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--------------------------------------------------------------------
ROTOR(tm) The manual Title Page
--------------------------------------------------------------------
ROTOR(tm)
by Michel Robert Version 2.0
-------------------------------------------------------
For interactive animation graphics.
Requires a PC-compatible computer with a graphics
adapter and a mouse.
Copyright 1990-1993 by Michel C. Robert.
All rights reserved.
-------------------------------------------------------
--------------------------------------------------------------------
ROTOR(tm) Table of Contents
--------------------------------------------------------------------
Chapter 1 : Introduction
Program description .......................... 1 - 01
Applications ................................. 1 - 02
Features summary ............................. 1 - 03
User comments ................................ 1 - 04
Limitations .................................. 1 - 05
Chapter 2 : Installation
Hardware considerations ...................... 2 - 01
Files ........................................ 2 - 02
Quick start .................................. 2 - 03
Quick exit ................................... 2 - 04
How to use this manual ....................... 2 - 05
Chapter 3 : Interface
Screen layout ................................ 3 - 01
Buttons ...................................... 3 - 02
Switches ..................................... 3 - 03
Switch pulse control ......................... 3 - 04
Parameters monitor ........................... 3 - 05
Pop-up menus ................................. 3 - 06
Menu bar ..................................... 3 - 07
Status bar ................................... 3 - 08
Options ...................................... 3 - 09
Visibility toggles ........................... 3 - 10
Mouse and keyboard considerations ............ 3 - 11
Remarks ..................................... 3 - 12
Chapter 4 : Objects
Object definitions ........................... 4 - 01
Objects menu ................................. 4 - 02
Shape menu ................................... 4 - 03
Alter menu ................................... 4 - 04
Pose menu .................................... 4 - 05
Size menu : cursor and zone sizing ........... 4 - 06
Go menu : cursor and zone motion ............. 4 - 07
Attributes menu .............................. 4 - 08
Patterns ..................................... 4 - 09
Colors ....................................... 4 - 10
Draw menu .................................... 4 - 11
Cursor modes ................................. 4 - 12
--------------------------------------------------------------------
ROTOR(tm) Table of Contents
--------------------------------------------------------------------
Chapter 5 : Services
Services menu ................................ 5 - 01
Icons menu : mouse tools ..................... 5 - 02
Clip menu : clip-art ........................ 5 - 03
Text menu : fonts, text ..................... 5 - 04
Bitmap output options ........................ 5 - 05
PCX menu ..................................... 5 - 06
Save menu .................................... 5 - 07
Print menu ................................... 5 - 08
Display menu ................................. 5 - 09
Chapter 6 : Miscellaneous and Advanced features
Expert menu .................................. 6 - 01
Many menu : multiple objects ................. 6 - 02
Parameter Pulsing ............................ 6 - 03
Info bar ..................................... 6 - 04
Diagnostics .................................. 6 - 05
Default object settings ...................... 6 - 06
Chapter 7 : Keyboard commands
Keystroke handling ........................... 7 - 01
Top-row number keys .......................... 7 - 02
Function-keys ................................ 7 - 03
Keypad / arrow-keys .......................... 7 - 04
Letter-keys .................................. 7 - 05
Miscellaneous ................................ 7 - 06
Keyboard limitations ......................... 7 - 07
--------------------------------------------------------------------
ROTOR(tm) Table of Contents
--------------------------------------------------------------------
Chapter 8 : DEF files
Format ....................................... 8 - 01
Coordinates specification ..................... 8 - 02
House-symbol example .......................... 8 - 03
Chapter 9 : Trouble-shooting
Mouse trouble ................................. 9 - 01
Memory trouble ................................ 9 - 02
EMS/XMS ....................................... 9 - 03
Object trouble ................................ 9 - 04
Error handling ................................ 9 - 05
Selected error messages ....................... 9 - 06
Selected process messages ..................... 9 - 07
Bug detection ................................. 9 - 08
Run-time error messages ....................... 9 - 09
User-support .................................. 9 - 10
Chapter 10 : Programming
Introduction .................................. 10 - 01
The script file ............................... 10 - 02
Statement syntax .............................. 10 - 03
Command keywords .............................. 10 - 04
Identifiers ................................... 10 - 05
Value terms .................................. 10 - 06
Boolean terms and boolean commands ............ 10 - 07
Conditional expressions ....................... 10 - 08
Comparisons ................................... 10 - 09
Program initialization ........................ 10 - 10
Creating new commands ......................... 10 - 11
Animation scripting ........................... 10 - 12
The macro processor ........................... 10 - 13
System variables .............................. 10 - 14
Learning the language ......................... 10 - 15
Error messages ................................ 10 - 16
Debugging ..................................... 10 - 17
Command reference guide ....................... 10 - 18
Grammar terminology ........................... 10 - 19
BNF notation .................................. 10 - 20
Script language definitions (BNF) ............. 10 - 21
--------------------------------------------------------------------
ROTOR(tm) Table of Contents : Appendices
--------------------------------------------------------------------
Appendix A : About ROTOR 2.0
The author .................................... A - 01
Program history ............................... A - 02
Resources ..................................... A - 03
Appendix B : Bibliography .................................. B
Appendix C : Legal considerations
Copyright ..................................... C - 01
Trademarks .................................... C - 02
Restrictions .................................. C - 03
License agreement ............................. C - 04
Appendix D : Shareware distribution
The shareware version of ROTOR(tm) ............ D - 01
Mail-order distribution ....................... D - 02
BBS distribution .............................. D - 03
Suggested program description ................. D - 04
Appendix E : A DOS primer for beginners
Overview ...................................... F - 01
Dealing with the prompt ....................... F - 02
Current drive/directory ....................... F - 03
Working with directories ...................... F - 04
Working with files ............................ F - 05
Disk commands ................................. F - 06
Disk media .................................... F - 07
Start-up customization ........................ F - 08
File extensions ............................... F - 09
--------------------------------------------------------------------
ROTOR(tm) Introduction: Program description 1 - 01
--------------------------------------------------------------------
Welcome to ROTOR(tm), a unique graphics program unlike
anything else you have ever tried before.
ROTOR(tm) is an interactive animation engine which
enables users to produce beautiful graphic designs,
images, and most importantly, animations.
The program incorporates a wide variety of built-in
shapes, and it also supports user-defined forms. Both
can be animated in a multitude of ways: sequences,
rotations, expansions, contractions, deformations,
linear and non-linear travels, color and texture
variations, etc...
Stunning designs can be created by drawing with such
animated shapes. With very little effort on the part
of the user, the program automatically generates
intricate and impressive patterns. Furthermore, the
program incorporates a full complement of mouse tools
for painting, such as freehand-pen, smear, spill, and
others. Also, ROTOR(tm) supports external resources
such as New PrintShop clip-art libraries, GEM bitmapped
fonts and PCX image files.
The interface is versatile and user-friendly. It is
both mouse and keyboard sensitive. It gives the user
complete control over every facet of on-going drawing
and animation processes. Precise adjustments can be
requested at any time without interrupting the
in-progress animation. When the user issues a command,
it is executed rapidly, and with immediate feedback.
This responsiveness is engaging, exciting and highly
enjoyable.
Screen images can be written to PCX files. For
hard-copy output, a laser-compatible printer is
required. Animations can be recorded on a VCR if you
have a VGA-to-TV converter box.
ROTOR(tm) is a powerful dynamic environment for
educational graphic adventures. The animations it
generates are entertaining, relaxing, and hypnotic. It
is designed to be fun to use. We hope you will enjoy
exploring it.
--------------------------------------------------------------------
ROTOR(tm) Introduction: Applications 1 - 02
--------------------------------------------------------------------
special
applications:
ROTOR(tm) is eminently suited to a variety of
specialized graphic projects and tasks, such as:
+ Custom borders, of any size.
+ Tiled designs such as checker boards, quilt-squares,
or game-boards.
+ Fabric patterns.
+ Decorations for stationary.
+ Stroboscopic decomposition of movement, and related
motion studies.
+ Turtle graphics, interactively or via a script
program.
+ Ornamental spirograph drawings.
+ Moire patterns.
+ Logos.
+ Simple multi-layer designs, where each layer can be
independently edited.
+ Black-and-white artwork for printed output.
+ Vivid colors
ROTOR(tm) is also useful as an educational tool.
It demonstrates clearly and concisely the nature of
graphic attributes. It can be used to show how
factors combine and interact. And it encourages
experimentation.
--------------------------------------------------------------------
ROTOR(tm) Introduction: Features summary 1 - 03
--------------------------------------------------------------------
ROTOR(tm) is packed with powerful features:
interface - user-friendly
- pop-up menus, buttons, icons, edit boxes.
- quick and safe exit-command.
- defaults can be specified via a script file.
- auditory feedback can be disabled.
- visibility toggles for menus, cursor, shapes, etc.
shape and
cursor - generates geometric forms, stars, random shapes.
- various shape libraries: alphabet, things, planes ..
- auto-traced and bit-scaled clip shapes.
- user-defined shapes.
- shape deformations: crush, invert, bezier, quake
- various cursor modes: square, circle, grid, etc...
- multiple animated cursors/shapes are possible.
motion - angle of motion can be specified.
- range of motion is defined by a "zone" rectangle.
- this "zone" can itself be moved in any direction.
patterns &
colors - built-in library of more than 300 fill patterns.
- colors and patterns are easy to select or tag.
- cycling is based on "tags".
- 256 color support, with several palette choices.
- alternate B&W palettes for all 16/256-color modes.
- line-pattern and thickness controls.
animation - each object attribute can be animated separately.
- animation can be controlled interactively
- or via a user-defined script macro.
- the introductory logo animation is an example
of scripted-animation.
drawing
tools - icons: freehand, line, box, circle, spray, smear, ...
text - uses GEM 2.0 bit-mapped proportional fonts
- powerful font manipulation options: bold, outline ...
- flexible text-placement tools.
clip-art - uses New Printshop clip-art libraries.
- manipulation & placement tools like those for text.
- clips can be auto-traced into a shape design.
PCX files - load a PCX image to memory, then place it anywhere.
- save the entire screen, or a portion, to a PCX file.
- automatic color conversions when necessary. (e.g.:
when loading a 256-color image to a 16-color screen)
display
adapters - all CGA, EGA, VGA, SuperVGA or VESA adapters are OK.
