mouse button and drag the
- block to the desired position on the screen. Drop it there
- by releasing the left mouse button.
- The copy may be canceled by pressing <esc> or by
- clicking the right mouse button while copying. The cursor
- and the block will return to their original positions.
-
- NOTE: During the COPY, the Cursor Position display within the
- Status Box displays the position of the upper left-hand
- corner of the moving block.
-
- The Copy function can also be accessed by pressing the hot
- key <C> while selecting a block.
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 82
-
- COPY BLOCK TO FILE
- Use this function to copy a selected block to a disk file.
- You will be presented with a dialog box and asked to provide a
- filename under which to save the screen. The block file will
- then be available for pasting into a screen using the Main Menu
- selection "Paste from File" or the hot key <cntl>-P or for
- displaying by itself using the companion program LDOGSHOW.EXE.
- All block files are saved with the filename extension ".PUP"
- This function is also available by using the hot key <Y> (as in
- "copY" to file) while selecting a block.
-
-
- CLEAR/FILL BLOCK
- This selection presents you with the Clear/Fill Menu, giving
- you several options for clearing or filling the block. Any
- existing text or special characters within the block will be
- wiped out.
- This function is also available by using the hot key <F> while
- selecting a block.
-
-
-
- 11.2.1 The CLEAR/FILL BLOCK MENU
-
- The Clear/Fill Block Menu allows you to choose the type of
- clear or fill you wish to perform on the selected block.
-
- The available choices are:
-
- CLEAR TO BLACK
- This clears the block to black. All text or special
- characters within the block will be wiped out.
-
- CLEAR TO CURRENT COLOR
- This clears the block to the currently selected color
- attribute. All text or special characters within the
- block will be wiped out.
-
- FILL WITH CURRENT CHARACTER
- This fills the block with the currently selected special
- character** retaining the existing color attributes within
- the block.
-
- CLEAR & FILL WITH CURRENT COLOR AND CHARACTER
- This command will clear the block to the current color,
- and then fill it with the currently selected special
- character**.
-
- **NOTE: It is also possible to fill a selected block with a
- "normal" character, that is, one that is not found in the
- Special Character Selection Box.
- To do this, the character you wish to use for the fill
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 83
-
- must be on the drawing screen (temporarily type it and
- erase it later if it is not already on the screen) you
- must then "pick up" the character.
- Since the <cntl>-K hot key restricts you to actual
- "special" characters, a special hot key has been defined
- for temporarily picking up a normal character. This hot
- key is <shift>-<cntl>-K. Place the cursor on the normal
- character, then press <shift>-<cntl>-K. Now you may use
- this character for filling.
-
- CHANGE CURRENT COLOR ATTRIBUTE
- This will activate the Color Attribute Selection Box,
- allowing you to change colors without exiting the menu.
-
- CHANGE CURRENT SPECIAL CHARACTER
- This will activate the Special Character Selection Box,
- allowing you to change special characters without exiting
- the menu.
-
-
- RECOLOR BLOCK
- Use this function to change the color attributes of all the
- text or special characters within a block.
- This function may also be accessed using the hot key <R> while
- selecting a block.
-
-
- 11.2.2 The RECOLOR MENU
-
- The Recolor Menu allows you to choose the type of recolor you
- wish to perform on the selected block. It is also possible to
- change the current color from within the menu.
-
- RECOLOR FOREGROUND AND BACKGROUND
- This will recolor both the foreground (text and special
- characters) and the background of the block to the color
- of the currently selected color attribute.
-
- RECOLOR FOREGROUND** ONLY
- The foreground text and special characters will be
- recolored to the currently selected foreground color
- attribute. The background attributes within the block
- will remain unchanged.
-
- RECOLOR BACKGROUND** ONLY
- The background of the block will be recolored to the
- currently selected background color attribute. The
- foreground text or special characters' attributes will
- remain unchanged.
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 84
-
- CHANGE CURRENT COLOR ATTRIBUTE
- This activates the Color Attribute Selection Box, allowing
- you to change colors without leaving the Recolor Menu.
-
- **NOTE: Although the flashing characteristic of the color
- attribute is generally considered a part of the background
- portion of the attribute, the Laughing Dog Screen Maker
- treats it as part of the Foreground.
- This seems to make sense for two reasons. First, the
- Color Attribute Selection Box displays the colors in this
- way, grouping all flashing and normal attributes with the
- same background color together. Second, it is just more
- natural to do it this way because it is the foreground
- characters that appear to be flashing , not the
- background!
