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- "Personal Paint - 1. Introduction to the Amiga Environment"
-
- 1. Introduction to the Amiga Environment
- 1.1 Documentation
- 1.2 System Configuration
- 1.3 Memory
- 1.3.1 Measurement Units
- 1.3.2 Random Access Memory (RAM)
- 1.3.3 The AddMem Command
- 1.3.4 Peripheral Units
- 1.4 File Names and Titles
- 1.5 Drawers
- 1.6 Backup Copies
- 1.7 `Virus` Programs
- 1.8 System Errors
- 1.9 The User Interface
- 1.9.1 Screens and Windows
- 1.9.2 The Mouse and the Pointer
- 1.9.3 Requesters
- 1.9.4 Gadgets
- 1.9.4.1 Action Gadgets, Check Boxes and Cycle Gadgets
- 1.9.4.2 Sliders and Scroll Gadgets
- 1.9.4.3 Text Gadgets
- 1.9.5 Icons
- 1.9.6 Menus
- 1.10 The Keyboard
- 1.10.1 The SetMap Command
- 1.10.2 Graphical Keys
- 1.10.3 Accents
- 1.10.4 The <Shift> Keys
- 1.10.5 The <Alt> Keys
- 1.10.6 The <Ctrl> Key
- 1.10.7 The <Commodore> (or <Left Amiga>) Key
- 1.10.8 The <Amiga> Key
- 1.10.9 The <Caps Lock> Key
- 1.10.10 The Cursor Keys
- 1.10.11 The <Tab> Key
- 1.10.12 The <Return> Key
- 1.10.13 The <BS> Key
- 1.10.14 The <Del> Key
- 1.10.15 The <Help> Key
- 1.10.16 The <Esc> Key
- 1.10.17 The Numerical Keypad
- 1.10.18 The Function Keys
- 1.11 Environment Variables and Sandard Drawers
- 1.12 Configuring and Loading Personal Paint
- 1.13 Installing Personal Paint
- 1.13.1 Automatic Installation: The InstallPPaint Program
- 1.14 External User Interface Files
-
-
- 1. Introduction to the Amiga Environment
-
- The user of a new computer system or a new piece of software often
- encounters equally new words and concepts. This entire chapter is
- dedicated to explaining the basic concepts which will be dealt with in the
- following chapters. Also in this chapter, some valuable suggestions on how
- to get the best from the Amiga, and instructions on how to face some
- problems that may be encountered.
-
- Users already familiar with Amiga terminology and conventions may
- prefer to read only the last sections in this chapter (1.12 to 1.14:
- program configuration and installation) and the "PPaint.man" disk-file.
- Chapter two ("Tutorial") contains some interesting and practical advice.
-
-
- 1.1 Documentation
-
- All information necessary to use the program is contained in this
- handbook. This guide was written using Personal Write, the word processor
- developed by Cloanto.
-
- The Amiga handbooks, the printer manuals and those for the other
- programs used in conjunction with Personal Paint provide additional
- information on how to interface the program with the external
- environment.
-
- The file "PPaint.man" on the program disk of Personal Paint contains
- the most recent updates to the handbook, should there be any. The file can
- be loaded with a simple double-click of its Workbench icon, or with any
- word processor or text editor.
-
-
- 1.2 System Configuration
-
- Personal Paint works on any Amiga model with at least 1 Mbyte of main
- memory (RAM). Many functions of Personal Paint are best exploited with
- more RAM, especially if there is at least 1 Mbyte of Chip RAM (section
- 1.3.2). On a system with only 512 kbytes of Chip RAM, Personal Paint may
- have to take measures to limit the amount of occupied memory (section
- 1.12). In particular, the audio may remain switched off (unless otherwise
- specified), the Workbench screen may be closed and the default image
- format may have fewer colors than usual. If there is enough free memory,
- Personal Paint tries to avoid requesting the insertion of the Workbench
- disk after the program has been loaded (e.g. to load the printer driver).
-
-
- 1.3 Memory
-
- The Amiga computer, like most computers, has a main memory (RAM) and
- peripheral storage units. The following subsections explain the most
- important notions regarding memory measurement units, different types of
- memory and some concepts unique to the Amiga environment.
-
-
- 1.3.1 Measurement Units
-
- The smallest unit which is used to measure the quantity of memory is
- called bit. A bit can be in one of two different states, just like the
- switch of an electric light. The two states are generally defined as 0 and
- 1, off and on, false and true or cleared and set. This means that a bit
- can store information.
-
- One byte is obtained by grouping 8 bits. There are 256 combinations of
- the two possible states of the bits in a byte. One byte can thus store 256
- (2 to the power of 8) different values, which are usually enough to
- identify all the letters, numbers and other signs used in a text. There
- are 1024 (2 to the power 10) bytes in one kbyte, while a Mbyte contains a
- little more than one million bytes (1024 x 1024).
-
-
- 1.3.2 Random Access Memory (RAM)
-
- A computer's main memory is made of electronic circuits. A computer
- must be switched on and properly working to store data in its RAM. A short
- power failure, or a malfunctioning piece of software can cause the loss of
- the data stored in the RAM.
-
- A portion of the Amiga's RAM is called Chip RAM. While the
- microprocessor can access all the available RAM, the Amiga custom chips
- can work only on Chip RAM. The custom chips support the microprocessor in
- handling graphics, sound and much more. Only Chip memory can be used to
- open a screen or a window (section 1.9.1, "Screens and Windows"), or store
- an image which is to be displayed. For this reason, it is possible that
- even if there is a lot of free memory, a new screen cannot be opened
- because there is not enough free Chip memory, or the available Chip memory
- is fragmented (scattered in pieces too small to be used).
-
- The more advanced CPUs of the Motorola 68000 Family (beginning with the
- 68020), have a faster than normal working mode, which employs a special
- Cache RAM. Cache RAM is a very fast (and expensive) memory, where the
- contents of the most recently used locations in Fast RAM are copied (
- caching Chip RAM is more complex, and slower). If a piece of code is
- executed repeatedly in a tight loop (without referencing any external
- code), it can be executed entirely from the Cache RAM. The most
- performance-critical routines of Personal Paint have been designed and
- tested in order to fully exploit various types of Cache RAM.
-
- Different versions of custom chips and circuitry are mounted in the
- Amiga computers. Early versions of the Amiga 500, 1000 and 2000 can work
- with a maximum of 512 kbytes of Chip RAM. Some of these machines can be
- upgraded by installing new custom chips. More recent models of the Amiga
- can use one or two Mbytes of memory as Chip RAM, or even more.
-
- Personal Paint stores images using bitmaps (or bitplanes), i.e.
- rectangular planes of bits.
-
- The number of contiguous bytes in Chip RAM required by a screen can be
- calculated as follows:
-
- Bytes = (Width × Height × Bitplanes) / 8
-
- The maximum number of colors which can be displayed at the same time
- equals 2 to the power of the number of bitplanes.
-
- In practice, the number of bytes per line is often rounded to the next
- multiple of 16, 32 or 64, for speed reasons and hardware limitations.
-
- For example, a 32-color, 320 by 200 screen requires about 40 kbytes of
- RAM. The more memory a screen requires, the higher the system DMA (Direct
- Memory Access) overhead. Screens having higher resolutions and more
- colors, in addition to having more data to process, have a higher impact
- on system DMA (Direct Memory Access), i.e. the Amiga custom chips spend
- more time accessing the RAM. The custom chips and the CPU (Central
- Processing Unit, microprocessor) cannot access Chip RAM at the same time,
- so the CPU must wait longer. This is why the RAM which is not accessed by
- the custom chips is also called Fast RAM.
-
- The amount of Chip RAM required to store an image (or a brush) is
- calculated in the same way. Bitmaps are also used for the undo buffers and
- the stencil data (always only one bitplane).
-
- Sections 4.11 ("Memory information") and 10.1 ("Memory Shortage") have
- more details on Personal Paint's use of memory, and how to reduce the
- amount of memory used, when this is needed.
-
- Depending on the operating system, blocks of Chip memory are allocated
- either for each bitplane individually, or for all bitplanes joined
- together. The latter solution allows for faster processing by the blitter
- (operating system version 3.0 and beyond), but requires even more
- contiguous Chip RAM. "Contiguous RAM" means that a block of contiguous
- free bytes must be available for the requested size. The indication on the
- Workbench title bar may be misleading, as it usually represents the sum of
- all free (and possibly non-contiguous, i.e. fragmented) blocks. The Shell
- Avail command can be used for a more precise indication of occupied and
- available RAM.