- a primary or secondary Hercules adapter is also OK.
- mode-switching w/ automatic rescaling of all objects.
- simulated black-and-white modes for 2-color work.
printing - print the entire screen, or only a portion of it.
- only LASER-compatible printers are supported.
(HP Deskjets are OK)
hardware - a minimum of 425K free RAM is required.
- additional EMS or XMS memory is desirable.
- the icon functions require a Microsoft-compatible
mouse.
small EXE - Incredibly, all of the above features are packed into
a single 165K program file.
friendly - No copy-protection of any kind.
--------------------------------------------------------------------
ROTOR(tm) Introduction: User comments 1 - 04
--------------------------------------------------------------------
Due to its extreme versatility and ease-of-use,
ROTOR(tm) is as popular with children as it is with
artists and professionals. The following unsolicited
remarks give an indication of ROTOR's appeal:
" Only a brief review convinced me to register this
program! If nothing else but for recreation! "
Joyce, a weaver. (Camden, DE)
" I am having a ball with it "
Joe, a florist and oil painter. (Baker, LA)
" My children enjoy it very much "
Harald (Heidelberg, Germany)
" I am impressed and have had great fun with this
program "
Norma, a housewife (Springville, IN)
" I really like any graphics program but I must admit
that yours is the most unique I have run across "
Bob, a mechanic (Kirkwood, NY)
" Thanks for ROTOR. It is exceptional! "
Chuck, a retired engineer (Blue Ridge, GA)
" My seven year old enjoys drawing with the computer
and thinks ROTOR is `awesome'. "
Jack (Dallas, TX)
" A good product I will pass on to others
( the shareware version of course ). "
Warren, a small business owner (Ontario, CANADA)
" Very impressed with the speed, appearance and
functionality of this program. It's simply a good
idea. Great potential. I will recommend it to my
contacts at the club. "
John, a telecommunicatons technician (Dyfed, England)
" Wild colors and action. It surprises you. "
Phyllis, a secretary (Lomita, CA)
" I have only recently purchased my machine and I am
still feeling my way around with it. I received a
package of programs from a friend to get me started,
and yours was among them. To give you an idea how
much I liked it, I played with it for over two hours
and I am now filling this registration form. "
Neil, an electronics technician (Waretown, NJ)
" The animation features are fantastic. Much more fun
than regular paint programs. "
John, a hospital project manager (Tucson, AZ)
" It's different, original, and asks to be explored. "
Gustave, a retired journalist (Miami Beach, FL)
" A simply marvellous program. I haven't had so much
fun with my computer in a long while. "
President of a chemicals co. (Bogota, Columbia)
" Great fun! My four year old wants to play with it
all the time. "
Gary, a Postal Service clerk (Rockaway, NJ)
" I get a real kick out of the MOTOR function... All in
all a thoroughly enjoyable way to relax. Great fun
when I don't feel like thinking about a thing. "
David, an accountant (Centerville, MA)
" The whole thing is a kick. "
William, a Safety Coordinator (Tucson, AZ)
" Of all the many shareware programs I have obtained
since getting my 386 last September, none has given me
as much enjoyment as ROTOR ... the pleasure in running
the program is a reward in itself. "
Karl, an automobile mechanic (Hollywood, FL)
--------------------------------------------------------------------
ROTOR(tm) Limitations 1 - 05
--------------------------------------------------------------------
While we like to think that ROTOR(tm) is a perfect
program, we have to admit that it does suffer from a
few limitations:
The most glaring short-coming of ROTOR(tm) is its lack
of a 'Zoom' feature allowing 'fat-bit' editing. Precise
surgical editing of a ROTOR(tm) image is not easy.
When this is needed, we recommend saving the screen,
then loading it into a paint package like PC Paintbrush
for pixel-level editing.
The next noticeable limitation is that it does not
allow images larger than its work area. This is
actually a concious design decision. It is our opinion
that screen-scrolling operations are tedious and
annoying. In addition, the hidden parts of an image
are usually not drawn onto, which leads to un-natural
chopped designs. Essentially, we feel that simplicity
of use is more important than unlimited image size.
Finally, dot-matrix printers are not supported. We do
not feel that this is a major sin, as the quality of
their output is generally unsatifactory anyway. A more
serious limitation is the lack of support for color
printers. ROTOR(tm) automatically converts color
images to black & white before printing.
PC
real-time
graphics : The power of today's PCs, mighty as it is, is still
limited. ROTOR(tm) strives to make the most of the
available resources. But it cannot compete with the
Silicon Graphics mainframes which are used to produce
computer-animations for motion pictures such as
Terminator 2.
Users who expect such results are in for a rude
awakening. ROTOR(tm) is limited to two-dimensional
polygons! No 3D-graphics, no ray tracing, no image
synthesis, certainly no photorealistic rendering! We
point this out because we do not want our customers to
approach ROTOR(tm) with inflated expectations which
would lead to disappointment.
--------------------------------------------------------------------
ROTOR(tm) Installation: Hardware considerations 2 - 01
--------------------------------------------------------------------
required
hardware : As with all graphic-based programs, the faster your
computer the better. A 80286 processor, or faster, is
recommended.
adapters : ROTOR(tm) supports Hercules, CGA, EGA, VGA, SuperVGA
and VESA adapters. It automatically detects which
adapter is installed.
If you have two adapters installed, (a VGA card and a
Hercules card, for instance) ROTOR(tm) will allow you
to switch from one card to the other. It will not,
however, run on both cards at the same time.
monitor : ROTOR(tm) assumes a correctly matched adapter/monitor
pair.
You may need to adjust the monitor's output so that
circles do not appear as elipses.
mouse : A mouse is recommended, as it is required for freehand
drawing. If you do not have a mouse, you can still use
ROTOR(tm), as all other operations are keyboard
controllable.
If you have a mouse, it must be Microsoft-compatible,
and the MOUSE.COM (or .SYS) driver must be loaded.
other
pointing
devices : Any device that can simulate a Microsoft-compatible
mouse will work. Most graphic tablets can do so.
memory: ROTOR(tm) requires a minimum of 425K free memory to
run. For optimum performance, you should have 500K+
If your machine features several megabytes of high
memory, this is a welcome bonus. Whether it is
configured as EMS (expanded) or XMS (extended) memory,
ROTOR(tm) can make good use of it. EMS is preferable
to XMS, as XMS requires an additional 64K of free
memory above the initial 425K.
We remind you here that both EMS and XMS configurations
require a device driver in the CONFIG.SYS file. When
these drivers are missing, ROTOR(tm) cannot access the
high memory areas.
The EMS driver must also be compatible with the LIM
4.0 specification, and the XMS must support the XMS
2.0 specification.
disk
space : The ROTOR.EXE file doesn't take up much space, but
saved screens do, particularly those of high
resolution modes.
MAKE SURE YOU HAVE ENOUGH ROOM ON THE CURRENT
DRIVE BEFORE STARTING THE PROGRAM!
If your machine has no high memory, this is a
particularly important consideration, as the current
drive may be used as a virtual memory device.
Basically, ROTOR(tm) may store information in
temporary files instead of keeping it in memory.
connection
to VCR/TV : If you have a VGA graphics adapter, you can record
ROTOR(tm) animations on a VCR.
In order to do so, you need a VGA-to-TV signal
converter. Such converters come in a variety of
shapes, some as a small external box, others as
an internal expansion board.
The external box variety is installed so that it
intercepts the VGA-adapter output. The following
diagram illustrates:
+----------- TV or VCR
| input
VGA port -------- converter
|
+----------- VGA monitor
Converters can cost anyhwere from $150 to $400. They
are usually advertised in the `multimedia'
advertising-section at the back of computer magazines.
Do they work? Yes! What you see on your screen is
what you get on your VCR tape. You can use it
with any software, not just ROTOR(tm).
The maximum resolution supported is usually 640x480.
--------------------------------------------------------------------
ROTOR(tm) Installation: Files 2 - 02
--------------------------------------------------------------------
shareware
version : The distribution files are:
ROTOR20.EXE : The program.
ROTOR20.SCR : The script file for the introductory
logo animation. Also contains
default settings and handy macro
programs.
ROTOR20.REG : This file contains the Registration
Form, the User Questionaire and the
License Agreement. Print these by
typing:
COPY ROTOR20.REG PRN <enter>
ROTOR20.M1 &
ROTOR20.M2 : These are the 'manual' files. They
contain the documentation for the
program, which you are now looking at.
To print them, type:
COPY ROTOR20.M? PRN <enter>
ROMA-22.FON : A sample font, 22 pixels-high.
R-BUGS.POG : A sample clip library (images).
R-BUGS.PNM : Part of clip library (names).
HOUSE.DEF : A sample DEF shape.
disks : When distributed in uncompressed form, ROTOR(tm)
requires three 360K floppies:
+ disk 1 : ROTOR20.M1
+ disk 2 : ROTOR20.M2
+ disk 3 : ROTOR20.EXE, ROTOR20.SCR, ROTOR20.REG,
ROMA-22.FON, R-BUGS.POG, R-BUGS.PNM,
HOUSE.DEF
Alternatively, all of the ROTOR(tm) files may be
compressed into a single 350K ROTOR20.ZIP file,
which fits on a single 360K floppy disk.
The ROTOR20.ZIP file requires a target decompression
drive with at least 900K of free space.
--------------------------------------------------------------------
ROTOR(tm) Installation: Files 2 - 02
--------------------------------------------------------------------
The registered version of ROTOR(tm) consists of:
disks : Four 5"1/4 floppies (4 x 360K) :
disk 1 : ROTOR20 and Utilities
disk 2 : Clips (21 libraries)
disk 3 : Fonts 1 (41 font files)
disk 4 : Fonts 2 (42 font files)
or
Two double-density 3"1/2 diskette (2 x 720K)
disk 1 : ROTOR20, Utilities, and clip libraries
disk 2 : Fonts
or
One high-density 3"1/2 diskette (1 x 1.44Meg)
containing all files.
All files are uncompressed, ready to use.
manuals : Rotor 2.0 manual.
Font utilities manual.
Fonts reference guide.
Pogit Manual.
Clips reference guide.
360K
disk #1
contents :
ROTOR20.EXE : The program.