-
- ERASE BLOCK
- This erases all the text or special characters within the
- block, leaving the color attributes intact.
- This function may also be accessed using the hot keys <E> or
- <delete> while selecting a block.
-
- MAKE A WINDOW OF BLOCK
- Use this to convert the selected block into a framed, titled
- window, using the current color and line-type. The Make A
- Window Menu will pop up, where you can select the various
- window options you would like to use for making the window.
- The inside of the window can be cleared to the current color,
- recolored to the current color, or left as is.
- You can also call up the Window Title Options Menu, for
- specifying the placement of the title and the type of brackets
- to use.
- If the "Prompt for Window Title" option from the Window Options
- Menu is set to ON (default), a dialog box will pop up when you
- select the type of window to create from the Make A Window
- Menu. The text entry field in the dialog box is set to the
- maximum length for the size window you have defined. Type in
- the text you wish to appear as the title, then press <enter> or
- click on the "OK" button with your mouse. The title is
- inserted into the window frame at the position specified in the
- Window Options Menu. If you choose not to enter any text, the
- title brackets will not be drawn.
- This function may also be accessed using the hot key <W> while
- selecting a block.
-
- HINT1: A block at least 2x2 characters must be selected in
- order for the automatic window making feature to be available.
-
- HINT2: The selected area must be at least 6 characters wide for
- the auto-titling feature to be available.
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 85
-
- 11.2.3 The MAKE A WINDOW MENU
-
- Use this menu to set up and make a titled window out of the
- selected block.
-
- DRAW FRAME ONLY
- Draws a frame around the selected block using the current
- color attribute and line-type. The inside of the window
- will remain as it is.
-
- DRAW FRAME & CLEAR TO CURRENT COLOR
- Draws a frame around the selected block using the current
- color/line-type and clears any text or special characters
- within the window to the current color attribute.
-
- DRAW FRAME & RECOLOR INSIDE
- Draws a frame around the selected block using the current
- color/line-type and recolors any text or special
- characters within the window to the current color.
-
- WINDOW TITLE OPTIONS
- This brings up Window Title Options Menu.
-
-
- 11.2.4 The WINDOW TITLE OPTIONS MENU
-
- Use the Window Title Options Menu to set up the
- parameters for automatic window titling, such as whether
- or not to do automatic titling, and if so, which bracket
- type to use and where to position the title.
-
- PROMPT FOR WINDOW TITLE?
- If set to ON the Window Title dialog Box will pop up when
- making a window, allowing you to enter a title. If set to OFF,
- you will not be given the option of entering a title.
-
- WINDOW TITLE POSITION
- Select the window title position. Choices are TOP-
- CENTER or BOTTOM-CENTER.
-
- WINDOW TITLE BRACKET TYPE
- Define the type of bracket (or no bracket) which will
- surround the window title.
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 86
-
- MENU ONLY ON REQUEST (Expert Mode)
- When set to ON, the Block Menu will no longer automatically pop
- up when you finish selecting a block.
-
- Without the menu, press one of the following hot keys to end
- the block selection and perform the corresponding Block Menu
- function:
-
- <M> to Move the block
- <C> to Copy the block
- <Y> to copY the block to a File
- <R> to Recolor the block
- <E> to Erase the block
- <F> to clear/Fill the block
- <W> to make a Window of the block
-
- You can also end the selection first, by pressing <enter>, and
- then either use the hot keys or explicitly call the menu with
- the <F2> key.
- The selection can be canceled by pressing the <esc> key.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 87
-
-
- 12. LDOG.EXE Error Messages
-
- When one of the following error conditions is detected the
- corresponding error message will appear in a dialog box.
- Depending on the error, you may need to make a Yes/No decision, or
- just respond with an OK (even if it isn't OK with you!).
-
-
- FILE ALREADY EXISTS! Overwrite Existing Data?
-
- There is a file having the same name as the one you typed in.
- If you choose "Yes," the data in that file will be overwritten by
- the new data. The contents of the old file will be destroyed. If
- you want to save the old version, as well as the new one, just
- choose "No," and save the screen using a different name.
-
-
- ILLEGAL FILENAME!
-
- DOS filenames must be between 1-8 characters long and contain
- ONLY the following characters
- a-z, A-Z, 0-9 ! # $ & ` ' ( ) - _ @ { } ~
- Filenames cannot begin with a digit. Try again...
-
-
- CAN'T OPEN FILE!
-
- Some sort of disk error has occurred, the file cannot be
- opened. The disk could be damaged or the drive door may be open
- (if it is a floppy drive). If you are trying to load a file, the
- file and/or its attributes could have become corrupted. If you
- are trying to save a file, the disk may not be formatted.