-
-
- 1.3.3 The AddMem Command
-
- Some memory expansion boards are not automatically recognized by the
- Amiga. Some early Amiga 1000 RAM expansions fall into this group. When
- these cards were developed, there was no standard for auto-configuration.
- This section is dedicated to the owners of such cards.
-
- Very often, the use of the AddMem command is the only way to let the
- computer know there is some additional memory available. The AddMem
- instruction must be inserted at the beginning of the Startup-Sequence file
- of all Workbench disks, including the Personal Paint disk (if it is used
- as a boot disk). The AddMem file must be copied into the "c" directory of
- the Workbench disks. The command must be followed by two hexadecimal (i.e.
- numbers in base 16) numbers which tell the system where the additional
- memory starts and ends. For some 1 Mbyte cards the command may be "AddMem
- 200000 2FFFFF".
-
- For other cards, employing different RAM linking software, the command
- may be something like a simple "cRAM". The documentation which is enclosed
- with the Amiga and with the memory expansion gives some more detailed
- information on this process.
-
-
- 1.3.4 Peripheral Units
-
- Disk drives are peripheral storage units. These devices are slower than
- RAM, but the data they contain is preserved after the computer is switched
- off.
-
- The Amiga computer is marketed with at least one disk drive. Standard
- Amiga drives read and write data on 3.5 inch disks. A 3.5" Amiga disk can
- contain a minimum of about 880 kbytes, which means that dozens of high
- resolution fonts can be stored on an empty disk. Newer Amigas employ disk
- drives with at least twice that capacity. There are, of course, other
- devices with different characteristics, like hard disks.
-
- A new disk, or a disk which contains unreadable data or data to be
- deleted, must be formatted prior to use. The Amiga documentation explains
- how to format a disk. The formatting process clears all the data
- previously contained on the disk. Section 4.1 ("Load Image") explains how
- to read and write MS-DOS disks on the Amiga. Section 10.2 ("Problems with
- Disks") contains some additional suggestions regarding disks.
-
-
- 1.4 File Names and Titles
-
- A file is a generic expression for everything which can be stored:
- programs, pictures, settings, text or other kinds of data.
-
- When a picture (or any other file) is saved for the first time it must
- be given a name, which is called the file name. To load the picture again,
- the same name must be written or chosen in a list displayed in the file
- requester (section 3.4).
-
- AmigaDOS does not differentiate between upper and lower case letters. A
- file named "Important" can be loaded as "iMpOrTaNt".
-
- The Amiga computer uses some abbreviations to identify its peripherals.
- "RAM" is the name given to the device which stores its data into main
- memory. "DF0" is the Amiga standard built-in disk drive. "DF1" is the
- second disk drive. "DF2" and "DF3" are other drives which can be
- plugged-in. "RAD" and "VD0" are similar to "RAM", but usually preserve
- data after a system reset. "DH0", "HD0", "JH0"" are some of the names
- which can be given to hard disks or partitions of hard disks, while "CC0"
- and other names may be used for PCMCIA memory cards, "CD0" for CD-ROMs,
- "ND0" for network connections, "PC0" for MS-DOS disks etc. These
- abbreviations, which are also called device names, cannot (or, sometimes,
- should not) be modified. Most devices have another name, called the volume
- name, which can be freely set and modified. A disk, for example, can be
- accessed either through its device name (e.g. "DF0") or through its volume
- name (e.g. "Pictures").
-
- File, device and volume names cannot exceed 30 characters in length. It
- is better not to use more than 25 characters for a file name, since the
- Amiga operating system adds the five-character ".info" suffix to the file
- name to create a graphical Workbench icon.
-
- It is very useful to append standard suffixes after file names. A
- suffix is usually separated from the file name it refers to by a '.' sign.
- A suffix helps the user to understand immediately what is contained in a
- file, by reading only the file name. There are many standard suffixes:
- "gif" for GIF-format picture files, "pcx" for those in the PCX format,
- "pic" as a generic suffix for picture files, "bsh" for brushes and "set"
- for Personal Paint settings files. Amiga suffixes are not limited to three
- characters in length. This is, however, a common habit (and limitation) in
- other PC environments.
-
-
- 1.5 Drawers
-
- The content of a disk can be logically grouped into parts. These parts
- are often called "directories" or "drawers" (which are different from
- "drives" and "drivers"). Personal Paint label directories with "(dir)" in
- the file requester (section 3.4). In this guide, as in the official Amiga
- documentation, "drawer" is more often used.
-
- A disk drawer is very similar to the more familiar drawer we know from
- the "real" world. It is a container, which can contain both files and
- other drawers.
-
- One can, for example, use one or more disks to store all the pictures
- used with Personal Paint. The disk can, for example, contain drawers named
- "Space", "Cars" and "SwimSuits". The "Space" drawer can again be divided
- into "Stars" and "Technology" to separate astronomical observations from
- spaceships, astronauts, etc. The drawers which do not contain other
- drawers will contain all the pictures of their category. It is possible to
- have different files having the same name, as long as they are stored in
- different drawers.
-
- The "path" of a file contains all the information necessary to address
- it (e.g. "DF0:Space/Technology/Shuttle.gif"). The Amiga handbooks explain
- how to create a drawer, work with its content and interpret a path name.
-
- Some drawers, like "c", "libs", "l", "s" or "t" are reserved by the
- Amiga operating system, and usually do not have an associated icon
- (section 1.9.5). The "Empty" drawer can be duplicated, moved (into other
- drawers too) and renamed to create new drawers. For this reason, it is
- better not to write anything into the "Empty" drawer. The "New Drawer"
- menu of the Workbench (version 2.0 and beyond) can also be used to create
- a new drawer.
-
-
- 1.6 Backup Copies
-
- Backup copies of disks should be made as often as possible,
- particularly if the disks contain important information. If a disk is
- pulled out of its drive while the computer is still writing onto it (the
- drive light is on), it is very likely that there will be a loss of data.
- The same will happen if the computer is switched off or there is a power
- black-out during a disk write. Section 10.2 ("Problems with Disks")
- describes other problems and possible solutions.
-
- The Amiga operating system displays an error message if it is
- impossible to read a disk's content properly. If this happens, using the
- backup copy of the damaged disk may be the only way to recover the lost
- data. If the disk is new, or if it contains unreadable data, or data which
- is to be deleted, it must be initialized (formatted) before it is
- (re)used. The Amiga documentation explains how to format (initialize) a
- disk or make a copy of it. It is not necessary to format a disk before
- using it as the target of a disk-copy operation.
-
- The use of non-system copying programs may cause some problems. The
- Amiga operating system cannot distinguish between two identical disks.
- Many programs used to make counterfeit copies of software produce such
- kinds of identical disks. The insertion or removal of two identical disks
- may cause a system error or deadlock. Two identical disks generated by
- non-system copiers should never be in the drives at the same time. The
- Amiga "DiskCopy" program inserts information like a serial number and time
- data into the copied disks to distinguish them from the source disk.
-
- It is important that the source disk be write-protected before a backup
- copy is made. This is the only way to make sure that the original disk is
- not mistaken for the backup disk. This could lead to the destruction of
- the data which has to be protected.
-
- Personal Paint can be copied with the standard Amiga copying programs.
- The conditions under which a copy can be made are contained in the
- agreement (Appendix E), which must be approved before the program can be
- used. It is not safe to experiment with the original disks of Personal
- Paint. A backup copy should be used instead. If any errors occur, the
- original disks can be used to make a new work disk. It is also preferable
- not to store any data (e.g. new pictures or other information) on the
- original Personal Paint disks, as these are nearly 100% full of programs,
- pictures and other data. The remaining disk space is necessary to store
- the program's configuration files.
-
- Some disk-copying programs change the name of the copy. For example,
- the copy of the "PPaint" disk could be named "Copy of PPaint". If this
- occurs, the "Copy of " (including the space after "of") prefix should be
- removed to restore the original name. This can be done with the Workbench
- Rename command.
