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- TOOLS FOR C
- Application Development Package
- MENUGEN
- Interactive Window and Menu Generator
-
-
- Shareware Distribution Version 1.0
-
-
-
-
-
-
- This version of TOOLS FOR C and it's associated manuals and
- support files may be freely copied and distributed as long as
- it is distributed in it's entirety and no fees other than
- nominal handling fees are charged. The routines in this
- library are NOT Public Domain. This is copyrighted material.
- The intent behind distributing this version of TOOLS FOR C is
- to allow you to use the package on a trial basis and determine
- if it meets your needs. If you find yourself using this
- package, you MUST register by sending $45.00 to the address
- listed below. Upon receipt of your registration fee we will
- send you an expanded manual, compiled libraries for all of the
- memory models available with your compiler, and the complete
- source code to the library. In NO EVENT may you use any of the
- routines in TOOLS FOR C for commercial purposes until you
- register your copy. We feel that you will find the value of
- TOOLS FOR C far exceeds the registration fee and we at BP
- SOFTWARE SOLUTIONS, INC. thank you in advance for your
- support.
-
-
-
-
-
- BP Software Solutions, Inc.
- 642 N. Commodore Drive
- Plantation, Fl. 33325
-
-
-
-
-
- Copyright (C) 1987
- BP Software Solutions Inc.
- All Rights Reserved
-
-
-
-
-
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-
-
- INTRODUCTION
-
-
-
- MENUGEN is a program which, in concert with the TOOLS FOR C
- function library, allows you to quickly and interactively design
- pop-up windows and menus for your 'C' programs. Because it
- generates 'C' code which you "#include" in the source code of
- your program, implementing these windows and menus is a snap.
- What you see on the screen is what you get when the file
- that is produced by the generator is incorporated into your 'C'
- code.
-
- MENUGEN has the power you need to exercise full control over the
- development of menus and windows for your programs. You can
- control the size of the window, it's location, type of graphics
- used for the window borders, attribute of the border and the
- attribute of the area inside the window. There is no limit to
- the number of menu selections allowed in a window. If you can
- fit it into the window, it will work! You can put the menu
- selections anywhere within a window you wish... e.g., single
- columns, double columns, triple columns, etc., or even random
- placements!
-
- Included in the TOOLS FOR C Application Development Package is a
- copy of MENUGEN.EXE, three object module libraries, and
- necessary reference manuals in DOS text form. There is an
- object module library for the small memory model of each
- supported compiler (Lattice C (R) version 3.x, Microsoft C (R)
- version 4.0, and Turbo C (R) version 1.0). These are all you
- need to start building your Menus and Windows. As a matter of
- fact, this was all that was used in producing the MENUGEN
- program.
-
- MENUGEN has two main sections. The first allows you to define
- a window structure. If a window is all you need, then you
- simply write the structure to an #include file and leave the
- program. If you want to define a menu, then you must first
- define a window for it. After it's window is defined, you enter
- the other section of the program. This section allows you to
- define the menu's cursor type, title, and the positions,
- video attributes, and functions of each of the menu selections.
- After you are satisfied with your menu you write it's
- structures to an #include file, just as you would for a window.
-
- We recommend that you work through the tutorial to get an
- overview of MENUGEN'S capabilities.
-
-
-
- TUTORIAL
-
- Getting Started
-
- First, load and run the program "MENUGEN.EXE". When you're
- through reading the title page, press any key to continue.
-
- The next screen you see will be mostly blank except for the
- Help Lines (two lines on top of the screen) and the Cursor
- Status (an area on the bottom of the screen). These can be
- toggled on and off independently by pressing [F1] or [ALT-F1].
- The [F1] key toggles the Help Lines, and [ALT-F1] toggles the
- Cursor Status Area.
-
-
- Cursor Movement
-
- The cursor can be moved around the screen using the arrow keys,
- HOME, END, PGUP and PGDN keys. As you move the cursor around
- the screen notice that the cursor position is being displayed
- near the lower left hand corner of the screen. The cursor
- location is relative to 0,0 being the upper-left-corner of the
- screen. The UP,LEFT,RIGHT and DOWN arrow keys will move the
- cursor one character position. The HOME, PGUP, END and PGDN
- keys will move the cursor to the corners of the screen.