- Check your disk drive and try again.
-
-
- FILE NOT FOUND!
-
- The file you selected has disappeared between the time the
- dialog box read the filename into its list of files and when you
- actually tried to read it. If this ever happens, something is
- drastically wrong!
-
-
- INVALID PATH!
-
- The drive and/or path you specified does not exist, is
- spelled wrong, the disk is not in the drive, or the drive door is
- open, etc. Check the spelling, and be sure you used backslashes
- "\" to separate the drive and subdirectories in your path.
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 88
-
- NO SCREEN/BLOCK FILES FOUND!
-
- When the program looked in the data directory, it found no
- screen or block files.
- The data directory is by default the directory where the
- LDOG.EXE file is located. The data directory may be set to
- something different at start-up time by using the "drive\path"
- command line argument, or while the program is running by using
- the Main Menu selection "Change Data Directory."
-
- NOTE: Screen files Must have the extension "DOG", and block files
- Must have the extension "PUP," These extensions are automatically
- added to the filename you enter when you save a screen or block.
- Do not change these extensions if you wish to load the screens
- again!
-
-
- MEMORY ALLOCATION ERROR!!
-
- The program tried to get some memory, and it was unable to.
- This is most likely caused by running the program in a DOS Shell.
- Try typing "EXIT" after you are dumped out of the program to see
- if you pop back into the program you shelled out of to run this
- one. If that is the problem, you don't have enough memory to run
- LDOG.EXE from the shell. Run it by itself.
- If it turns out you are not attempting to run LDOG.EXE from a
- shell, there may be a more serious memory conflict. Try rebooting
- your computer and try running the program again.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 89
-
-
- 13. The Laughing Dog Utilities
-
- Two utility programs are provided to round out the Laughing
- Dog Screen Maker package. The first one, LDOGRAB.EXE, allows you
- to capture screens from any text mode program for importing into
- LDOG.EXE. The other one, LDOGSHOW.EXE, allows you to display your
- Laughing Dog screens one at a time, or to group several screens
- together into a slide show that may be displayed manually or
- automatically.
-
-
-
- 13.1 Grabbing Text Screens from Other Programs with LDOGRAB.EXE
-
- LDOGRAB.EXE is a screen grabbing utility, which allows you to
- "grab" or capture copies of screens from any text mode
- application. These screens may then be loaded into the screen
- design program, LDOG.EXE, to edit, print, convert to another file
- format, or compress. They may also be displayed using the
- Laughing Dog screen display utility LDOGSHOW.EXE.
- LDOGRAB.EXE is a TSR (Terminate and Stay Resident) program
- that is loaded into memory before running the text mode program
- from which you wish to "grab" screens.
- Screens are saved in an uncompressed format readable by
- LDOG.EXE or LDOGSHOW.EXE.
-
- NOTE: LDOGRAB.EXE will NOT WORK for programs running in graphics
- mode.
-
-
- 13.1.1 Starting LDOGRAB.EXE
-
- USAGE: LDOGRAB [/N][/K key][/D Pathname]| [H|?]
-
- /N suppress messages sent to application screen when
- saving screens.
-
- /K xx change the default hot-key (<cntl>-<left-shift>)
- replace xx with one of the following key codes:
- cr = <cntl>-<right-shift>
- al = <alt>-<left-shift>
- ar = <alt>-<right-shift>
- Defaults to <cntl>-<left-shift>
-
- /D specifies a disk and subdirectory location for
- saving screen files. Pathname must be complete
- path, including drive! Defaults to current path.
-
- /? /H Displays a help screen similar to this.
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 90
-
- examples:
-
- ldograb installs the screen grabber
-
- ldograb /N suppress screen messages
-
- ldograb /D c:\dog\bites will store files in \dog\bite
- subdirectory of drive C:
-
-
- 13.1.2 Using The Screen Grabber
-
- First load LDOGRAB using any of the command line arguments
- from above, then run the program from which you wish to grab
- screens. When a screen comes up that you want to save, press the
- screen grabbing hot key (the default hot key is <cntl>-<left-
- shift>, but you may specify another key combination, if the
- default conflicts with the program you are grabbing screens from,
- by using the /k option in the command line when you start
- LDOGRAB.EXE).
- When you grab a screen, you will hear a single beep and a
- message will pop up at the top of the screen, informing you that
- the screen capture was successful and showing you the name of the
- file that the screen was saved to. If there was a problem, you
- will hear three beeps and an error message will be displayed
- describing the nature of the error.