-
-
- 1.7 "Virus" Programs
-
- Some programs which can interfere with normal system activity are
- described here. The activity of the so called "Virus" programs resembles
- their biological homonyms. The difference between "viruses", "worms" and
- other subspecies will not be discussed here, and they will all be
- described as "viruses". Several virus programs for the Amiga exist. Some
- virus programs load themselves from an "infected" Workbench disk. Other
- programs are activated from an apparently normal program, which certainly
- has obscure origins.
-
- Not all virus programs damage disk-resident data. Many programs remain
- hidden in main memory for most of the time. Some programs simply display a
- message containing the name of the "programmer" who wrote it, while others
- save a copy of the virus onto every inserted disk. One program suddenly
- darkens the display. Many viruses interfere with normal disk or printer
- activity. Some programs can mess up an entire hard disk, for example
- adding a few bytes at the end of every accessed file.
-
- Many rumors concerning viruses are not true. It is impossible for a
- virus program to modify the content of a write-protected disk. The
- registers of a standard Amiga battery backed-up clock cannot be used to
- store a virus program.
-
- Virus programs can remain in RAM for some seconds after the computer
- has been switched off. The Amiga should be left off for at least 30
- seconds to make sure a RAM-resident virus is removed. A
- <Commodore>+<Amiga>+<Ctrl> system reset usually never removes the virus
- program, but in many cases activates it, so that it can copy itself on the
- next Workbench disk inserted. It is always better to keep Workbench and
- other read-only disks write-protected. A backup copy (if authorized) of
- every new program disk should be made. The computer should be switched off
- after a "borrowed" piece of software has been run.
-
- A virus program can become dangerous only if it is loaded. A
- "boot-block" virus is automatically loaded when the system boots up. The
- AmigaDOS "Install" command is usually sufficient to remove such a program
- from the disk. Both "Install" and some viruses can interfere with the copy
- protection scheme used by some commercial programs, which may then not
- work any more. Some viruses insert a call to themselves into the
- Startup-Sequence. (The AmigaDOS "Install" command mentioned here should
- not be confused with the install sequence of Personal Paint, described in
- section 1.13.1.)
-
- Some apparently normal programs, like a few AmigaDOS "dir"-like
- programs, activate a virus. Many illegally copied disks contain viruses.
- One infected disk in a clandestine reproduction center may be sufficient
- to activate a chain reaction.
-
- Link-viruses insert or append themselves in normal program files, where
- they remain inactive until the other program is loaded. Many viruses
- replace Amiga system functions with some of their own, which may even
- appear to work normally for a long time, until some event triggers an
- unexpected type of action.
-
- Several commercially available programs detect and remove viruses, both
- on disk and in RAM. There are also quite safe and inexpensive "public
- domain", "freeware" and "shareware" programs, like "VirusZ",
- "VirusChecker", "VirusX", "AntiCicloVir", "LVD", "BootX" etc., which are
- regularly updated.
-
- Some RAM-resident "antivirus" programs are very similar to viruses. In
- fact they can even hide a virus. No program can determine if another
- program has "good" or "bad" intentions, especially if the "good" program
- reproduces itself like a virus. For this reason, a program which is not
- (officially) a virus may be detected and signalled as a virus.
-
-
- 1.8 System Errors
-
- The Amiga operating system, like most other complex programs, is not
- completely error-free. In some particular circumstances, as when there is
- very little free memory left, some unexpected things can happen. This can
- lead to a "Software Error" message (which on older versions of the
- operating system could end with a "Guru Meditation" alert).
-
- Some programs, or combinations of programs running at the same time,
- can also cause such errors. Each version of Personal Paint has to pass
- months of hard testing before it can be marketed. Nevertheless, it is
- sometimes possible for a system error or another program to lock Personal
- Paint.
-
- The first thing to do when a "Software Error" message appears is to
- store all the work which could be lost if the content of the RAM is
- deleted. It is very dangerous to press the "Cancel" button of the
- requester before the work has been saved.
-
- After the current work has been saved, all running programs should be
- terminated. Then all disks should be pulled out of their drives, and the
- computer must be switched off. This is to make sure that a virus program,
- if present, is removed from memory.
-
- Some Amiga programs do not have any screen depth arrangement gadgets.
- It may sometimes be necessary to display another screen when one of these
- programs has its own screen open. The Workbench screen always comes to the
- front when the <Commodore>+<N> keys are pressed. <Commodore>+<M> can be
- used starting with version 2.0 of the operating system to cycle through
- different screens. Otherwise, Personal Paint can be brought to the front
- by holding down <Shift> while a disk is ejected. Other Cloanto programs
- use the <Help> key for this purpose.
-
- Sometimes, when the system is short of memory, an "Alert" message is
- displayed in place of a requester. The color of the alert message is red
- for all versions of the operating system until 1.3. From version 2.0
- alerts are displayed in other colors (green, orange, etc.), while red is
- reserved for the more serious "Guru Meditation" (this funny name has also
- been changed in newer versions of the operating system) and other
- emergency messages. When Personal Paint cannot find enough memory to open
- a requester it displays a message. Other programs may be terminated, or
- windows may be closed, to try to free some memory. Alert messages can be
- removed by pressing any mouse button.
-
-
- 1.9 The User Interface
-
- The physical, sensorial and intellectual space between the computer and
- the user is called "user interface". The user interface can frighten or
- excite the first-time computer user. The user interface can frustrate or
- stimulate a computer operator.
-
- The Amiga user interface uses graphics, menus, requesters, gadgets, a
- keyboard and a mouse to make the approach to the machine as intuitive as
- possible. Personal Paint has been designed in order to surround the user
- who paints or performs image processing with an environment as simple and
- complete as possible. It was possible to refine the user interface thanks
- to the feedback of an unusually large test group and a multitude of
- interviews.
-
-
- 1.9.1 Screens and Windows
-
- The computer display contains one or more screens of the programs which
- are running. Each screen can contain several windows (which can overlap),
- requesters and gadgets. Each screen may have its own resolution and
- colors.
-
- Personal Paint adapts itself to the graphic environment when it opens
- its screens. The program accesses the system Display Database to get a
- list of available screen modes, their sizes and maximum number of colors.
- On systems where the Display Database is unavailable (before version 2),
- other methods are employed.
-
- When the screen is first opened, a default resolution and number of
- colors is used. This can be modified manually, or by loading an image. The
- program's default initial settings can also be redefined, as explained in
- section 1.14 and appendix C. The format of the displayed image does not
- need to be identical with the format of the screen in which it is
- displayed. An image larger than the screen can be scrolled (section 3.2).
- Sections 4.1 and 4.5.2 have more on the different screen modes.
-
- Sometimes, when some models of the Amiga are switched on, the power
- supply frequency may not be recognized correctly, so that a 200 line NTSC
- Workbench screen is opened on a PAL system (which normally supports 256
- lines). This usually does not happen very frequently. It should be noted
- that PAL and NTSC modes are not necessarily linked to the power supply
- frequency. It is possible, for example, to refresh a NTSC screen 60 times
- every second with a power supply frequency of 50 Hz, if the display device
- can recognize the video frequencies correctly.
-
- A window can be as large as a screen, or much smaller. If it is
- smaller, it can be dragged around the screen with the mouse. Personal
- Paint has a main window as large as the screen, and other windows
- (requesters) used to set the different program parameters. The screen of
- Personal Paint can also be dragged with the mouse when the pointer is over
- the title bar.
-
-
- 1.9.2 The Mouse and the Pointer
-
- The mouse is a pointing device connected to the computer. A pointer can
- be moved on the screen by using the mouse. The pointer is a graphical
- symbol (by default an arrow) displayed on the screen. When the mouse is
- moved on the desk, the pointer moves in the same direction. The Amiga
- documentation explains how to modify the standard pointer image, its size
- (on Advanced Graphics Architecture systems) and the speed at which the
- pointer reacts to mouse movements.
-
- Personal Paint exploits the middle mouse button of three-button mice,
- if available. This function (mainly used to move the image) can be
- emulated by pressing <Alt> plus the left mouse button.
-
- Personal Paint uses different pointer images to inform the user about
- what can be done with the mouse at a particular position on the screen
- (e.g. select a tool, pick a color, fill, define a brush, etc.).