ROTOR20.SCR : The script file for the introductory
logo animation. Also contains
default settings and handy macro
programs. Not required.
FONTVIEW.EXE : A font viewing utility.
FONT2PRN.EXE : A font printing utility.
FONT2GEM.EXE : A font-file converter.
FON2RFON.EXE : A GEM font renaming utility.
POGIT.EXE : A clip-art file converter.
HOUSE.DEF : A sample DEF shape.
--------------------------------------------------------------------
ROTOR(tm) Installation: Quick start 2 - 03
--------------------------------------------------------------------
hardware
prep : If you have high memory (EMS or XMS) make sure that the
appropriate device driver has been included in your
CONFIG.SYS file.
If you have a mouse, make sure that the MOUSE.COM
(or MOUSE.SYS) driver has been installed.
We recommend disabling the DOS Ctrl-C check by
typing: break off <enter>
This frees up the Ctrl-C key for use by ROTOR(tm).
Also, it is a good idea to verify that the system
clock date & time are correctly set.
hard disk
install : The following instructions assume a disk drive A:
and a hard disk C:
Create a ROTOR directory : md C:\ROTOR
Copy all files to it : copy A:*.* C:\ROTOR
Go to that directory : C:
cd C:\ROTOR
Start the program : ROTOR20 <enter>
It is important to notice that all files are copied to
a single directory. This is not an optional
arrangement. All files MUST be copied to a single
directory, because ROTOR(tm) is not equipped to access
files across directory boundaries.
Due to a DOS limit of a maximum of 112 root directory
entries, we do not advise installing ROTOR(tm) in a
root directory.
diskettes-
only users :
Format a blank diskette.
Insert the ROTOR + utilities disk in a drive, say A:
Go to that drive : A:
Start the program : ROTOR20 <enter>
The program takes a while to load. When the
introductory logo animation begins, remove the program
disk and replace it with a blank formatted diskette.
Saved screens or shapes will be written to this disk.
Insert the Fonts and Clips disks as necessary during
program operation. ROTOR(tm) does not prompt the user
for such disk changes.
when the
program
begins : Press the space-bar to end the logo-animation
--------------------------------------------------------------------
ROTOR(tm) Installation: Quick Exit 2 - 04
--------------------------------------------------------------------
[Esc]
command : To abort a ROTOR(tm) session, and return to the DOS
prompt, simply press the ESC-key twice.
The first ESC-key press indicates an intent to exit.
The second ESC-press confirms that intent and causes
ROTOR(tm) to remove itself from memory.
The [ESC]-command is available at all times.
--------------------------------------------------------------------
ROTOR(tm) Installation: How to use this manual 2 - 05
--------------------------------------------------------------------
to read or
not to read
: There is no need to read this manual from cover to
cover before using ROTOR(tm). The program is entirely
menu driven, and it is therefore relatively easy to
figure-out how to use most of its features. There is
no harm in jumping into ROTOR(tm) unprepared.
Of course, reading the manual beforehand can't hurt
either.
recommended
sections : We recommend the INTERFACE chapter. It details the
keystroke short-cuts that correspond to various types
of mouse clicks. These are easy to remember, and they
are great productivity enhancers.
We also recommend the begining of the OBJECTS chapter,
which defines the basic organization of an object.
beginners : For users unfamiliar with DOS, we have included
an appendix on the basics of file manipulation.
manual
organization
: The sequence in which information is presented is
significant; each section assumes that the user is
familiar with the content of the preceeding sections.
Primarily, this manual is intended as a look-up
reference.
--------------------------------------------------------------------
ROTOR(tm) Interface: Screen layout 3 - 01
--------------------------------------------------------------------
┌─────────────────────────────────────────────────────┐
│ menu-bar, 2 lines │
├─────────────────────────────────────────────────────┤
│ . . . . . . . . . . . . . . . . . . │
│ mouse . ┌─────────┐ . │
│ # icon . │ / ~ \ │ work area . │
│ . │< shape >│ . │
│ . │ \ _ / │ . │
│ . └─ cursor─┘ . │
│ . . │
│ . . . . zone . . . . . . . . . . . │
└─────────────────────────────────────────────────────┘
Before embarking on a tour of ROTOR(tm)'s features, it
is is a good idea to study its screen interface. It is
important that you become familiar with the names for
the various interface elements, as these are frquently
referred to theoughout this manual. In particular, you
should be able to distinguish the following items:
menu-bar : This is the 2-line menu at the top of the screen.
work area : This is the drawing surface. It has a border, which is
permanent, and a surface color, which may be changed.
In black-and-white modes, the border is not visible: it
is black and blends into the surrounding margin.
icon : This is a mouse pointer. It indicates the position of
the mouse. The "design" of the icon reflects the
mouse's function.
object : This is an animated SHAPE within a CURSOR-box. The
cursor-box is itself enclosed by a ZONE-box, but this
zone is not normally visible when ROTOR(tm) first
starts.
Much of ROTOR(tm)'s interface is dedicated to managing
the appearance and behavior of this object.
Consequently, many of the controls studied here are
closely related to the object's "innards".
--------------------------------------------------------------------
ROTOR(tm) Interface: Buttons 3 - 02
--------------------------------------------------------------------
buttons : The most common interface item is the BUTTON.
It is a rectangular box with 'chipped' corners.
It is labeled with a description of some sort.
The first letter of the description is highlighted.
Buttons are meant to be pressed. This is done via a
mouse click, or by by pressing the key corresponding
to highlighted letter.
Pressing a button causes it to light up temporarily.
This is accompanied by an audible "click" sound.
button
notation : Throughout this manual, square brackets ([]) are used
to indicated a clickable button. Some buttons are
labelled, other are empty.
example: [Fill] -- this is the 'fill' button. --
[] -- this is also a button. --
ctrl-keys : Sometimes the highlighted letter of a button will
consist of a '^' (caret) character followed by a
letter. The key that toggles such a button is
a Ctrl-letter combination. The following examples
illustrate:
[^PUT] : press Ctrl-P
This button appears in several menus.
It is used to rubber-stamp (ie 'put')
something onto the screen.
[^OP] : press Ctrl-O
This button also appears in several places.
It is used to select OPTIONS.
[^PrtScn] : press Ctrl-PrtSc
to print all or a portion of the screen.
Unlike the commands above which are menu
dependent, this command is always
available.
[^Clip] : press Ctrl-C to toggle the CLIP switch.
This command only works when the DOS BREAK
mechanism is disabled. Otherwise, it
aborts ROTOR(tm).
[^] or
[^ Diag] : press ^ (shift top-row-6).
Here, the caret does not signify a CTRL
keystroke, but the caret character itself,
as it is not followed immediately by
another letter.
--------------------------------------------------------------------
ROTOR(tm) Interface: Switches 3 - 03
--------------------------------------------------------------------
Switches : Switches are similar to buttons, but they react
differently when pressed; they toggle.
An ON switch is turned OFF by a click, and
an OFF switch is turned ON by another click.
A switch is ON when it is lit.
[switch] : A small rectangular pad is sometimes attached
[modes ] to the underside of a switch. This is a 'modes-pad'.
This pad is meant to be pressed, via a mouse click,
or by the keyboard combination <Alt-letter>, where
"letter" is the highlighted character on the switch.
Pressing a modes-pad results in a pop-up menu of
mode choices.
[switch][] : Switches may be further enhanced by a blank
[ modes][] padded switch on the right. It's a pulse control.
The upper part functions like a switch. It is toggled
by mouse-click, or via a <Ctrl-letter> keystroke
combination, where 'letter' is the highlighted
character on the switch.
The lower part is similar to a MODES pad. It is
activated by clicking, or with an <Alt-Ctrl-letter>
combination, where 'letter' is the highlighted
character on the switch.
application
to object
attributes :
Every object is defined by its attributes: its shape,
its colors, its position, and so on. There are
approximately 30 such attributes, and each has a
corresponding switch.
When a switch is ON, the corresponding attribute is a
property of the current object.
For instance, when [FILL] is ON, the object's shape
is filled. When it is OFF, the shape is only an
outline, ie it is NOT filled.
Frequently, there is more than one way in which a
particular attribute may be applied to an object.
When this is the case, the user can chose among the
alternatives by poping-up a MODEs menu.
In the case of the [FILL] attribute, the user
can specify an opaque or a translucent tinting fill.
--------------------------------------------------------------------
ROTOR(tm) Interface: Switch pulse control 3 - 04
--------------------------------------------------------------------
linked
parameter : While switches are ON/OFF devices, the attributes they
control can usually take on a range of values. When
this is the case, the switch is linked to a parameter
which specifies a precise value.
For instance, in the case of [FILL], a fill-color is
involved.
pulse
control : This PARAMETER may have fixed value, or it may change
with each cycle in the animation.
This is where the pulse control switch comes in:
When it is OFF, the parameter has a fixed value.
When it is ON, the parameter's value fluctuates.
The manner in which the parameter changes its value is
decided by its 'pulse mode', which is selected via the
pulse control's modes pad (bottom).
The pulse mode choices are:
Upward : The parameter value is incremented at each
cycle.
Downward : It is decremented at each cycle.
Up&Down : It is incremented thoughout its range until
it reaches its maximum value, then it is
decremented in a similar manner.
Random : The parameter value changes randomly.
Blink : This mode is intended mainly for color
parameters. It causes the color to
alternate between high and low intensity
values.
To illustrate how the pulse control works, lets go back
to our [FILL] example:
When the [FILL] pulse-switch is OFF, the filled shape
has a constant color. When it is ON, the fill-color
varies.
relevance
of pulsing : All of ROTOR(tm)'s animation mechanisms are derived
from its parameter-pulsing ability. It is therefore
essential that you understand the 'pulse control'
concept, and that you become comfortable with it.
terminology: The 'pulse' verb appears repeatedly throughout this
manual. As you may have infered by now, it means
'varying' or 'changing'.
--------------------------------------------------------------------
ROTOR(tm) Interface: Parameters monitor 3 - 05
--------------------------------------------------------------------
parameter
control : As mentioned previously, each attribute of an object
can usually take on a range of values. Its precise
value at a given moment is held in a 'parameter'
variable.