- Press any key to make the message go away, and continue with
- the foreground application.
-
- NOTE: These messages can be suppressed using the /N command line
- option. In that case, your only clue to a successful screen save
- will be the single beep. If you hear three beeps, there was a
- problem saving the screen.
-
- Continue saving screens until you have what you need, and
- then quit your application and re-boot your computer to remove the
- TSR from memory (it is not wise to leave TSRs hanging around when
- you have no further need of them, as they just take up valuable
- memory space that your foreground applications may need).
-
-
- Finding Your Captured Screens
-
- The screen files are saved in the default directory (the
- directory you started LDOGRAB.EXE from) unless you specified
- another disk and/or directory using the /D option above.
- The filenames are in a generic format (SCN0000.DOG,
- SCN0001.DOG, SCN0002.DOG, etc.). The program will not overwrite a
- file with the same name. It will automatically increment the
- filename to the next SCN# until it finds an unused filename.
- Later, you may change the filenames to something more meaningful
- for your purposes. You may not change the file extensions (the
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 91
-
- trailing "DOG" part of the file name) because The Laughing Dog
- Screen Maker and the presentation utility LDOGSHOW.EXE key on
- these extensions when searching a directory for screen files.
-
-
- Compressing Screen Files
-
- In order to keep LDOGRAB as small as possible, screen
- compression is not done within the TSR. Accordingly screens are
- saved in an uncompressed format. A normal 25-line by 80-column
- screen will produce a file 4010 bytes long.
- LDOG.EXE, on the other hand, automatically compresses screens
- as it saves them to disk. Therefore, screen files may be
- compressed simply by loading them into LDOG.EXE and saving them
- again.
- The compression ratio is dependent on screen content, but can
- range from 1:1 all the way up to 1333:1. The average is about
- 8:1.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 92
-
-
- 13.2 Displaying Your Screens with LDOGSHOW.EXE
-
- This program is used to display a single screen, or to string
- together several screens into a slide show presentation that may
- be displayed manually or automatically. Slide shows may contain
- up to 100 screens.
-
-
- 13.2.1 Starting LDOGSHOW.EXE
-
- USAGE: LDOGSHOW [ScnFilename]|[/L ListFilename.ext][/#n][/F]|[H|?]
-
- ScnFilename Displays the specified screen file
-
- /L ListFilename.ext Begins a "slide show" of the screen files
- listed in the file ListFileName.ext
-
- /#n n = number of seconds delay between
- screens for an automatic, repeating slide
- show [exited by pressing <esc>]
-
- /F Forward only display of manual slide show
-
- /M Displays screens in monochrome
-
- /? /H Displays a help screen similar to this.
-
-
- examples:
-
- LDOGSHOW grins displays the screen file: GRINS.DOG
-
- LDOGSHOW POUND.PUP displays the partial screen file
- POUND.PUP
-
- LDOGSHOW /L LANDRY.LST displays the screen files listed in the
- list file LANDRY.LST
-
- NOTE1: A ScnFilename with no extension assumes the "DOG"
- extension. Block files may also be displayed, but you must
- specify the "PUP" extension.
-
- NOTE2: The list file and ALL screen files must be in the current
- (default) directory.
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 93
-
- 13.2.2 Displaying a Single Screen
-
- This is a great way to view a single screen or block file
- without having to start up the whole Laughing Dog Screen Maker
- program (LDOG.EXE). Just type "LDOGSHOW FILENAME.EXT"
- substituting the actual screen or block filename. The extension
- "DOG" is assumed if none is specified.
- To view a block file, type its full name, including the
- extension "PUP." When "PUP" files are displayed by themselves,
- they appear in the position on the screen from which they were
- originally saved, leaving the rest of the screen intact.
-
-
-
- 13.2.3 Creating a Slide Show Presentation
-
- A presentation consisting of several screen files and/or
- block files can easily be built by creating a text file containing
- of a list of the desired screen and/or block files in the order
- you wish to view them. You may include comments in the file by
- beginning a line with a semicolon ";". That line will be skipped
- over by LDOGSHOW when it compiles its list of files to display.
- You may also include comments on the same line as a filename, so
- long as there is at least one space separating the filename from
- the comment. You may prohibit moving backward through the list
- file by placing "/F" (forward only) as the first thing on any line
- in a list file. As with displaying a single screen, a filename
- extension of "DOG" is assumed, unless you specify a block file by
- including the "PUP" extension.