-
-
- 1.9.3 Requesters
-
- A requester is a particular kind of window which can contain text,
- buttons (also "gadgets", or "tools") and sliders ("knobs", or
- "proportional gadgets") which can be set by means of the mouse to change
- system or program settings.
-
-
- 1.9.4 Gadgets
-
- A gadget can be selected with the mouse. To select a gadget, the mouse
- pointer must be moved over the gadget and the left mouse button must be
- pressed.
-
- Personal Paint has one or more gadgets at the top right corner of its
- screen. The gadgets can be used to move the screen to the back or to the
- front of other screens. These are the default Amiga gadgets for screen
- depth arrangement, and may vary depending on the version of the Amiga
- operating system.
-
- Gadgets are also used in requesters and in association with the most
- used drawing and image processing tools. These are displayed on the left
- of the main window, and are explained in detail in Chapter 3.
-
-
- 1.9.4.1 Action Gadgets, Check Boxes and Cycle Gadgets
-
- Action gadgets perform a specific operation when selected. They may be
- used to perform a graphical operation, or open a requester for selecting
- some parameters. The gadgets which are displayed on the Tool Bar (section
- 3.1) may activate different options depending on the mouse button (left or
- right) which is used and the part of the gadget (upper or lower half)
- which is selected.
-
- Check boxes toggle from being blank to containing a checkmark. They
- represent options which may either be turned on or off.
-
- Cycle gadgets are used to choose an option from a series of several
- possibilities. A "cycle" symbol appears on the left of the gadget. The
- text which is displayed in the gadget indicates the currently selected
- option. Repeated selections of the gadget select the following options. If
- <Shift> is held down during the selections, the order in which the options
- appear is reversed.
-
-
- 1.9.4.2 Sliders and Scroll Gadgets
-
- Sliders (proportional gadgets) are used to set a value from a given
- range (color intensity, sound volume, etc.) While the graphical knob of
- the gadget is selected, it can be moved with the mouse, increasing or
- reducing the associated value. Clicking in the box which contains the knob
- increases or decreases the value by a single unit. This may be especially
- useful if the resolution of the pointing device (mouse, trackball, etc.)
- is too "grainy" to pick the knob and move it by one unit at a time.
-
- Scroll gadgets are sliders which are used to scroll up or down a view
- of a longer list of items. Two scroll-arrow gadgets are used to move in
- fine steps. Sections 3.1.8 and 3.4 explain in more detail the use of
- scroll gadgets to move around a magnified image, and scroll the list of
- files in the file requester.
-
-
- 1.9.4.3 Text Gadgets
-
- Text gadgets (also "string" gadgets) are yet another kind of gadget.
- After a text gadget has been selected, the text which is contained in the
- gadget can be modified using the keyboard. The existing text should be
- deleted before the new text is entered. Text gadgets are used, for
- example, to manually type the name of a file. A text gadget is "activated"
- when the cursor is displayed in it. A text gadget can be activated by
- selecting it with the mouse.
-
- The Amiga operating system interprets some keyboard shortcuts to edit
- the text contained in text gadgets. <Amiga>+<X> can be used to clear all
- the text in the text gadget, while <Amiga>+<Q> restores the initial text.
- To enter these shortcuts, the <Amiga> key to the right of the <Space> bar
- has to be held down while the other key is pressed.
-
- There is a limit to the maximum number of characters that will fit in
- each text gadget. If more characters are typed than the text gadget can
- contain, the screen will flash to signal an overflow. If this happens, the
- content of the text gadget must be deleted (or at least made shorter) with
- the <BS> or <Del> keys before the new text can be typed from the keyboard.
- Some text gadgets only accept numerical characters. These are called
- numerical (or "integer") gadgets. If a letter is typed in a numerical
- gadget, the screen will flash, and the character will not be accepted. The
- maximum number of characters which fit in such a gadget is generally
- designed so that unacceptable (too big) values cannot even be typed. This
- means that there is little margin for editing the text, and the screen
- will frequently flash to signal that it is necessary to delete the
- previous number before typing the new one.
-
-
- 1.9.5 Icons
-
- The Workbench program of the Amiga operating system uses another type
- of gadget: icons. Icons can be associated to disks, drawers and files. An
- application may use custom-designed icons, which occupy a small amount of
- disk space in so-called ".info" files. Files or drawers without an
- explicitly associated icon may be displayed with default Workbench icons
- (version 2 and beyond of the operating system), or be accessed through the
- Shell interface.
-
- Personal Paint can associate different kinds of icons with the files
- that are saved (e.g. pictures, brushes or settings files). All icons have
- been designed for optimum performance on the Amiga filing systems. Almost
- 900 Personal Paint file icons will fit on a standard 880 kbyte disk.
- Section 8.9 explains how Personal Paint can be programmed to save its
- default icons, if so desired.
-
- Both the images and other attributes (Default Tool, Tool Types) of the
- default icons used by Personal Paint can be modified by editing the icons
- stored in the PPaint_Icons drawers (there are drawers containing icons
- suitable for different Workbench colors).
-
-
- 1.9.6 Menus
-
- The Amiga menu system offers an easy way to explore a program and
- select from many different functions without having to remember difficult
- commands. In addition to gadgets, menus are the simplest and most complete
- method of selecting a command with Personal Paint.
-
- When the mouse pointer is over the title bar (or over the first line of
- the screen, if the title bar is not displayed), and the right mouse button
- (the menu button) is pressed, the menu bar is displayed.
-
- The menu bar contains a list of topics, called menus. When the mouse
- pointer is moved onto a topic of the menu bar (with the menu button still
- held down), a list of menu items appears below the menu name. An item can
- have a subitem list. The subitem list is displayed when the mouse pointer
- is moved over the menu item. To execute the program function associated
- with a menu item or subitem, the mouse menu button must be released when
- the mouse pointer is over the desired item. If a menu item has a
- command-key shortcut, the appropriate command-key sequence has the same
- effect as the menu selection. More than one item at a time can be selected
- by pressing the select mouse button (the left mouse button) when the mouse
- pointer is over the desired items, without releasing the menu button.
-
- When the menu button is pressed, the titles of the different menus are
- displayed in the title bar. The following are the chapters in which their
- content is discussed:
-
- Chapter 4 - Personal Paint: The Project Menu
- Chapter 5 - Personal Paint: The Brush Menu
- Chapter 6 - Personal Paint: The Text Menu
- Chapter 7 - Personal Paint: The Color Menu
- Chapter 8 - Personal Paint: The Settings Menu
-
- When a menu item is selected with the right mouse button, a program
- function is executed (or a requester is displayed). If the menu button is
- released when the mouse pointer is not over a menu item, nothing happens.
-
- When a menu brings up a requester, its name is followed by three dots,
- whereas an arrow to the right of the menu item's name indicates that a
- list of subitems would appear if that item were highlighted.
-
- Some menu items, called "attribute items" (like "Brush Handle" and
- "Color Remapping") can have a checkmark to the left of the text. Menu
- attribute items remain "checkmarked" until they are deselected by
- selecting another item.
-
- If the program "knows" that it would not make sense to select a menu
- item, that particular item is disabled. Disabled menu items are displayed
- in a "ghosted" fashion. The text normally displayed in the menu item is
- overlaid with a faint pattern of dots. A disabled menu item cannot be
- selected with the mouse. The "Brush" and "Text" menus are among those
- containing items which can be automatically disabled by the program. For
- example, "Save Brush" is disabled when the brush mode is not active.
-
- It is often faster and more efficient to press one or two keys on the
- keyboard rather than move a hand from the keyboard to the mouse. A
- keyboard shortcut which can be used instead of the mouse selection appears
- on the right of the most used menu items. In Personal Paint for the Amiga
- computer these menu items are followed by a reference to a single key (and
- an optional qualifier, like <Amiga>, <Alt>, etc.) The same functions which
- can be recalled using menus can be selected by pressing the indicated key.
- It is important that the key is typed exactly as displayed on the right of
- the menu, since upper and lower case keys are interpreted differently and
- used for different functions.
-
- Little "qualifier"-key symbols may precede the keyboard shortcut,
- indicating that another key (<Shift>, <Alt>, <Ctrl>, <Amiga>) must be held
- down when the shortcut-key is pressed. The "Num" symbol indicates that the
- shortcut which follows must be typed from the separate numerical keyboard.