-
- Key Screen Location Col Row
- ======================================================
- HOME Upper Left Corner of screen 0 0
- PGUP Upper Right Corner of screen 79 0
- END Lower Left Corner of screen 0 24
- PGDN Lower Right Corner of screen 79 24
-
-
- Set Anchor
-
- The 'Anchor' represents one corner of your window. The SET
- ANCHOR key, [F2], toggles the Anchor ON and OFF. When the Anchor
- is toggled ON, the "Anchor Set" message is shown in the lower
- left corner (assuming you haven't toggled the status area OFF
- with [ALT-F1]).
-
- To begin defining a window, move the cursor to an area on the
- screen which will represent a corner of your window. Set the
- Anchor (Press [F2]). Draw your box using the cursor movement
- keys.
-
-
- Swap Anchor
-
- Press [F3] to "Swap Anchor". This function swaps the current
- cursor position with the Anchor. The original Anchor position
- becomes the new cursor position and the original cursor position
- becomes the new Anchor position. This greatly adds to the
- flexibility of the window definition.
-
-
-
- Border Type
-
- Press [F4]. A window will pop up in the middle of the screen.
- By pressing the UP and DOWN arrow keys, you can scroll through
- the selection of border types for the window. The border type
- of your window will change as you move up and down the selection
- list. (The border of the window which popped up in the middle
- of your screen will change also). When you find a selection
- you're happy with, press ESC. You'll be left with the selected
- border type.
-
-
- Border Attribute
-
- Press [F5]. A menu will pop up with attribute options. The UP
- and DOWN arrow keys will move you through the menu selections.
- Press [RETURN] when the desired selection is high-lighted. An
- alternate method of selecting an option is by pressing a number
- (1-6) for the 6 predefined attributes or the letters 'U'or 'u'
- for 'User Defined '(if the desired attribute isn't among the
- selections).
-
- Choose an attribute using selections 1-6. Notice that the
- attribute of the border changes as the selection is made. Now
- choose the "-USER DEFINED-" option. A window will open which
- will prompt you for a 'Border Attribute'. Enter a number in
- hexadecimal form and press [RETURN]. The window will be updated
- with the new attribute and you'll be returned to the 'BORDER
- ATTRIBUTE' menu. When you've completed your selection, pressing
- ESC will exit this function.
-
-
- Fill Attribute
-
- Press [F6]. A menu will pop up with the Fill Attribute Options.
- You can define the attribute of the inside area of your windows
- (fill attribute). Selections are made in this menu the same way
- they're mad in the 'Border Attribute Menu' above. You can
- choose one of the selections offered, or enter the attribute via
- the '-USER DEFINED-" option. Again, pressing ESC will exit this
- function.
-
-
- Write (Generate) the code.
-
- You've just defined a window! Let's write the code to a file.
- Press [F9]. A window will open prompting you for a header
- file name. Enter the name of a file you wish to save this to.
- (This must be a legal DOS file name format... no spaces allowed,
- 8 characters plus an optional 3 character extension separated by
- a period). Let's call the file "TEST1.HDR". (Type TEST1.HDR
- as the file name and press [RETURN]).
-
- If the name you've entered as the file name already exists, a
- window will pop up warning you of this. You're given the options
- of either 'Replacing' the file, 'Browsing' the file, 'Appending'
- to the file or aborting this function. For this example, choose
- the "Replace" option to make sure we have a fresh file called
- "TEST1.HDR".
-
-
-
- You'll next be prompted for the name of the window. This is the
- name which you'll use to identify this window in your code. It's
- length should conform to the limits set by your compiler. Let's
- call our window "testwndw". Enter "testwndw" (without the
- quotes, of course) as the window name.
-
- The Menu/Window Generator will create a file that can be
- included in your 'C Code'. Its contents will resemble ...