This value can be monitored and changed, via a
'parameters monitor', which consists of:
[TAB] [<][#][>] [paramname paramvalue pulsestep]
| |
+ -------- parameter frame ------- +
Due to space limitations, abbreviated forms of this
control are sometimes used. They may lack the [#]
indicator, or the 'pulsestep' value may have been
omitted. Also, there may be no [TAB] button.
[TAB] : Typically, several different parameters can be edited
[shift-TAB] from a single control-panel. To edit a parameter other
than that which is shown, use this button. [TAB]
advances to the next parameter, [shift-TAB] returns to
the prior one.
Mouse users may select the parameter from a pop-up
menu by clicking the parameter frame.
[<][#][>] : These controls are used to change the parameter's
value. The [<] and [>] buttons decrement and increment
the parameter by # (amount shown between the [<][>]
buttons).
The key strokes corresponding to [<] and [>] are [,]
and [.] (comma and period). In other words, DO NOT USE
TO SHIFT KEY! We know, this is a little inconsistent,
and therefore confusing, but it is also a great
convenience in actual usage.
[#], the
scan-step : The [#] value is referred to as the 'scan-step'. It is
always in the range 1..10. By changing its value, the
user can dictate the extent of the change caused by [<]
and [>].
function
keys : We use the function keys to modify the scan-step:
F1 sets it to 1, F2 sets it to 2, F3 sets it to 3,
and so on ... F10 sets it to 'X' , which is the
Roman character for 10. Effectively, the function keys
are used as number keys.
parameter
frame : The name of the parameter being edited appears in a
framed box. Also shown in this box is the parameter's
value. It is automatically updated when changed.
When an attribute is animated, ie 'pulsed', the value
of the corresponding parameter changes constantly, and
this can be observed.
To the far right of the parameter frame, a second
number may be present. This is the parameter's current
pulse-step value. Its role is similar to that of the
scan-step. It specifies the amount of change that will
be applied to the parameter at each cycle, when it is
pulsed. Generally speaking, it is an indicator of
animation 'speed'.
pulse-step
editing : The pulse-step can be edited via the [shift_<] and
[shift_>] keys. ( [shift_comma] & [shift_period] ).
They decrement/increment the pulse-step by a scan-step.
These keyboard commands have no mouse equivalents.
They are effective even when the pulse-step value is
not shown, as is the case in the abbreviated form of
the parameter frame.
example : The preceeding explanations are somewhat dry and
difficult to visualize. The following example may be
helpful:
[TAB] [<][5][>] [shape_tilt 15 1]
We are editing the shape_tilt parameter. The frame
tells us that the current shape_tilt is 15 (degrees).
We click [>] once. The shape_tilt is incremented by
scan-step, which is 5. The frame is updated to show
shape_tilt's new value, 20.
[TAB] [<][5][>] [shape_tilt 20 1]
|
+ -- changed
Not too hard. Now let's change shape_tilt to 21.
In other words, let's increment it by 1. If we click
[>], it would be incremented by 5, which is too much.
We must first reset the scan-step to 1. To do so,
we press F1:
[TAB] [<][1][>] [shape_tilt 20 1]
|
+ -- changed
Now we click [>]. The shape_tilt is incremented this
time only by 1, to 21:
[TAB] [<][1][>] [shape_tilt 21 1]
|
+ -- changed
--------------------------------------------------------------------
ROTOR(tm) Interface: Pop-up menus 3 - 06
--------------------------------------------------------------------
pop-up
vertical
menus : These are used for a variety of purposes.
Their operation is rather straight forward:
+ To exit without making a selection, press [Esc] or
click the [X] box.
+ To drag it to a new location, click the [D] box.
(mouse users only)
+ To select a choice, click it, or use the arrow keys
to move the highlight bar over the desired entry and
then press [Enter].
check
boxes : In some menus, every entry is prefixed by a check-box.
When this is the case, each entry is an option which
may be selected or deselected.
Mouse users can toggle the status of such an entry by
clicking its check-box.
Keyboard users can do so by moving the highlight bar
over the entry and then pressing [enter]. Please note
that the [enter] key no longer exits.
scroll bars
: A scroll bar is attached to a pop-up menu when its
entries are numerous.
The user gains access to the hidden choices by moving
the slider.
Mouse users may drag the slider directly, or they may
move it by clicking the arrow buttons.
Keyboard users avail themselves of:
[PgUp] [PgDn] to move the slider one "page" at a time.
[Home] [End] to jump to the beginning or end of the
list of choices
Scrollable-menus can have up to 512 entries. Users
with large hard-disks and vast collections of fonts,
clip-art or PCX images may conceivably encounter this
limitation.
searches : To move to a particular entry quickly, press the key
corresponding to the capitalized letter of that entry
(usually the first letter). This moves the highlight
forward to the nearest entry containing that cap.
Some menus may have several entries beginning with the
same cap, so it may be necessary to press the key
several times before the correct entry is reached.
placement : By default, pop-up menus appear in the upper-left hand
side of the screen. This suits the author just fine,
as he is a lefty. What? You say you are right-handed?
No problem, ROTOR(tm) can be configured to accomodate
your 'handicap'. The options menu allows you to chose
'right-handed' pop-up menus.
current
entry : When the menu is called-up (activated), the highlight
bar is positioned on the currently active entry, if
any. For instance, in the case of a 'modes' menu, the
highlighted entry is the current 'mode'.
effect on
animation : When a menu is 'popped' onto the work area, all
on-going animation is interrupted. The animation
resumes after a selection is made, when the menu has
removed itself from the work area.
--------------------------------------------------------------------
ROTOR(tm) Interface: Menu-bar 3 - 07
--------------------------------------------------------------------
ROTOR(tm)'s menu-bar is a sophisticated interactive
control panel. It is relatively simple, intuitive,
informative, and responsive.
┌─┬─┬─────┬───────┬───────┬──────┬──────┬──────┬──────┐
│*│#│\More│1:shape│2:Alter│3:Pose│4:Size│ .... │9:Draw│
├─┴─┴──┬──┴┬──────┴───────┴──────┴─┬────┴──────┴──────┤
│ Info │ ? │ ROTOR(tm) version 2.0 │ s# 93-2428 │
└──────┴───┴───────────────────────┴──────────────────┘
When the program first starts, the user sees a menu bar
similar to the figure above. It features two separate
rows of controls. Each row serves a specific purpose.
The top row is intended as kind of 'table of contents'.
It consists of a collection of numbered buttons. Each
button is labelled with the title of a 'chapter'.
When the user clicks one of these buttons, the desired
'chapter' is brought into view on the row below. This
bottom row is reserved for the actual 'meat' of the
'chapters'.
In other words, the buttons on the top row are used to
change the contents of the second row.
the top
row : Lets examine the various buttons that appear here:
numbered
buttons : These are not randomly ordered. They are arranged in a
logical sequence. First time users are advised to
examine the corresponding menus in that order.
The number keys on the top row of the keyboard activate
these buttons. ( This should be easy to remember: top
row button, top row key, get it?)
As previously mentioned, they allow you to change the
controls on the row below.
the [\more]
button : ROTOR(tm) is a large program with many sets of tools,
too many to mention in a single row. In other words,
its 'table of contents' does not fit in a single page.
The [\More] button turns a page to allow us to read the
rest of the 'table'.
When we begin with:
┌─┬─┬─────┬───────┬───────┬──────┬──────┬──────┬──────┐
│*│#│\More│1:shape│2:Alter│3:Pose│4:Size│ .... │9:Draw│
└─┴─┴─────┴───────┴───────┴──────┴──────┴──────┴──────┘
(this is the Objects menu, see chapter 4)
a press of the [\More] button changes the top row to:
┌─┬─┬─────┬──────┬──────┬──────┬─────┬─────────┬──────┐
│*│#│\More│1:Icon│2:Clip│3:Text│4:PCX│ ....... │9:Xprt│
└─┴─┴─────┴──────┴──────┴──────┴─────┴─────────┴──────┘
(this is the Services menu, see chapter 5)
And vice versa. There are only two 'content' pages, so
repeated presses of the [\More] button causes the top
row to alternate between the two configurations shown
above.
The [\More] button is sometimes abbreviated to [\].
[9:Xpert]
menu : The Objects and Services menus mentioned above cover
almost all of ROTOR(tm)'s aspects. A few remaining
items are tucked away in a third menu, the 'expert'
menu. The features presented there are rarely used,
or intended for advanced users only.
This menu is accessed by pressing the [9:Xpert] button
in the Services menu. For further details, please
refer to chapter 6.
[*], the
Status bar
toggle : This button replaces the top row with a status bar,
which we describe in detail in the next section.
Note that it is a toggle: repeated presses of the
asterisk key retrieve the status bar, then remove it,
then retrieve it again, etc...
Keyboard users should use the asterisk key on the
keypad, rather than that on the row, which requires the
use of 'shift'.
[#] : This button provides direct accesss to the various
pop-up menus used throught the interface. It calls up
a list of those menus, and then pops-up the selected
one.
It is particularly handy when you need something that
is not on the current menu, but do not wish to change
menus.
the bottom
row : Its contents and aspect vary dramatically from one set
of controls to the next.
title box : There is one feature which all of the bottom row menus
have in common: They all begin with a 'title' box
which is labelled with a descriptive name. It informs
the user of the nature of the controls on that row.
Mouse user's may use it to change menus, as it produces
a list of menu choices when clicked.
--------------------------------------------------------------------
ROTOR(tm) Interface: Status bar 3 - 08
--------------------------------------------------------------------
┌─┐┌─┬┐┌─┬┬──┐┌─┬┬──┐┌─┬┬──┐┌─┬┬────┐┌─┬┬────┐┌─┬┬────┐
│*││T│││U││--││X││██││Y││██││L││░▒▓█││F││░▒▓█││B││░▒▓█│
└─┘└─┴┘└─┴┴──┘└─┴┴──┘└─┴┴──┘└─┴┴────┘└─┴┴────┘└─┴┴────┘
| | | | | |
| +---+---+ +--------+--------+
| | |
current current color
line fill selection
pattern patterns strips
purpose : The primary purpose of the status bar is to provide a
complete picture of the current object's drawing
attributes. These are the various colors and pattern
styles that affect its appearance. The status bar
displays samples of these attributes.