- Not all Amiga models have a numerical keyboard. This option does not apply
- to the upper four keys of the keypad (which cannot be distinguished from
- the other keys having the same symbols).
-
- A warning requester appears if the selected function could overwrite a
- stored file, or cause the irrecoverable loss of any kind of data which has
- not been saved.
-
- Appendix B lists the default keyboard shortcuts associated to menu
- items. The user interface files may be freely viewed and modified (i.e.
- new or different shortcuts can be set). Section 1.14 explains how to apply
- such changes.
-
- A detailed explanation of all menus and the associated commands and
- requesters follows in Chapters 4 to 8.
-
-
- 1.10 The Keyboard
-
- The Amiga keyboard has different types of keys. Graphical keys have an
- associated character. Other keys (<Shift>, <Alt>, <Ctrl>, <Commodore>,
- <Amiga>) work only if they are held down when another key is pressed.
- So-called "dead keys" are used to modify the output of the next-pressed
- key. Most dead keys are used to specify that a diacritical sign is to be
- placed on the next character typed. Other keys are associated to program
- or system functions (<Caps Lock>, cursor keys, <Tab>, <Return>, <BS>,
- <Del>, <Help>, <Esc> and function keys).
-
-
- 1.10.1 The SetMap Command
-
- The Amiga computers are manufactured with different keyboards, designed
- to match local languages. When using operating system versions prior to
- 2.1, an appropriate "SetMap" command must be put in the Startup-Sequence
- to tell the system which keyboard is connected to the computer. The Amiga
- documentation explains this process in more detail. Starting with version
- 2.1, the Keyboard Type can be chosen from a list using the system's Input
- Preferences.
-
- If no SetMap command is executed on systems where it is required, the
- Amiga behaves as if a standard USA keyboard is connected. If a wrong
- SetMap argument (corresponding to a keyboard which is not the one
- connected to the computer) is given, the Amiga interprets and displays the
- characters of the selected keyboard, rather than those of the real
- keyboard.
-
- When the Workbench disk of Personal Paint ("PPaint" disk) is
- reconfigured by double-clicking on one of the language icons (e.g.
- "English", "Deutsch", "Italiano", etc.), an appropriate "Startup-PPLclExe"
- file is moved to the "s" directory of that disk. This file contains a
- "SetMap" command which instructs the Amiga to recognize the most used
- keyboard in the country to which the selected configuration file refers.
- "SetMap d", for example, is used to work with a German keyboard, while
- "SetMap f" instructs the Amiga to work with a French keyboard.
-
- After the initial configuration, the line of the "Startup-PPLclExe"
- file containing the SetMap command may be changed if the argument (i.e.
- the language code appearing after the command) does not match the keyboard
- being used. A word processor like Personal Write can be used to modify the
- file, as long as the file is saved in ASCII or ANSI X3.64 format.
-
- Some programs are not designed to work with non-USA keyboards. These
- programs directly translate key position codes into characters, using a
- program-internal conversion table. The SetMap command has no effect on the
- behavior of these programs.
-
- Some keyboards have the <Y> and <Z> keys reversed. The command "Nimm3
- -y" can be written after the SetMap (but not "SetMap usa") command to swap
- the two keys. Nimm3 is a utility available from Cloanto.
-
- The correct SetMap command, if required by the operating system, must
- be inserted in the Startup-Sequence of every Workbench disk which is
- used.
-
-
- 1.10.2 Graphical Keys
-
- Graphical keys are the keys which can be used to display letters,
- numerals and other signs. Graphical keys are used in Personal Paint's Text
- Editor (Section 3.1.3.1 and Chapter 6), to edit the content of text
- gadgets, and as command shortcuts. When a graphical key is pressed while a
- text gadget is activated, the associated character is written and the
- cursor is moved to the next character position.
-
- Graphical keys are automatically "repeated" if they are held down for a
- while. The initial repeat delay and the interval between repetitions can
- be set with the "Preferences" program (Input Preferences, in version 2 of
- the operating system), as described in the Amiga documentation.
-
-
- 1.10.3 Accents
-
- Some keyboards have one or more accent keys. Accent keys can be used
- during text editing or in string gadgets. Keys with accents (and other
- diacritical signs) must be pressed immediately before (not at the same
- time as) the key whose output has to be changed.
-
- If the grave accent key (<\>) and the acute accent key (</>) are
- pressed in sequence, a circumflex accent is placed on the following
- character.
-
- Special combinations of keys can be used if the keyboard does not have
- accent keys to access diacritical signs directly. The keys <Alt> + <F>,
- <G>, <H>, <J>, <K> respectively put on the following character an acute
- accent, a grave accent, a circumflex accent, a tilde or a dieresis
- (umlaut). The <Alt> key must be pressed when one of the above letters is
- typed. The character on which the diacritical sign is to be put has to be
- typed separately, after the <Alt>+key combination.
-
- Some Amiga fonts may lack accented characters, i.e., in general, the
- characters whose code in the computer's character set is greater than 126.
- This does not affect the Personal Paint user interface (which employs its
- own font) but may be a limitation when using the text editor. Where these
- characters are required, if no other font is available, the existing font
- should be modified with a program like the Personal Fonts Maker.
-
-
- 1.10.4 The <Shift> Keys
-
- On most keyboards an outline of an upward-arrow is drawn on the <Shift>
- keys, while on other keyboards "Shift" is written on the keys. The two
- keys are on the extreme left and right of the row of keys just over the
- <Space> bar. There is no functional difference between the two <Shift>
- keys.
-
- When a graphical key is hit while <Shift> is pressed, an upper case
- letter, or the character drawn on the upper part of the keytop cover are
- sent to the computer.
-
- If <Shift> is held down while a cycle gadget is selected (section
- 1.9.4.1), it is set to the previous of the available options, rather than
- to the following one. In any one of multiple text gadgets,
- <Shift>+<Return> moves the cursor to the previous gadget, rather than to
- the following one.
-
- When the <Shift> key is held down, the cursor keys move the image pixel
- by pixel (section 3.2), rather than in larger steps. In text editing mode
- (section 3.1.3.1), shifted cursor keys are used to jump to the first or
- last character of the line (or line of the text).
-
- If <Shift> is held down when working with a painting tool, mouse
- movements are confined to the vertical or horizontal axis, depending on
- the direction in which the mouse is first moved after pressing the key.
-
- If <Shift> is pressed when a disk is ejected from its drive, Personal
- Paint pops up to the front of other screens. This is an emergency solution
- to be used if other programs do not allow their screens to be moved to the
- back. This may seem an idiosyncrasy of the software, but the "Disk
- Ejected" message is one of the very few which the Amiga operating system
- transmits to programs even when their window is not the active one.
-
- This key is a valid qualifier for keyboard shortcuts (section 1.14),
- but should only be used for keys which do not have a different graphical
- representation for the shifted key.
-
-
- 1.10.5 The <Alt> Keys
-
- The two <Alt> keys are just under the <Shift> keys. There is no
- functional difference between the two <Alt> keys, except in the
- <Ctrl>+<Left Alt> combination used for grabbing screens (section 4.4).
-
- The alternate ("Alt") characters associated with the keys which are hit
- are sent to the computer while <Alt> is pressed. The alternate characters
- do not usually appear on the keyboard, but they are described in the
- handbooks and can be displayed with the "KeyShow" (or "KeyToy") program.
- Several accents, special and national characters can be accessed with the
- <Alt> key.
-
- Holding down <Alt> when pressing the left mouse button has the same
- effect as using the middle button of three-button mice.
-
- This key is a valid qualifier for keyboard shortcuts (section 1.14).
-
-
- 1.10.6 The <Ctrl> Key
-
- The <Ctrl> key is on the far left of the keyboard.
-
- Grab Screen (section 4.4) responds to this key, when pressed at the
- same time as the left <Alt>. With the left mouse button, it is used to
- move the offset of some types of overscan screens (sections 3.2 and
- 4.5.1).
-
- This key is a valid qualifier for keyboard shortcuts (section 1.14).
-
-
- 1.10.7 The <Commodore> (or <Left Amiga>) Key
-
- The <Commodore> key is on the left of the <Space> bar. On some
- keyboards there is a full Amiga-like 'A', while on other keyboards there
- is a Commodore sign.