-
- /****** Include file for testwndw Window ******/
- struct WNDW testwndw_structure =
- {'║','═','║','═','╔','╗','╚','╝',' ',0x7,0x7,5,4,72,
- 20,0,0,0,NULL,NULL,NULL};
- WNDW *testwndw = &testwndw_structure;
-
- This file when #include'd in your code can be used as
- demonstrated in the following code fragment...
-
- #include <stdio.h>
- #include "tools4c.h"
- #include "test1.hdr"
-
- main()
- {
- vid_type(); /* necessary call to determine */
- /* type of video adaptor */
- open_window(testwndw);
- .
- .
- .
- close_window(testwndw);
- }
-
-
- if preferred, the file can be physically included in your code...
-
- #include <stdio.h>
- #include "tools4c.h"
-
- /****** Include file for testwndw Window ******/
- struct WNDW testwndw_structure =
- {'║','═','║','═','╔','╗','╚','╝',' ',0x7,0x7,5,4,72,
- 20,0,0,0,NULL,NULL,NULL};
- WNDW *testwndw = &testwndw_structure;
-
- main()
- {
- vid_type();
- open_window(testwndw);
- .
- .
- .
- close_window(testwndw);
- }
-
-
-
- File Browse
-
- 'File Browse' allows you to view any text file. You can scroll
- up and down through the file a line at a time or a page at a
- time. It allows horizontal scrolling, (good if your text is
- wider than 80 columns), and it allows you to jump to the
- beginning or end of the file. You can safely use browse to view
- your program code or any other text file without worrying about
- altering the file.
-
- Key Function
- =================================================
- UP Arrow Scroll UP one line
- DOWN Arrow Scroll Down one line
- RIGHT Arrow Scroll Right
- LEFT Arrow Snap to beginning of the line
- PGUP Scroll up one Screen
- PGDN Scroll down one Screen
- HOME Goto beginning of the file
- END Goto end of the file
- ESC EXIT
-
-
- DOS Shell
-
- Pressing the DOS shell key, [F10], loads and executes another
- copy of COMMAND.COM above MENUGEN. Type "exit" at the DOS
- prompt to return to MENUGEN. DOS must be able to find a copy of
- COMMAND.COM in the path defined by the environment variable
- "COMSPEC".
-
-
- Define Menu
-
- Pressing [F7] drops you into the menu definition subsection of
- the program. Before beginning to define a menu, you should
- define the menu's window completely. Window size and position
- are the only changes you can make to the window after entering
- the menu subsection.
-
- When you press [F7], you will notice the cursor now moves inside
- the window. Use the cursor, Home, End, PgUp, and PgDn keys to
- move to the starting position of the first menu selection.
- Pressing [F7] again begins the selection definition process.
-
- From here on, the best way to learn the power of MENUGEN is to
- experiment. The help lines on the top of the screen will direct
- you through the each phase of the process. Pop-up windows and
- sub-menus allow you to define the menu's video attributes, title,
- screen position, window size, and each selection's screen
- position, video attributes, function calls, etc.
-
- Once your menu is defined, pressing [F9] allows you to write the
- structure code for the menu to an #include file, just as you did
- for a window.
-
-
-
-
- Conclusion
-
- This tutorial is not a complete reference manual for MENUGEN, but
- is instead intended only to get you started. Most of MENUGEN's
- features are obvious from the help line's prompts. With a
- little experimentation, you will be efficiently defining windows
- and menus in no time at all. A complete reference manual on
- MENUGEN, an expanded Reference and User Manual for the TOOLS FOR
- C Library, the complete source code to the library and compiled
- libraries for all of the memory models for your compiler is
- included in the package sent to you when you register your copy
- of TOOLS FOR C. Use the form below to register your copy today.
-
-
-
- THE TURBO LIBRARY
- USER REGISTRATION FORM
-
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-
- Please list this form to your printer and use it to register
- your copy. Send the completed form and a check for $45.00 to:
-
- BP Software Solutions, Inc.
- 642 N. Commodore Drive
- Plantation, Fl. 33325
-
- Florida residents please be sure to include the 5% FL. state
- sales tax ($2.25).
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