This information is available elsewhere in scattered
chuncks which are more complete and intelligible, but
less convenient.
The status bar also gives the user a certain amount of
control over these attributes; they can be switched ON
or OFF, and they can be pulsed, by pressing the
corresponding buttons. Mouse users can even select
colors directly from miniature palettes.
When called, the status bar replaces the top row of the
menu-bar, leaving the row below intact.
The status bar is particularly useful when it is paired up
with the icon functions menu. Its color selection
strips complement the icon menu's drawing tools.
remarks : Due to space limitations, the various buttons which
appear in the status bar are drastically abbreviated,
down to a single letter. As a result, the status bar
is bound to seem rather cryptic to first-time users. We
recommend that they study the other menus first, and
then come back to this one.
contents : The following is a brief summary of the elements that
form the status bar. (For more information, please
refer to the corresponding sections of chapter 4).
[*] : toggle to return to prior top menu.
[T][] : thickness toggle and pulse-switch.
[U][][---] : dashed-line toggle and pulse-switch, with sample.
[X][][###] : patterned-fill toggle and pulse-switch, with sample.
[Y][][###] : patterned-background toggle and pulse-switch, w/sample.
[L][][▒▓█] : line toggle and pulse-switch, w/line-color palette.
[F][][▒▓█] : fill toggle and pulse-switch, w/fill-color strip.
[B][][▒▓█] : back toggle and pulse-switch, w/background-color strip.
--------------------------------------------------------------------
ROTOR(tm) Interface: Options 3 - 09
--------------------------------------------------------------------
[(] The user may customize the user interface in a few
(shift-9) simple ways. This is done via the Options pop-up menu,
which is accessed by pressing the right-parenthesis key
(shift top-row-9). It lists the following items:
Mouse : Turn this option OFF to hide and disable the mouse.
When the mouse is hidden, the overhead associated with
updating its position on screen is eliminated, and as a
result the overall perfomance of ROTOR(tm) is
significantly improved.
Quiet : ROTOR(tm) uses a variety of simple sound effects to
provide feedback. There is, for instance, a standard
error-sound. Users who find this audio feedback
annoying can disable it by toggling the sound option
off.
Smart : In certain situations, ROTOR(tm)'s behavior can be
puzzling. Buttons seem to malfunction. The smart
option is designed to remedy this problem. When ON,
it detects these confusing situations and fixes them.
Please note however that this involves a small loss of
flexibility.
MouseSYNC : This option links the current object to the mouse,
causing it to move whenever the user shifts the icon.
It allows the user to 'draw' with the current shape.
It reponds to a pressed mouse-button by stamping the
shape repeatedly onto the work-area.
This is a frequently used option. It is directly
accessible at all times via the ['] toggle.
(unshifted ")
AnimFILL : Filled shapes tend to slow things down. So it is often
desirable to keep shape 'filling' down to a minimum.
When AnimFILL is OFF, shapes are only 'filled' when
they are stamped onto the screen, that is drawn
permanently.
When AnimFILL is ON, animated non-marking shapes can
have a fill-color, instead of being limited to an
outline. This, of course, slows the animation down.
PopRight : Turn this option ON if you would prefer pop-up menus on
the right-side of the screen rather than on the left
side.
--------------------------------------------------------------------
ROTOR(tm) Interface: Visibility toggles 3 - 10
--------------------------------------------------------------------
clutter
control : The ROTOR(tm) screen can be a pretty busy and crowded
place. Sometimes it's a little too much. A number of
visibility toggles are available to help alleviate this
clutter.
Each toggle controls a particular interface element:
[0] toggles the MENU-BAR
[S] toggles the OBJECT's SHAPE.
[C] toggles the OBJECT's CURSOR.
[Z] toggles the OBJECT's ZONE.
The mouse icon can also be disabled, via the options
menu discussed in the prior section.
It is a good idea to be familiar with these commands,
as they are often responsible for 'missing' objects and
other confusing situations.
performance
improves : The visibility toggles above help boost animation
speed. This is due to the fact that hidden interface
elements do not tie up the computer's CPU as much as
their visible counterparts. The fastest animations are
obtained by disabling all elements except the SHAPE.
other
effects : When the MENU-BAR is hidden, it is deactivated.
Menu-area mouse-clicks fall on deaf ears. Keyboard
commands, on the other hand, continue to be processed.
They are handled by a background keystroke processor,
which may or may not interpret them correctly. More on
this later.
When a SHAPE, CURSOR or ZONE is toggled OFF, it is not
frozen in its current state. Rather, it continues to
move or change, invisibly, somewhere backstage. Later,
when toggled back ON, it resumes its existence not
where it was last seen, but rather where it would be,
had it never been hidden.
When the mouse is hidden, it is deactivated completely.
--------------------------------------------------------------------
ROTOR(tm) Mouse and keyboard considerations 3 - 11
--------------------------------------------------------------------
mouse
clicks : ROTOR(tm) does not distinguish between the left and
right buttons. It does not matter which one you press.
You may press both at the same time if you wish. It's
all the same as far as ROTOR(tm) is concerned.
Also, there is no need to "double-click" anything.
keystroke
commands :
ROTOR(tm) makes full use of the keyboard. Just about
every keystroke-combination you can imagine has a
reserved usage. And some have multiple usages.
These are not new, secret, commands, but simply the
keystrokes related to the various menus of the
interface. Essentially, keystroke-command are always
available, even when the corresponding menu buttons are
not present.
This is a great convenience, as it reduces the need to
change menus continually.
We do not expect first-time users to take avantage of
this feature, as it requires some memorization. But it
is of great benefit to advanced users who are familiar
with the interface.
mouse vs
keyboard : The mouse and the keyboard complement each other. Some
things can only be done with a mouse click. Others can
only be achieved via a keystroke.
It is worth noting that keystrokes are generally
somewhat more efficient than mouse clicks. This is due
to the fact that only displayed items can be clicked.
Keystrokes do not suffer from this limitation.
As an example, let's say that you wish to toggle the
FILL switch. This can easily be done at any time by
pressing the 'F' key. But it can only be done via a
mouse click if the [Fill] button is currently visible
in the menu bar.
--------------------------------------------------------------------
ROTOR(tm) Interface: Remarks 3 - 12
--------------------------------------------------------------------
help : It is quite fashionable today to build into software
packages an extensive system of 'help' screens.
ROTOR(tm) provides no such thing. In the author's
experience, help system's are not a particularly
effective, and often downright annoying. They tend to
use up precious disk and memory resources. They are no
substitute for thoughtful interface design.
The ROTOR(tm) interface has been carefully designed to
be intelligible, intuitive, and efficient. It guides
the user. It is responsive. There are no hidden or
secret commands. [?] buttons are used to instruct the
user about obscure keystrokes. There are no complex
commands to remember.
In other words, it's all there in the menus.
tiny
buttons : One of the main problems a menu designer faces is the
limited space available on the screen. It is a
constant struggle to keep everything fitting nicely and
neatly. All too often, compromises must be made.
Our philosophy here has been to insist on intelligible
controls, and then to strive to make them as compact as
possible. In some situations, we have elected to
abbreviate buttons down to a single letter or
character, which is of course not as friendly or
self-explanatory as a button labelled with a complete
description.
In actual use, once the user has become familiar with
the program, these smaller controls are a real benefit,
as they reduce the number of keystrokes or mouse click
that are required to produce meaningful work.
A great deal of effort has gone into the development of
ROTOR(tm)'s interface, and we hope you will share our
satisfaction with the result.
--------------------------------------------------------------------
ROTOR(tm) Objects: Definitions 4 - 01
--------------------------------------------------------------------
An object is a basic animation entity which is composed
of three separate visible elements: a SHAPE, a
CURSOR and a ZONE.
It is important that you recognize and understand
these, as they are discussed throughout this manual:
shape : The SHAPE is a design of some sort, which gives the
object its identity.
A great variety of outline-shapes are possible. Color,
line, pattern, and thickness attributes add further
detail to any SHAPE design.
The shape can be animated in a multitude of ways, and
it can be used as a rubber-stamp.
cursor : The cursor indicates the shape's position, and size.
The shape always "fits" inside the cursor
The cursor can be made to travel across the screen, as
if it had wheels and an engine of its own. The shape is
its passenger, moving along with it.
The "tilt" of the cursor reflects its angle of travel.
The cursor is usually square. But its appearance may be
changed to a circle, a cross-hair, and a variety of
other forms.
zone : The zone box defines the "stomping grounds" of the
cursor. It limits the territory that may be travelled
by the cursor/shape.
The zone can also be made to travel across the screen,
as if it had wheels and an engine of its own.
The zone is rectangular. It is drawn with a dashed
line, to distinguish it from the cursor.
visibility
toggles : The object elements described above can be hidden
independently of each other, as they are linked to
separate dedicated 'visibility' toggles:
The [Shape] switch toggles the object's SHAPE.
The [Cursor] switch toggles the object's CURSOR.
The [Zone] switch toggles the object's ZONE.
( ON = visible, OFF = hidden )
--------------------------------------------------------------------
ROTOR(tm) Objects: Definitions: animation and motion 4 - 01
--------------------------------------------------------------------
Objects are not dead static items. They are living
creatures, capable of numerous activities. These can
be split into two general categories: animation and
motion.
animation : The term "animation" refers to shape transformations
that take place within the confines of the enclosing
cursor. These may be changes in color, size, form,
tilt, etc...
motion : The term "motion" refers to cursor and zone travel.
The cursor, as it moves, drags along the shape it
contains. Similarly, zone motion may affect the
cursor's position. Simultaneous cursor and zone
motions are possible.
cycle : Both animation and motion are achieved by the
rapid display of successive object states.
The term "cycle" describes all the computations
that are necessary to proceed from one such state to
the next. It corresponds loosely to the "frame"
concept used in cartoons and motion pictures.
kernel : The part of ROTOR(tm) in charge of object-cycles
(ie animation) is called the "kernel". It generates a
continuous stream of object-states, which is displayed
as a flickering animated object.
pause : The kernel can be instructed to de-activate an
object. This is the role of the SPACE-BAR. When
pressed, it "freezes" the object in its current
position. The effect is reminiscent of the "pause"
button on a VCR.
multiple
objects : When several objects are present, only the "current"
object is affected by the pause command. The other
objects carry on normally, undisturbed.
continue : To re-activate a "paused" object, hit the ENTER key.