-
- The <Commodore> key is used to recall some functions of the Amiga
- operating system. <Commodore>+<N> brings the Workbench screen in front of
- all other screens. <Commodore>+<M> moves the screen into the background.
- In version 2.0 and beyond of the operating system, <Commodore>+<M> flips
- from one screen to the next, without any distinction for the Workbench
- screen.
-
-
- 1.10.8 The <Amiga> Key
-
- The <Amiga> key is on the right of the <Space> bar. An outline of the
- letter 'A' appears on the key.
-
- A graphical key can be pressed while the <Amiga> key is held down to
- execute a command in a text gadget (section 1.9.5.3).
-
- This key is a valid qualifier for keyboard shortcuts (section 1.14),
- and is well-suited for shortcuts to be entered during a text editing
- session (where other qualifiers would cause a character to be typed,
- rather than be executed as a command).
-
-
- 1.10.9 The <Caps Lock> Key
-
- The <Caps Lock> key, located between the <Ctrl> and the letter keys is
- the only key with a small light.
-
- Whenever the key is pressed, the light changes state: from on to off,
- and vice versa. When the light is on, the keyboard behaves as if a <Shift>
- key is pressed. <Caps Lock>, unlike <Shift>, works only on letter-keys.
- However, it can be made to work on all keys, by using "Nimm3 -c" (section
- 1.10.1).
-
-
- 1.10.10 The Cursor Keys
-
- The four cursor keys are on the left of the numeric keypad.
-
- The cursor keys can be used to scroll the image in the selected
- direction, or move the text cursor in editing mode. Section 1.10.4
- describes the effect of the <Shift> key on these operations.
-
- When a cursor key is pressed briefly, the cursor (or the image) moves
- by one position in the indicated direction. If the key is held down, the
- cursor (or image) continues to move, pausing between each step. The delay
- between the repetitions can be set with the system Input Preferences.
-
- In string gadgets (as in text editing mode) the cursor cannot be moved
- more than one position beyond the end of the text. If the <Shift> key is
- held down while one of the two cursor keys is pressed, the cursor will
- jump to the farthest possible position in the specified direction.
-
-
- 1.10.11 The <Tab> Key
-
- The <Tab> (from "Tabulate" and "Tabulator") key is just over the <Ctrl>
- key. There are usually arrows on the key, but the earlier keyboards have
- "Tab" written on the keytop.
-
- In text editing mode, <Tab> brings the character under the cursor to
- the column whose number is the next multiple of eight.
-
-
- 1.10.12 The <Return> Key
-
- The <Return> (from "carriage return") key is on the right of the letter
- keys. Personal Paint interprets the <Enter> key on the numerical pad like
- the <Return> key, unless otherwise specified by a specific custom shortcut
- definition (section 1.14).
-
- When a requester contains only the OK gadget, the <Return> key can be
- pressed to remove the requester.
-
- If a requester has only two gadgets (Proceed and Cancel), pressing the
- <Return> key is equivalent to selecting Proceed. The <Esc> key can be used
- to choose Cancel.
-
-
- 1.10.13 The <BS> Key
-
- The <BS> (from "Back-Space") is just over the <Return> key. Some
- keyboards have a left-arrow on the keycap, while others have "BackSpace"
- printed on the key.
-
- In text editing mode (or when a text gadget is active), <BS> moves the
- cursor onto the preceding character, which is deleted.
-
-
- 1.10.14 The <Del> Key
-
- The <Del> (from "delete") key is on the right of the <BS> key.
-
- When <Del> is pressed in text editing mode, or while a text gadget is
- active, the character under the cursor is deleted. The cursor is not
- moved.
-
- During graphical operations, <Del> can be used to toggle between the
- hidden and the displayed status of the cross-shaped mouse pointer.
-
-
- 1.10.15 The <Help> Key
-
- The <Help> key is on the right of the letter keys.
-
- <Help> resets the default program colors. It also works in the
- requesters used for setting and adjusting colors.
-
-
- 1.10.16 The <Esc> Key
-
- The <Esc> (from "escape") key, at the top left of the keyboard, can be
- used to terminate the text editing session (section 3.1.3.1) or leaving a
- requester containing only one or two gadgets.
-
- When a requester contains only the OK gadget, the <Esc> key can be
- pressed to remove the requester (exactly like <Return>).
-
- When a requester having only two gadgets (Proceed and Cancel) is
- displayed, pressing the <Esc> key is equivalent to selecting the Cancel
- gadget. The <Return> key can be used to choose Proceed.
-
-
- 1.10.17 The Numerical Keypad
-
- This part of the keyboard duplicates the keys which are most used in a
- numerical context. Not all Amiga computers have this keypad (which is
- located on the far right of the keyboard).
-
- As the number of functions to which a keyboard shortcut can be assigned
- increases, "free" keys become a precious resource. At a certain point, it
- becomes useful to differentiate between those keys which appear twice on
- the keyboard. As explained in sections 1.9.6 and 1.14, the keys on the
- numerical keyboard (except those belonging to the first row) can be given
- a special treatment.
-
- For example, the digits on the numerical keypad are very useful for
- quickly selecting one of the nine possible user-defined brushes (section
- 3.1.1).
-
-
- 1.10.18 The Function Keys
-
- The ten function keys are aligned in the topmost row of the keyboard,
- over the letter keys. The keys are numbered from <F1> to <F10>.
-
- Personal Paint accepts the use of function keys as a shortcut to select
- certain program functions, as explained in section 1.14 and Appendix B.
-
- If the <F1> key is held down while Personal Paint is starting, the
- memory save mode (section 1.12) is activated.
-
-
- 1.11 Environment Variables and Standard Drawers
-
- Several program functions which access data on peripheral devices such
- as disks, have default paths where they read or write data unless
- specified otherwise by the user. The original disk on which the Personal
- Paint program and some data files are stored is named "PPaint". "PPaint"
- is therefore the volume name which appears at the beginning of the default
- paths (section 1.5) used by Personal Paint. Personal Paint also uses
- standard drawer names, like "PPaint_Prefs" or "Pictures", to access
- different kinds of data.
-
- As described in section 1.13 (automatic installation), Personal Paint
- and the other files can easily be installed or moved onto a volume other
- than the "PPaint" disk. If the material on the PPaint disk is moved all
- together, it is sufficient to execute a command like "Assign PPaint:
- NewPosition". If, for example, Personal Paint is installed inside a drawer
- called "PPaint", on the partition of a hard disk with the default "Work"
- name, the command will be
-
- Assign PPaint: Work:PPaint
-
- Section 1.5 ("Drawers") explains how to create a new drawer. The
- "Assign" command should be put in the User-Startup file or at the
- beginning of the Startup-Sequence file of the disk from which the system
- is booted (e.g. the hard disk). The "Assign PPaint: ..." command tells the
- Amiga operating system where to search for the data addressed through the
- "PPaint" name. The new location is called a logical device, as opposed to
- physical devices like disks. In this way, the data can be found even if it
- is no longer on the disk called "PPaint". The "Assign" command may fail if
- a volume (e.g. a disk) called "PPaint" is in use (e.g. currently inserted,
- or used as the boot disk) while the command is executed, as it is
- impossible to define a new path for a name currently in use. A physical
- device called "PPaint" always has priority over a logical device with the
- same name. This means that if "PPaint" has been defined with the "Assign"
- command, and a "PPaint" disk is currently in a drive, the disk will be
- accessed rather than the logical device.
-
- Section 9.1 explains how to use the AskAssign program to create drawers
- and assign logical names using the mouse, rather than the AmigaDOS
- "Assign" command. Sections 1.12 and 1.13 respectively describe
- configuration and installation of Personal Paint. Advanced configuration
- is described in section 1.14.
-
- The most simple manual way to copy PPaint and the data files and
- drawers to a new device is by using the mouse. All Personal Paint files
- and drawers have an associated Workbench icon. Moving the files to a new
- position is as easy as moving their icons. Experience teaches that it is
- convenient to dedicate a disk or a drawer to the Personal Paint files and
- drawers. This may, for example, be a "PPaint" drawer on a hard disk. If
- only part of a drawer is to be copied to a new location, a new drawer with
- the same name can be created (as described in section 1.5) and the
- requested files from the source drawer can be copied separately.