-
- Legal List File Entries:
-
- ;comment Comment on a line by itself
-
- FILENAME Filename by itself, assumed extension:
- "DOG"
-
- FILENAME.EXT Filename by itself, extension of "DOG" or
- "PUP"
-
- An empty line
-
- FILENAME ;comment Filename followed by a semicolon and a
- comment
-
- FILENAME comment Filename followed by a space and a
- comment
-
- /F Forward only command
-
-
- *NOTE: Filenames may be in either upper or lower case.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 94
-
-
-
- Doing Some Dog Tricks
-
- It is possible to drastically decrease the amount of disk
- space used by your presentations with the judicious use of PUP
- files. For instance, if you display a full screen, and the next
- screen is to depict the same screen with a menu pulled down, you
- can save that portion of the screen that is different from the
- first screen (in this case, the menu) as a PUP file (using LDOG's
- "Copy To File" command from the Block Menu).
- When using LDOGSHOW in the manual, bi-directional mode
- (default, with no "/F" argument), it is possible to move backward
- as well as forward through your list of files. This is no problem
- when displaying full screens, but can be a little tricky when
- displaying a series of block (PUP) files.
- A PUP file is displayed without disturbing the existing
- background, everything on the screen is unchanged, and the PUP
- file is just "pasted" over that background. Think of displaying a
- PUP file as being like pasting semi-permanent "stickers" on your
- screen. You can continue sticking little stickers onto the
- screen, but you can't peel them off to reveal what was previously
- underneath them. The only way to get rid of a sticker is to paste
- one of the same size, or larger, over it.
-
- Here is an example of the contents of a list file for use
- with LDOGSHOW:
-
- ;--- Beginning Of List File ------
- ;This is a comment about this sample list file.
- ;We will display 5 files: 2 full-screen files and 3 partials
- TITLE.DOG
- POPUP.PUP
- BOX1.PUP This is another comment
- FULLSCN
- LITTLE.PUP
- ;---the end ---
-
- This list file has comments, screen file names, and block
- file names. The first screen displayed is a full screen stored in
- the file: "TITLE.DOG", next a block file called: "POPUP.PUP" is
- "pasted" over part of the screen. Then another block file called:
- "BOX1.PUP" is pasted on top of these. Next, another full screen,
- "FULLSCN.DOG" is displayed (note that the "DOG" extension is not
- necessary), completely wiping out the composite screen we had
- built up.
- It is important to note here that if you now moved backward
- through the list, from "FULLSCN" to "BOX1.PUP", the resulting
- display would not necessarily look the same as it looked when
- going forward! The partial screen "BOX1.PUP" would now get
- "pasted" over "FULLSCN.DOG" rather than over "TITLE.DOG" as
- before.
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 95
-
- Continuing, after the screen "FULLSCN.DOG" is displayed, the
- block file "little.pup" is pasted over it. Note here that if we
- now moved back a screen, the display would look the same as it did
- when we were moving forward, because the previous screen is a full
- screen.
-
-
- 13.2.4 Displaying a Presentation Manually
-
- Start LDOGSHOW.EXE, specifying the list file to use with the
- "/L FILENAME.EXT" command line argument. Note that you DO need
- the list file extension here. The program will display the first
- screen in the list and wait for a keystroke from you.
-
- To move through the screens in a list, use the following keys:
-
- <home> Moves immediately to first screen in list.
- <end> Moves immediately to last screen in list.
-
- <up-arrow> Backs up one screen in the list. ***
- <left-arrow> Backs up one screen in the list. ***
- <backspace> Backs up one screen in the list. ***
-
- <any other key> Advances one screen in list.
-
- <esc>, <cntl>-q Quits immediately.
-
- ***NOTE: These keys will not move backward through the list if the
- program was started with the "/F" command line argument, or if the
- "/F" command is embedded in the list file. They will be
- interpreted as any other key, advancing to the next screen in the
- list.
-
-
- 13.2.5 Displaying a Presentation Automatically
-
- To display a presentation automatically, use the command line
- argument "/#n", where n = the number of seconds to pause between
- screens. Note that the timer used here is very crude and is only
- accurate to 1 second, so don't expect precise timing!
- When started in automatic mode, LDOGSHOW will display each
- screen in turn, pausing the specified interval between screens.
- When it reaches the end of the list, it will cycle to the
- beginning of the list and repeat. This continues until the <esc>
- key is pressed.
-
-
-
-
-
-
-
-
-
- _________________________________________________________________
- Laughing Dog Screen Maker V1.00 User's Manual 96
-