This puts the object back on the kernel's list
of things-to-do.
pause
usage : Object deactivation ("pause") is desirable for a
variety of purposes:
In the case of a passive object, which is visible,
but neither moving nor changing, it eliminates the
annoying flickering.
When multiple objects are present, it reduces the
kernel's work-load, which improves the other objects'
animation.
Mainly, it is intended to allow carefully controlled
adjustments, which are difficult to achieve when an
object is wildly animated. Such editing is possible
because the space-bar does not deactivate the program's
interface. Both the menu and the keyboard remain fully
functional.
In general, the SPACE key is a handy 'panic bar'.
Use it to subdue out-of-control objects.
single
stepping : When applied to a deactivated object, the space-bar
behaves like a "frame-by-frame" advance mechanism.
Each bar-press nudges the object one cycle ahead,
one step forward in its prescribed animation.
We call this "single-stepping".
paused
object : When an object is 'deactivated' by a PAUSE command, it
becomes non-marking. Editing commands applied to such
an object change the object without altering the
work-area.
--------------------------------------------------------------------
ROTOR(tm) The Objects Menu 4 - 02
--------------------------------------------------------------------
┌─┬─┬─┬───────┬───────┬──────┬──────┬────┬──────┬─────┬─────┬──────┐
│*│#│\│1:Shape│2:Alter│3:Pose│4:Size│5:Go│6:Attr│7:Pat│8:Col│9:Draw│
└─┴─┴─┴───────┴───────┴──────┴──────┴────┴──────┴─────┴─────┴──────┘
The focus of this top-row menu is 'objects'. It lists
the various issues that need to be considered when
crafting an object, and gives access to the
corresponding editing controls.
We briefly describe the purpose of each numbered
button. The corresponding menus are studied in
complete detail in later sections.
[1:Shape] : To select a shape
[2:Alter] : For shape deformations.
[3:Pose] : To specify the shape's placement within its cursor.
[4:Size] : To enlarge or reduce the various object elements.
[5:Go] : To motorize the object.
[6:Attr] : To monitor the object's drawing attributes.
[7:Pat] : To select patterns.
[8:Col] : To select color values.
[9:Draw] : To draw with the object.
[*],[#]
[\More] : Please review the menu-bar section of the 'Interface'
chapter for an explanation of these controls.
--------------------------------------------------------------------
ROTOR(tm) Objects: The Shape Menu 4 - 03
--------------------------------------------------------------------
Definition : The term SHAPE refers to the design of an object.
The start-up default is a square shape.
Shape ┌─────┬────┬────┬─────┬─┬──────────┬─┬─┬─────────┬───┐
menu : │Shape│^Put│$ave│Shape│ │shape-type│<│>│points n│ │
└─────┴────┴────┴▄▄▄▄▄┴▄┴──────────┴─┴─┴─────────┴───┘
| |
+-+-+
|
menu-tail, varies by shape-type. ------------+
Usually, its a shape description
of some sort.
We examine each control in turn:
[^Put] : This button stamps the shape onto the work area,
(Ctrl-P) at its current position, using the current drawing
attributes.
[$ave] : Use this button to save the current shape. You may
save the shape's definition, or its current state
which may or may not differ from the definition.
Each saved shape is writen to a separate file.
These files sport a DEF extension.
This feature allows you to save randomly generated
shapes, and altered ones, for later re-use.
We examine DEF files in greater detail elsewhere in
this manual. Please check the table of contents.
[Shape][]
[modes][] : The [Shape] switch is a visibility toggle.
When ON, the shape is visible. When OFF, it is hidden.
Click the [modes] pad, or press Alt-S, to select the
desired shape "type". There are many different kinds
of shapes. We will examine these shortly.
Within each shape category, various choices exist.
Each design has an ID-number. The pulse-control
button [Ctrl-S] can cause this number to change
automatically at each cycle. The result is an
animated shape. The effect is particularly pleasing
when all the designs are related, or similar.
Some computers reserve the Ctrl-Alt-S key combination
for access to their ROM setup menu. When this is the
case, the only way to set the SHAPE pulsing mode is
via a mouse click.
shape type : The type (ie the mode) of the current shape is
reported in the frame next to the [Shape] control.
[<][>] : Use these keys to select a specific shape of the
selected "type".
number of
vertices : The number of vertices in the current shape is
reported in this frame. This number can range from 1
(for a lone dot) to several thousand (for traced
clips). Designs with numerous vertices require more
computations, and therefore tend to slow down
animations.
We now examine the various shape types available.
As mentioned previously, they are listed in the Shape
Modes pop-up menu.
Polygon : The shape is a regular polygon with sides of equal
length. (a square, a pentagon ,etc..).
Use [<][>] to specify the number of sides.
Star : The shape is a star with N "tips". (5-tips, 7-tips,
16-tips, etc..). [<][>] changes the number of tips.
The [~>][skip n] control alters the 'spread' of the
tips. Low skip values produce fat bloated stars.
High skip values make spiky compass-stars.
Random : The shape is generated randomly by ROTOR(tm). The
result is something reminiscent of modern sculptures.
Use [<][>] to chose the number of vertices in it.
When the random shape generated by ROTOR(tm) is not
satisfactory, use the [~Redo] button to generate an
alternate one.
Dot : The shape is a single pixel, a dot, at the center of
the cursor box.
Other shape types can also produce a single dot,
but not one that is centered in the cursor.
(a single-vertex polygon consists of a dot by the
upper edge of the cursor box.)
Circle : A circle.
Circles cannot be drawn with a thick or dashed
outline.
Alphabet : The shape is a letter, number or punctuation mark.
The style of the characters produced is by this mode
is reminiscent of the numbers on a football player's
T-shirt: fat, with chopped corners.
Digital : The shape is a digital number, similar those which
appear in a calculator's readout.
Things : A variety of object outlines.
People : Interesting silhouettes.
Sports : Sportsmen symbols.
Planes : A variety of plane figures
Bird : Two bird shapes.
Pets : A few dogs and cats.
Symbols : Miscellaneous designs.
Clip : The shape is a tracing of the outline of a clip image.
The user selects the clip to be traced.
Clip-tracing is a CPU-intensive multi-pass process.
It is not instantaneous. As each pass is completed,
a message reports the progress accomplished.
ClipBits : The shape is a collection of little squares, each
representing a single black pixel of the selected
clip. This mode produces pleasing mosaic-like images.
Clip and ClipBits shapes usually have numerous
vertices, and as a result, are not well suited for
animation. It just takes too long to drawn them.
It is a good idea to turn PAUSE ON when working with
them. (the space bar turns PAUSE ON.)
DEF file : The shape definition is retrieved from a DEF file
chosen by the user.
--------------------------------------------------------------------
ROTOR(tm) Shapes: Reference guide 4 - 03
--------------------------------------------------------------------
example pictures
--------------------------------------------------------------------
ROTOR(tm) Objects: The Alter Menu 4 - 04
--------------------------------------------------------------------
Shape modification and deformation is the purpose of
this menu.
the ┌─────┬──────┬─────┬─┬──────┬─┬─────┬─┬─────┬────────┐
menu : │Alter│Invert│Crush│ │Bezier│ │Quake│ │Tab<>│param n│
└─────┴▄▄▄▄▄▄┴▄▄▄▄▄┴▄┴▄▄▄▄▄▄┴▄┴▄▄▄▄▄┴▄┴─────┴────────┘
| |
+-------+------+
|
parameters monitor ------+
for precise adjusments
We examine each control in turn:
[Invert] : Use this switch to flip a shape upside-down,
[modes ] left-to-right, or 180 degrees. The INVERT-mode
determines the inversion direction.
This tool is handy when a mirror image is called-for.
[Crush][] : Use this control to change a shape's proportions.
[modes][] In its slimming mode, CRUSH gives shapes a narrow
waist. In its fattening mode, it squashes them into
pancake-like blobs.
The crush% parameter determines the crushing strength
of this switch. When crush% is pulsed, the resulting
animation is reminiscent of an inflatable mattress
being blown-up.
[Bezier][] : This control replaces every line segment in the current
[modes ][] shape with a Bezier curve.
Bezier curves look like bent wicker. They are named
after Pierre Bezier, a french mathematician who, in the
70s, developed a curve modeling system for use in
auto-body designs. Bezier curves are characterized by
special mathematical properties which make them
suitable for fluid, plastic shapes.
There are several BEZIER-modes, and each produces
slightly different results:
Dip : Each new curve sags in the middle, toward the
shape's center.
Wave : Each line segment is replaced by a wavy line.
The overall effect of this mode is reminiscent
of a puzzle-piece.
Petal : The shapes vertices are pulled toward the
center of the cursor. When the original shape
is a regular polygon, this mode produces
attractive flower-like designs.
Dent : Each line segment is poked in the middle, and
pushed toward the cursor's center.
Loop : Each line segment is replaced with an
ornamental looped curve. This mode converts
shapes into pleasing embroidery designs.
The Bezier curves can be adjusted by modifying the
parameter named 'tension'. Low values produce slight
curvatures. Deep dips are caused by high values.
The tension parameter can be pulsed.
The BEZIER command works well with regular polygons.
With random shapes, it produces organic looking forms.
ROTOR(tm) does not actually produce true Bezier curves.
It only simulates them. Each curve is constructed with
a series of short line segments.
The Bezier option is most effective on shapes with few
vertices. We strongly advise against using it with
complex figures, as it may end up crashing your machine
(due to insufficient memory).
[Quake][] : This control displaces every vertex in the current
[modes][] shape by some random amount. The QUAKE-mode determines
the direction of the jittering action: horizontal,
vertical, diagonal, or random.
The jitter% parameter dictates the extent of the
shifting that occurs. It is pulsable.
A shape under the influence of QUAKE dances like a
grain of sand on a blasting loud-speaker. It's a
rather intriguing effect.
parameters
monitor : This control allows you to observe and adjust the
parameters mentioned in this section. For complete
details regarding its operation, please refer to the
interface chapter.
Limitations
: Bezier and Quake effects are not allowed with Clip,
ClipBits or DEF shapes.