-
- Before Personal Paint is first run after it has been installed on a new
- device, the "PPaint" logical device must be appropriately defined with the
- "Assign" command, as described at the beginning of this section. This can
- be done by typing the correct "Assign" command in the Shell, or re-booting
- the system from a device having a "Startup-Sequence" or "User-Startup"
- file containing the "Assign" command.
-
-
- 1.12 Configuring and Loading Personal Paint
-
- Personal Paint and several support programs and data files are stored
- on a 3.5" disk or on CD-ROM. Pictures, color fonts and other files may be
- stored on additional disks. Colorful pictures, animations and stereograms
- occupy most of Personal Paint's second disk. This second disk may be, at
- random, any disk from a collection of disks which can be enclosed with the
- product as well as circulate separately.
-
- Personal Paint is also available on CD-ROM. The Cloanto Personal Suite
- CD-ROM includes Personal Paint, plus Personal Fonts Maker 1 & 2, Personal
- Write, SBase Personal, utilities, plus hundreds of Mbytes of pictures,
- animations and stereograms.
-
- Before the program is configured or used, a backup copy of the disks
- should be made, to be used instead of the original disks. This operation
- is described in section 1.6.
-
- The computer must be switched on and be operating properly in order to
- load Personal Paint. If the insertion of the Kickstart disk is requested
- (on the Amiga 1000), the Kickstart disk must be inserted in drive 0. Then,
- the system Workbench disk must be inserted to boot the Amiga. Personal
- Paint works with Kickstart version 1.2 and beyond. Version 1.3 (or higher)
- of the Workbench disk contains all other library files which the program
- needs to run. This does not imply that version 1.3 of the system ROM or
- the Kickstart disk are needed. The program works fine with a 1.2 ROM (or
- Kickstart disk) and a 1.3 Workbench disk.
-
- If the computer has sufficient RAM, Personal Paint can be loaded from
- the Workbench or Shell, as described in the Amiga documentation. When the
- Workbench icon of Personal Paint is selected, or the command "PPaint" is
- given in the Shell, the program is loaded. If the computer has less than 1
- Mbyte of Chip RAM, the Workbench screen is closed automatically to save
- memory, and is reopened after exiting from Personal Paint (or manually, as
- explained in section 8.16).
-
- Personal Paint is also loaded when an icon of a picture or data file
- saved by Personal Paint is selected (double-clicking the left mouse button
- when the pointer is over the icon). In this case, Personal Paint also
- loads the selected data (a picture, brush, animation etc.).
-
- The syntax to load Personal Paint from the Amiga Shell is the following
- (the square brackets indicate that an optional data file name can be
- written):
-
- PPaint [data-file]
-
- If a program is started from within a Shell window, the window can
- often be closed only after the program terminates. This can be avoided
- (i.e. the window can be closed during the execution of Personal Paint) if
- the program is started with the following command format:
-
- Run >NIL: <NIL: PPaint >NIL: <NIL: [data-file]
-
- If the program cannot start, it returns an error code. If Personal
- Paint is run from the Shell, one of the following error codes will be
- returned:
-
- Code Meaning
-
- 21 "Intuition.library" cannot be opened.
- 22 "Icon.library" cannot be opened.
- 23 "DiskFont.library" cannot be opened.
- 24 "Graphic.library" cannot be opened.
- 25 "Layers.library" cannot be opened.
- 26 Screen cannot be opened.
- 27 Insufficient memory for initial allocation.
- 28 Main window cannot be opened.
-
- Appendix A contains a complete listing of program messages, explained
- in detail.
-
- There are some tricks to further reduce the consumption of memory,
- which are especially useful when less than 1 Mbyte of Chip RAM is
- available. The boot procedure should be interrupted as soon as possible by
- pressing <D> while the <Ctrl> key is held down. If the Workbench program
- has not been loaded (i.e. if no disk icon appears under the window after
- it is made smaller with the mouse) it has to be loaded by typing "LoadWB".
- Then the window must be closed by typing "EndCLI" (these commands can also
- be written entirely in lower case). The PPaint disk icon must be
- double-clicked to open the window containing the PPaint program icon. At
- this point, Personal Paint can be started by double-clicking the program
- icon. As soon as the mouse pointer turns back into its standard arrow
- image (from the busy mode image), the window containing the PPaint program
- icon should be closed by clicking the gadget on the upper left of the
- window. This requires a quick reaction, but saves additional memory.
- Personal Paint will automatically close the Workbench screen to save even
- more memory. All these measures ensure that Personal Paint can be used as
- normally as possible in low-memory conditions. Personal Paint will work
- even if it is loaded in a different way, but when memory is so precious it
- is always preferable to have as much of it as possible free for use by the
- program.
-
- When Personal Paint is loaded, it searches for the "Startup_1.set" and
- "Startup_2.set" files in the "PPaint:PPaint_Prefs" drawer to determine the
- initial settings of the two environments. If these files cannot be
- accessed or if they contain errors, internal default settings will be
- used. The lower-priority "Startup_A.set" file (which contains information
- on the user interface language), and different "UIColors" (user interface
- colors) files, are also checked.
-
-
- 1.13 Installing Personal Paint
-
- This section explains how to integrate Personal Paint into the hardware
- and software environment in which the program is to be used. All
- information necessary to move Personal Paint to a device other than the
- disks on which the program is originally stored can also be found here. In
- particular, the subsection at the end of this section explains how to use
- the InstallPPaint program, which automatically copies all files which are
- necessary to work with Personal Paint to a destination selected by the
- user.
-
- If Personal Paint is copied to another storage unit (e.g. another
- disk), some support files must also be copied (if not already present) to
- the new media. Personal Paint cannot work without these files:
-
- FONTS:Personal.font, or PPaint:Fonts/Personal.font
- FONTS:Personal/8, or PPaint:Fonts/Personal/8
- PPaint:PPaint_Prefs/UIGraphics.pic
- PPaint:PPaint_Prefs/UIText.xxx
-
- The following files are required only by certain functions (PPaint will
- load even if the files cannot be found):
-
- PPaint:PPaint_Prefs/UIColors.num
- PPaint:PPaint_Prefs/Startup_x.set
- PPaint:PPaint_Icons_x/def_iconname
- PPaint:PPaint_PS
- CloantoAudio (root of disk), or DEVS:CloantoAudio
-
- If Personal Paint cannot load the optional files, the program will load
- and work correctly, but some functions (PostScript output, audio, writing
- of icon files, etc.) will not be activated until the necessary devices can
- be loaded.
-
- Section 1.11 explains how to inform the system and Personal Paint (by
- using Assign) about the new position of PPaint if the program and the
- other drawers and files are copied to a new disk or drawer.
-
- Personal Paint and all the support material (pictures, fonts and data
- files) do not fit on a single 880 kbyte Amiga disk. For this reason, some
- drawers, appear both on the program disk (i.e. the disk on which Personal
- Paint is stored) and on the data disk(s). If Personal Paint is installed
- on a high capacity storage device, it may be useful to merge the contents
- of drawers having the same name on different disks into a single drawer.
-
-
- 1.13.1 Automatic Installation: The InstallPPaint Program
-
- The primary design goal of the InstallPPaint program was to make it as
- easy as possible for users of hard disks (under all versions of the
- operating system) to install Personal Paint on their high capacity storage
- devices. This makes it possible to use the programs which come with the
- package without loading them every time from the disks.
-
- InstallPPaint asks the user to specify the device and/or drawer/s where
- the Personal Paint material is to be installed. The program can create a
- new drawer if necessary ("PPaint" would be a good standard name). This is
- recommended, as explained in section 1.11 ("Environment Variables and
- Standard Drawers").
-
- The InstallPPaint program is written in the AmigaDOS command language,
- using several calls to small sub-programs created specifically for this
- purpose. (Other installation procedures exist, but these are not
- integrated in all versions of the operating system, and would not have
- fitted on Personal Paint's disk.) Experienced AmigaDOS users can load the
- "InstallPPaint" file with a text editor or a word processor and examine
- what the single commands do. The set of commands is executed automatically
- when the "InstallPPaint" Workbench icon is double-clicked.
