play makAll work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All work and no play makes Jack a dull boy. All
HBAM2016AUG95
Pro 3.0
u".Cw
u".Cw
HBAM3016AUG95@
ileMaker Objects and Bitmap Objects
ker file
Pro 3.0
US English - Spelling
HELP TEXT
PICTURE 1
PICTURE 2
PICTURE 3
TITLE
A Help TextB
A Picture 1B
A Picture 2B
TitleB
A Picture 3B
@|A Main Menu
Plain 1
Plain 2
Textures
Navigational
Commands 1
Commands 2
Plain 3
A Dialogs 1
A Dialogs 2
Palettes
A Dialogs 3
Template
Intro
Credits
A Main MenuB
Sunday
Monday
Tuesday
Wednesday
Thursday
Friday
Saturday
January
February
March
April
August
September
October
November
December
1st Quarter
2nd Quarter
3rd Quarter
4th Quarter
6/20/96
Plain 1B
PalettesB
Dialogs and AlertsC
Template ButtonsD
Command ButtonsE
CloseF
HelpG
Navigational ButtonsH
Textured ButtonsI
Plain ButtonsJ
About FileMaker
Pro Buttons...
Plain 2B
PrintC
MenuD Buttons
TexturesB
CancelB
SortC DuplicateD
SaveE
CancelF
MenuH Buttons
NavigationalB
MenuB Buttons
Commands 1B
MenuB Buttons
Commands 2B
Pre DefinedB
Scroll down to see more...C
CloseE
DeleteF
QuitG
Go LastH
Go FirstI
FindJ
Find AllK Open FileL
SortM
PrintN
Save AsO
SortP
SortQ
ExportR
ImportS
SortT
EnvelopeU
Forward
RecordV
RecordW
Forward
RecordX
RecordY
Forward
RecordZ
Record[
Forward
Record\ Open File]
Print Records^
Record_
Save As`
Contactsa
Entryc
Entry d
Finde
Find Allf
Print Currentg
Letterh
Reportsi List Viewj
Labelsk
Go Lastl
Go Firstm
Deleten
Printp
Helpq
Closer
Quits
Menut Buttons
Plain 3B
SortB
SortC
ExportD
ImportE
Find AllF
FindG
CloseH
Go FirstI
SortJ
OpenK
ForwardL
BackM
BrowseN
CurrentO
ContactsP
EntryR
Go LastS List ViewT
ReportsU
LetterV
EnvelopeW
LabelsX
QuitY
HelpZ
Print[
Delete
Find^
Print_
Sort` Open Filea
Exportb
Importc
Go Firstd
Go Laste
Quitf
Deleteg
Closeh
Findj
Sortk
Printl
Openm
Exportn
Importo
Forwardp
Backq
Quitr
Deletes
Closet
Pre Definedv
Pre Definedw
Scroll down to see more...x
Exporty
Contactsz
Data Entry{
Reports|
Import} Open File~
Close
Print Records
Go First
Print Current
Go Last
Find All
Labels
Print
Forward
Record
N List View
Record
Envelope
Letter
Delete
U Buttons
2A Dialogs 1B
MenuB Buttons
3A Dialogs 2B
MenuB
Dialog Boxes
PalettesB
MenuB
Dialog Boxes
5A Dialogs 3B
MenuC
Palettes
TemplateB
MenuB
Dialog Boxes
IntroB
MenuB Buttons C
EnabledD
DisabledE
EnabledF
DisabledG
Various
IconsI
Report Icons
HelpB
AboutB
AboutC
CreditsD
CreditsE^A collection of FileMaker artwork that can be used for buttons, dialogs and interface elementsF
CreditsB
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Figure 3L
Figure 2M
Figure 1N
These icons are placed in the upper right corner on most layouts to indicate the type of objects on that layout.
The icon in Fig 1 indicates that the graphic elements (e.g., buttons, icons, etc.) are FileMaker Objects made in FileMaker
The icon in Fig 2 represents graphic elements are Bitmap Objects, made in ClarisWorks for example (See Fig 2)
Elements created in applications other than FileMaker will be rendered as Bitmap and can take up more disk space than those created within FileM
aker.
For example, a simple button can be 786 bytes in size when designed in FileMaker Pro, but take 3144 bytes if designed as a Bitmap.
This is very important when optimizing for performance as well as compatibility between Macintosh and Windows machines.
D$FileMaker Objects and Bitmap Objects
Keith ProctorB
Additions and
changes byC
AboutD
AboutE
CreditsF
CreditsG|Claris and FileMaker are trademarks of Claris Corporation.
All other trademarks are the property of their respective owners.H'Claris Corporation
To use an object in another file (i.e., a button in this example):
1. Click the category you want to view.
2. Choose layout from the mode selector.
You copy the objects in Layout.
3. Select the button and choose Copy from the Edit menu.
4. Open the layout where you want to use the button, and choose Paste from the Edit menu.
5. To use the button choose Define Button from the scripts menu to assign the button a task.
Modifying an object (i.e., a button in this example):
Buttons are
composed of several separate objects; a button name, a blank button (consisting of one or several smaller objects), and an icon.
If you want a new design for this button
1. Choose layout from the mode selector.
2. Select the button and choose Duplicate from the Edit menu.
The objects in the FM Tool files have been locked. Modification must be made to a copy or duplicate of the original. To change or delete the original object you must select the object and choose Unlock from the Arrangang
Pro 2.0 - 2.1F!
Pro 3.0
US English - Spelling
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Open Menu
Go to Help
Startup Script
Open Script
A Open Menu
Go to Help
Startup Script
Open Script
e menu.
3. Select the copy and choose Ungroup from the Arrange menu. This may need to be done several times as the items are grouped separately.
(See Fig. 2 )
4. Select the button and change it
s color and background using the Fill controls. Change the button name by using the Text Tool. Arrange the icon in different ways or replace it all together with one of your own or from another button.
5. When you have finished, select all the separate objects and Group them. (See Fig. 3)