--------------------------------------------------------------------
ROTOR(tm) A sampling of bezier-generated shapes: 4 - 04
--------------------------------------------------------------------
--------------------------------------------------------------------
ROTOR(tm) Objects: The Pose Menu 4 - 05
--------------------------------------------------------------------
The controls presented here allow you to adjust the
placement of the shape within its enclosing cursor box,
ie its 'pose'.
┌────┐┌──────┬─┬──────┬─┬────┬─┬────┬─┬─────┬────────┐
│Pose││Shrink│ │Offset│ │Tilt│ │Roll│ │Tab<>│param n│
└────┘└──────┴▄┴──────┴▄┴────┴▄┴▄▄▄▄┴▄┴─────┴────────┘
| |
+-------+------+
|
monitor for related parameters ------+
[Shrink][] : When this switch is OFF, the shape is at its fullest
[] size. This usually means that it fills as much of the
cursor area as possible without overstepping the
cursor-area's boundaries.
When SHRINK is turned ON, a shrinkage amount is applied
to the shape, reducing its size.
The shrinkage parameter is defined as the difference
between the cursor's radius, and the shape's radius.
When it is pulsed, it causes the shape to swell and
contract rythmically.
[Offset][] : When this switch is OFF, the shape is centered within
[] the enclosing cursor (by definition).
When OFFSET is turned ON, the shape is pushed toward
the top of the cursor-area, off-center.
The offsetY parameter dictates the extent of the
displacement, which is measured as the distance
between the shape's center and the cursor's center.
(in pixels).
The OFFSET option automatically shrinks the shape as
necessary, in order to keep it within the confines of
the cursor's area.
The OffsetY value cannot exceed the cursor's radius.
It is pulsable.
[Tilt][] : Use this switch to tilt a shape to one side or another
[] (ie to change its orientation).
A tilting-angle parameter, expressed in degrees,
measures the tilt. When pulsed, it produces a rotating
shape.
[Roll ][] : This control is similar to the TILT switch,
[modes][] as it also rotates the current shape, when ON.
A roll angle, expressed in degrees, dictates the extent
of the 'roll'. It is pulsable.
There are 3 ROLL-modes:
Regular : The roll angle is set by the user.
Sync : The roll-angle value is determined by the
angle-of-travel. (See Go section.)
Vibrate : The roll-angle value alternates between
positive and negative values, which produces
a 'vibrating' effect.
Tilt vs
Roll : Both TILT and ROLL are rotation transformations.
What differentiates them is the fact that TILT is
applied before any OFFSET, while ROLL follows those
transformations.
In actual use, ROLL appears to rotate the entire
contents of the cursor, while TILT limits its effect
to the shape itself.
The difference between TILT and ROLL is only noticeable
when OFFSET is ON.
Both TILT and ROLL may be active at the same time.
When this is the case, their effect is cumulative.
The following diagrams help visualize the difference
between TILT and ROLL:
┌───────────────────┐
│ ██ │
│ ░░ < - - │- - - this is our shape,
│ │ in an offset position.
│ + │ No tilt, no roll.
│ │
│ │< - - the cursor box
│ │
└───────────────────┘
┌───────────────────┐ ┌───────────────────┐
│ ░░███ │ │ │
│ │ │ │
│ │ │ │
│ + │ │ + ░░███ │
│ │ │ │
│ │ │ │
│ │ │ │
└───────────────────┘ └───────────────────┘
We apply a 90 degree We apply a 90 degree
TILT, (no roll). ROLL (no tilt)
Only the shape The entire contents of
is rotated. the cursor are rotated.
Both TILT and ROLL may be active at the same time:
┌───────────────────┐ ┌───────────────────┐
│ │ │ │
│ │ │ │
│ ░░ │ │ ░░ │
│ + ██ │ │ ██ │
│ │ │ │
│ │ │ │
│ │ │ │
└───────────────────┘ └───────────────────┘
We apply a 90 degree TILT We apply a 90 degree TILT
and also a 90 degree ROLL and also a 90 degree ROLL
to an OFFSET shape but NO OFFSET
parameters
monitor : This control allows you to observe and adjust the
transformation parameters mentioned in this section.
For more complete details regarding its operation,
please refer to the interface chapter.
--------------------------------------------------------------------
ROTOR(tm) Objects: The Size Menu: Cursor sizing 4 - 06
--------------------------------------------------------------------
dual
purpose : The Size menu allows you to change the size of either
the CURSOR or the ZONE, depending on the state of the
scroll-lock key.
cursor
sizing : When [Scroll Lock] is OFF :
┌────┐┌─────┬──────┬──────┬───┬─────┬───────────────┐
│Size││SLock│Cursor│=:Size│Ins│ -#+ │ cursor rad n │
└────┘└─────┴▄▄▄▄▄▄└──────┴───┴─────┴───────────────┘
| |
+-----------+---------+
|
monitor --+
[SLock] : This button reports the status of the Scroll-Lock key,
which acts as a toggle between the two menu states.
[CURSOR] : This is a CURSOR visibility toggle.
Its presence confirms that the menu is in its
cursor-sizing state.
[=:Size] : A range of convenient CURSOR-sizing commands is
accesible via the [=] key. These are:
┌────────────┐
│ Doubled │ > to double the cursor diameter.
│ Halved │ > to halve the cursor diameter.
│ Tripled │ > to triple the cursor diameter.
│ Div_By_3 │ > reduces its diameter by 2/3.
│ to_ZoneH │ > makes it as tall as the zone.
│ to_ZoneW │ > makes it as wide as the zone.
│ to_WAreaH │ > makes it as tall as the work area.
│ to_WAreaW │ > makes it as wide as the work area.
│ Huge │ > makes it twice as wide as the screen.
└────────────┘
radius
monitor
[+][-] : The radius monitor allows subtle size adjustments which
cannot be accomplished with the [=] pop-up menu.
We recommend using the grey [+] and [-] keys by the
numeric-keypad, instead of those on the top row.
effects of
cursor
sizing : When the size of a cursor is modified, the shape within
expands or contracts in tandem. The cursor's position
remains unchanged.
[Ins] : This is the 'centering' button/key. It centers the
cursor within or around the ZONE. It is included here
for convenient access during sizing operations.
--------------------------------------------------------------------
ROTOR(tm) Objects: The Size Menu: Zone sizing 4 - 06
--------------------------------------------------------------------
When [Scroll Lock] is ON, zone sizing is encouraged:
┌────┐┌─────┬────┬─┬──────┬───┬─────┬───────┬───────┐
│Size││SLock│Zone│ │=:Size│Ins│ -#+ │ width │ depth │
└────┘└─────┴▄▄▄▄┴─┴──────┴───┴─────┴───────┴───────┘
| |
+-----------+---------+
|
dimensions monitor --+
[ZONE ] : This is the ZONE visibility toggle.
Its presence confirms that the menu is in its
zone-sizing state.
[=:Size] : A range of convenient ZONE-sizing commands is
accesible via the [=] key:
┌────────────┐
│ WorkArea │ > Match the work area's size & location.
│ Fitted │ > Size it to fit an exact cursr multiple
│ Column │ > Size it to fit a column of cursors.
│ Row │ > Size it to fit a row of cursors.
│ Cursor │ > Match the cursor's dimensions.
│ SmallSquar │ > Square it by adjusting its short sides.
│ BigSquare │ > Square it by adjusting its long sides.
│ Quadruple │ > Double both its width and its height.
│ DoubleW │ > Double its width.
│ DoubleD │ > Double its height (depth).
│ Quarter │ > Halve both its width and height.
│ HalveW │ > Halve its width.
│ HalveD │ > Halve its height (depth).
│ TripleW │ > Triple its width.
│ TripleD │ > Triple its height (depth).
│ ThirdW │ > For a 2/3 narrower width.
│ ThirdD │ > For a 2/3 shorter depth.
└────────────┘
Note that this is NOT the same set of commands that is
used for cursor-sizing.
width &
depth
monitor
[+][-] : The monitor allows you set the zone dimensions
precisely.
The [+][-] controls expand and contract the width and
depth dimensions simultaneously.
[^left]
[^right] : These combination-keys affect only the zone's width
component:
[ctrl-left-arrow] decrements the width.
[ctrl-right-arrow] increments it.
Use these keys to alter the zone's proportions, ie
to flatten or stretch it.
The ZONE dimensions are measured in pixels.
effects
of zone
sizing : Almost all of the Zone-resizing operations expand or
contract the ZONE about its center.
The exception to this rule is the 'match workarea'
command.
[Ins] : This control centers the ZONE about the center
of the WORK-AREA.
The numeric keypad center key [5] may also be used
for this purpose.
keyboard
layout : We conclude this section by noting that the keys
surrounding the numeric keypad are generally reserved
for cursor/zone operations. The Scroll-lock status
determines whether they affect the cursor or the zone.
The [=],[+],[-] and [Ins] keys behave in this manner.
So do the arrow keys.
--------------------------------------------------------------------
ROTOR(tm) Objects: The Go Menu: Motion control 4 - 07
--------------------------------------------------------------------
The cursor and the zone of an object are not static
elements. Each features a built-in 'engine' which
enables it to move about the screen independently.
This menu allows you to operate these 'engines'.
+--- Scroll-lock status indicator.
|
Menu-state indicator:
| [cursor] when SLock is OFF.
| [zone] when SLock is ON.
| |
┌────┐┌─────┬──────┬─┬──┬─┬────┬────┬─┬──────┬──────┐
│Move││SLock│C or Z│?│Go│ │Pave│Veer│ │Tab<#>│step n│
└────┘└─────┴▄▄▄▄▄▄└─┴▄▄┴▄┴▄▄▄▄┴▄▄▄▄┴▄┴──────┴──────┘
| |
+------+------+
|
step and angle monitor ---+
[SLock] : The menu does not provide separate cursor-motion and
zone-motion controls. Instead, it uses dual-purpose
buttons. Their effect depends on the status of the
scroll-lock key:
When scroll-lock is OFF, they operate on the cursor,
as indicated by the presence of a cursor visibility
toggle.
When scroll-lock is ON, the menu is dedicated to
zone-motion. A zone visibility toggle confirms this.
The Scroll-Lock key is a toggle key, like Caps-Lock.
It is generally located above the numeric key-pad.