-
- Several versions of AmigaDOS command replacements exist (e.g. ARP
- command programs). Many of these commands (e.g. Copy) do not recognize
- some options and codes which are peculiar to AmigaDOS. The install and
- configuration procedures of Personal Paint require the original AmigaDOS
- or 100% compatible command programs to run properly. If any problems
- arise, the replacement commands should be removed from the hard disk, and
- the original Commodore commands should be moved back into the "c"
- directory.
-
- The first thing InstallPPaint does, is to ask where to install all the
- material. This is done using a file requester similar to the one described
- in section 3.4 ("The File Requester"). The "/" gadget is equivalent to the
- Parent option in Personal Paint's standard file requester. The right mouse
- button can be pressed to access logical, device and volume names. The main
- difference lies in the CreateDir text gadget at the bottom of the
- requester, which can be used to specify a new drawer to be created. When a
- name is written in this gadget and <Return> is pressed, InstallPPaint
- creates a drawer (a directory with a Workbench icon) with the specified
- name. The content of the Path text gadget determines where the drawer is
- created. The name of the newly created drawer is added automatically to
- the path name. More than one drawer can be created in the same session.
- Section 9.1 ("AskAssign") describes another application based on the same
- file requester.
-
- The Cancel gadget of the requester can be used to interrupt the install
- sequence. If the Install gadget is selected instead, the procedure
- continues, asking a series of very simple "Yes/No" questions about what
- should be installed.
-
- For example:
-
- Install PPaint program files ... (Y/n) ?
-
- requires the user to press the <Y> key if the file containing the
- Personal Paint program is to be copied to the new destination. If <N> is
- pressed instead, the program and the minimal set of support files are not
- copied. The <Return> key must be pressed to confirm the choice. The
- <Return> key can be pressed alone to select the default answer, which is
- indicated by the capital initial at the end of the question text. One of
- the questions allows the user to select (and create, if necessary) a
- drawer where extra fonts can be stored, if it is not desirable to copy
- them into the drawer associated with the standard "FONTS" logical device
- name.
-
- By default, executable program modules are compressed to save disk
- space. Compressed modules may take more time to load than the equivalent
- non-compressed code. In practice, the user may have to wait longer after
- double-clicking on the "PPaint" Workbench icon. If there is enough space
- on the hard disk, the decompression option of the installation procedure
- may be selected.
-
- The installation procedure begins to install the specified files only
- after all questions have been answered. Short messages inform the user -
- step by step - about the actions which are being taken. The install
- sequence can still be interrupted at any time by pressing the <Ctrl>+<D>
- key combination, but this leaves the operation incomplete, and is
- therefore strongly discouraged. In such an event, the sequence can however
- be executed again by re-selecting the "InstallPPaint" Workbench icon.
-
-
- 1.14 External User Interface Files
-
- When Personal Paint is loaded, it checks inside the
- "PPaint:PPaint_Prefs" directory for some files describing the default
- program user interface texts, colors and the configuration of the two
- environments.
-
- These files are: UIText.xxx, UIColors.num and Startup_x.set. The suffix
- after "UIText" indicates the language to which the texts and shortcuts
- refer ("eng", "deu", "ita", "custom", etc.) The number after "UIColors"
- indicates the color palette resolution of the video modes to which those
- colors refer (4 = 4-bit VGA, 12 = original chip set, 24 = Advanced
- Graphics Architecture, etc.) Generally, 12-bit color palettes are fine for
- all (old and new) video modes, except for 64-color ECS and A2024 modes.
-
- The "UIColors" files contain an image to facilitate editing with
- Personal Paint. However, only the color map chunk of that IFF file is
- actually loaded and used at startup. For this purpose (and for saving disk
- space), the file may as well be generated with the "Save Palette" function
- (section 7.1.2). Saving the file as a brush is ideal for not exceeding the
- original file length. The file must be saved in the IFF-ILBM format.
-
- Startup_1.set and Startup_2.set contain the settings for the two
- environments. Startup_A.set, generated by the automatic configuration
- procedure, contains information relative to the preferred language
- ("UIText" to be loaded, etc.). The files are loaded in the following
- order: Startup_A, Startup_2 and Startup_1. If a non-environment-specific
- (but program-relative) parameter appears in more than one file, the last
- value which is read prevails.
-
- Section 1.9.5 explains how to modify the default Workbench icons
- generated by Personal Paint.
-
- The original disk of Personal Paint should not be used to experiment
- with new user interface definitions. The backup copy (section 1.6) should
- be used instead. Since the disk containing Personal Paint is almost full,
- it may be necessary to delete some unused files (e.g. printer drivers
- which are not needed) to make room for additional user interface
- definition files. Novice users of the Amiga system should be particularly
- careful when selecting the files to be deleted or overwritten, and
- modifying the user interface of Personal Paint.
-
- The user interface texts are displayed in menus, gadgets, requesters
- and other messages. Most of these texts are stored in special files on the
- disk which contains Personal Paint. The default user interface text file
- is automatically loaded with Personal Paint, while all files can be
- selected and loaded at any time as explained in section 8.10. Most
- interestingly, the files can be loaded, modified and saved again as plain
- text with any text editor or word processor (e.g. with the "Load Document"
- command of Personal Write). The keyboard shortcuts for the menu items are
- also stored in these files, and can be modified. If Personal Write is used
- to edit the text, the "TAB step" and "TABs in output file" File Format
- options must be set to 8 and Yes (or Auto), respectively. "Backup previous
- saved" should be disabled if data is written to a disk which is almost
- full.
-
- A few very important rules must be followed to create a new file with
- the user interface texts. The easiest way to create such a file is to use
- an existing file as a point of departure. The file must be stored as a
- plain ASCII text file, without control sequences. TAB characters
- separating the shortcuts from the menu text must be preserved. Each line
- in the file must contain either one or more valid texts (separated with
- TABs), a comment, or no characters at all (blank line used as an optical
- separator). Leading space and TAB characters are skipped. Comments begin
- with a ';' (ASCII decimal code 59) sign and end at the end of the line.
- Each line (including the last one) must terminate with a LF character
- (ASCII code 10).
-
- An optional keyboard suffix may be written, enclosed between the "< >"
- (less than and greater than) signs and separated by one or more TABs,
- after each menu item text. The shortcut must be in the <Qualifier-Key>
- format. The qualifier field is optional. The qualifiers which are
- supported are: "Shift", "Alt", "Ctrl", "Amiga", and "Num" (numeric
- keypad). For example, "<Shift-Up>" would mean "this command should be
- executed by pressing the <Cursor Up> key while <Shift> is held down."
-
- "Left", "Right", "Up" and "Down" are used to indicate the four cursor
- keys. Other textual representations include: "SP", "Tab", "BS", "Del",
- "Help", "Esc" and "F1" to "F10".
-
- The keyboard shortcuts at the end of the file are associated to
- functions which have no menu-equivalent.
-
- The texts should be designed and tested in such a way that all menus
- and requesters can be displayed in a low resolution screen 320 pixels wide
- and 200 lines tall. Message texts ("TMS" section of the file) which exceed
- the horizontal limit may be made "splittable" by inserting underscore
- characters ('_') where Personal Paint may bring the text to a new line, if
- necessary. Normally, these characters are automatically replaced with
- spaces.
-
- When loading a file with new user interface texts (section 8.10),
- Personal Paint performs some simple length-checks and issues warning
- messages to indicate texts which are too long or should be made
- splittable. While this feature is useful for testing a file as it is being
- edited, the only guarantee that the file will actually work properly is to
- manually display all menus and requesters.
-
- <Shift> should not be used as a qualifier for keys which already have
- a system-defined shifted representation (e.g., <Shift-a> is wrong, while
- <A> is correct). For commands which must remain accessible in a text
- editing session, only function key shortcuts and shortcuts having an
- <Amiga> key qualifier should be used. Other keys would be interpreted as a
- character to be typed, rather than a command to be executed.
-
- Double assignments of the same shortcut should be avoided, as only one
- menu item can be associated with a key combination. <Ctrl> and <Alt> have
- special meanings in in the Screen Grab function and in combination with
- the left mouse button. These local uses cannot be redefined.
-
- If only minor changes are applied to a file (e.g. only a few redefined
- shortcuts), the original file name can be maintained, overwriting the
- previous version (if that version is also stored somewhere else). If
- however a completely new and original version is developed, it may be
- advisable to use the "custom" suffix.
-