Most keyboards provide an LED indicator which lights
up when Scroll-Lock is ON.
The scroll-lock status is also displayed on the menu.
element : As we describe the dual-purpose devices mentioned
above, we use the term "element" to refer to the item
controlled (a cursor, or a zone).
[Go ][] : This is the "ignition" switch which sets an element
[modes][] in motion. Turn it ON to launch the element across
the screen. Turn it OFF to stop the element.
A `step' parameter dictates the speed of travel.
Small step values produce slow-moving elements.
Larger step sizes characterize racing elements.
The `step' parameter can be pulsed. When it is,
the element accelerates and decelerates with gusto.
The element's movements are restricted by a limiting-
range. For zones, it's the work-area rectangle. For
cursors, it's the zone. Generally, the element is not
allowed to wander completely out of sight (ie some
part of it must remain inside its range).
The Go-mode specifies what happens when a travelling
element reaches its range-boundary. The possibilities
are:
Thru : The element disappears beyond the edge, then it
automatically reappears on the opposite side, still
travelling in the same direction.
Exit : When the element travels out of its range, it remains
there until someone directs it back in.
Pong : In this mode, the element never leaves its range. It
bounces off the boundary-walls like a ping-pong ball.
Pong90 : Similar to the pong mode above, but with perpendicular
bounces (orthogonal to incident angle).
GridPong : Similar to the pong mode, but the element only moves in
full steps, so it does not necessarily actually "touch"
the range-edge before bouncing. This mode preserves
the regularity of an element's motion-pattern.
Scan : Similar to the thru-mode above. But here the element
reappears one "step" below its original position. This
leads to a scanning motion-pattern.
ZScan : Similar to the scan-mode above. But here the element
reverses its direction of travel when it reaches the
bottom corner of its range.
Edge : The element walks the perimeter of its enclosing range.
HardEdge : Same as the edge-mode above, except that the element
cannot be pulled away from the edge.
The various PONG and EDGE modes listed above can only
be applied to elements which are completely enclosed by
their limiting-range.
--------------------------------------------------------------------
ROTOR(tm) Objects: Go Menu: Pave and Veer 4 - 07
--------------------------------------------------------------------
[Pave ] : When this switch is turned ON, the moving element is
[modes] adjusted so that each new position it occupies is
contiguous to the prior one, instead of overlapping or
completely distinct.
The result is a hop-scotching element, one which moves
like a chess piece, hopping from one square to the
next, never stepping onto the cracks between the
tiles.
This effect is accomplished by matching the "step"
parameter to the dimensions of the element. It is a
temporary change: when the PAVE switch is turned OFF,
the motion-step parameter returns to its original
value.
In its 'variable' mode, the PAVE control continuously
updates the motion-step to match the dimensions of the
element. In its 'fixed' mode, the step-size is only
fitted when the PAVE switch is toggled ON.
[VEER ][] : When VEER is OFF, the element's motion is strictly
[modes][] limited to horizontal, vertical, or diagonal travel.
When it is ON, other directions are possible.
An "angle" value, given in degrees, specifies the
direction of travel. The 0-degree setting
corresponds to the three o'clock direction.
When the angle parameter is pulsed, the element moves
along a curved trajectory. In the 'full-range'
VEER-mode, the element eventually completes a full
circle.
The 'half-range' mode restricts the PULSED angle to a
-90..90 range of values, which produces a trajectory
consisting of a series of half-circles. Similarly, the
'quarter-range' mode generates a path consisting of a
sequence of quarter circles.
parameters
monitor : The monitor allows you to observe and modify the step
and angle variables.
--------------------------------------------------------------------
ROTOR(tm) Objects: Go Menu: Arrow keys and Misc. 4 - 07
--------------------------------------------------------------------
arrow keys : These are the numeric-keypad keys, 1 thru 9.
A helpful [?] button reminds us of their availability.
motion
direction : When Go is ON, the arrow keys can be used to change the
DIRECTION of a travelling element.
After the keypress, the element proceeds in the general
direction pointed to by the arrow key.
manual
control : When Go is OFF, the arrow keys actually ADVANCE the
element in the direction indicated.
This allows the user to manually adjust the position
of an element.
The extent of displacement is dictated by the
element 's "step" parameter.
diagonal
steps : The keypad corner-keys dictate diagonal steps. These
are not quite the same as "regular" steps, as a
diagonal step is the combination of one horizontal and
one vertical displacement.
destination
commands : The keypad can also be used to send an element to
a specific location. The following commands are
available:
[^PgUp] : Moves an element to the top-right corner of its range.
[^PgDn] : Moves element to the bottom-right corner of its range.
[^Home] : Moves an element to the top-left corner of its range.
[^End] : Moves element to the bottom-left corner of its range.
[keypad-5] : Moves an element to the center of its range.
[INS] : Also moves an element to the center of its range.
reverse
Command : The BACKSPACE key can used to reverse the direction
of travel of an element. It also reverses the
rotation-direction.
--------------------------------------------------------------------
ROTOR(tm) Objects: Go Menu: Motion speed 4 - 07
--------------------------------------------------------------------
motion
speed : The TRUE speed of travel depends on how fast the
micro-processor in your computer is.
The APPARENT speed of travel is defined by the size of
the "step" that the CURSOR takes to move from one
position to the next. Big steps create the illusion of
a fast moving element.
changing
the "step"
size : The "step" parameter can be adjusted at any time
with the function keys. Two function-key presses are
required: an F-key, followed by a shifted-F-key.
This is what happens:
The first keypress (unshifted) gives the 'scan-step'
variable a value somewhere between 1 and 10.
(F1 for 1, F2 for 2, etc...)
The second keypress (shifted) multiplies 'scan-step'
by the shifted-Fkey's number and assigns the result to
the cursor's "step" parameter.
Example:
Lets say the user presses F3, then shift-F4.
This sets "step" to 12. ( 3 x 4 = 12 )
Another example:
Lets say you want a 32-unit "step" size.
To do so, we note that 32 = 4 x 8.
So we press F4, then shift-F8.
Got it? We hope so. This is a very useful feature,
one well worth memorizing. The key thing to remember
is that the shifted-Fkey always comes last.
This process is scroll-lock sensitive.
When Scroll-lock is OFF, the cursor's step is adjusted.
When Scroll-lock is ON, the zone ' s step is adjusted.
It can only set "step" to a value between 1 and 100,
not including any of the prime numbers between 11 and
100.
--------------------------------------------------------------------
ROTOR(tm) Objects: Go Menu: Zone modes & complexities 4 - 07
--------------------------------------------------------------------
[zone ]
[modes] : The zone mode describes spatial relationship that binds
the cursor to its surrounding zone.
When the zone is a 'frame', its movements affect the
cursor it encloses. It behaves like a bus with a
billboard on its side: as it moves forward, so does
the advertising message. In other words, the cursor is
dragged along.
When the zone is a 'window', it moves independently
of the cursor. The cursor appears to belong to the
background, which the zone glides over elegantly.
To pop-up the zone-modes menu, press alt-Z.
combined
effect : Cursor and zone motions, if any, are independent of
each other. When they occur simultaneously, their
effect is cumulative, and sometimes unpredictable.
lost
cursor : A lost cursor is one which is located outside of its
limiting-range.
When a cursor gets lost, its engine automatically shuts
down. This is a safety precaution which keeps it from
travelling further and further away, into some
off-screen neverland.
The easiest way to handle a lost cursor is to press
[Ins] to bring it back to the center of its range.
The arrow-keys can also be helpful, if you know where
the cursor is.
You are probably wondering how the cursor gets lost in
the first place. A variety of circumstances can cause
this problem:
For instance, a moving window-zone can slide over and
beyond the cursor's location.
Also, a cursor which is straddling its range boundary
can end-up outside when shrunk drastically.
--------------------------------------------------------------------
ROTOR(tm) Objects: The Attributes Menu 4 - 08
--------------------------------------------------------------------
This menu concerns itself with the appearance of the
object's shape: its colors, its texture, the thickness
of its lines, etc..
┌──────┐┌────┬─┬────┬─┬─────┬─┬────┬─┬──────┬─┬────┬─┬────────────┐
│Attrib││Line│ │Use|│ │Thick│ │Fill│ │Xhatch│ │Back│ │tab<#>parm n│
└──────┘└▄▄▄▄┴▄┴▄▄▄▄┴▄┴─────┴▄┴▄▄▄▄┴▄┴▄▄▄▄▄▄┴▄┴────┴─┴────────────┘
| |
+-----+------+
|
monitor for dashID and thickness parameters --+
[LINE ][] : This is the LINE toggle.
[modes][] When ON, the shape has an outline.
The OFF status of [LINE] is used to request a filled
shape with no outline.
The LINE pulse-button, when ON, causes the line-color
to change at each cycle.
The LINE-modes specify how the shape outline is drawn.
Solid : for a plain opaque outline.
Apex : for an opaque black outline with highlighted
vertices. The effect is reminiscent of a
constellation diagram.
Fuzz : for a transluscent outline.
Instead of covering each other, successive
shapes are blended together. The result is a
blurring reminiscent of television static.
We note that LINE-modes do not impact temporarily
displayed shapes. Their effect is distinguishable
only when a shape is drawn permanently.
[Use| ][] : This control deals with line-patterns, which we also
[modes][] refer to as dashed or broken lines. The expression
"Use-|" is short-hand for "use a broken line".
When this switch is OFF, the shape outline is drawn
with a continuous unbroken line. When ON, some sort
of a dash-pattern is used.
Several different kinds of dash-patterns are available.
These are listed in the modes menu:
Assorted : patterns from a built-in collection.
Randomized: randomly generated patterns.
Dots : patterns composed of dots.
Dashes : patterns composed of dashes.
The "dash" parameter points to the current line
pattern. Its meaning depends on the pattern-category:
In Assorted mode, it is a pattern number.
In Dots mode, it denotes the space between dots.
In Dashes mode, it measures the "dash" width.
In Randomized mode, it is ignored.
The effect produced by a pulsed "dash" parameter
depends on the nature of the dash-pattern. It is
often reminiscent of dancing Christmas lights.
A sample of the actual pattern can be found on the
status-bar.
Circle shapes cannot be 'dashed'. They are always
drawn with thin continuous lines.
[THICK][] : This is the line-thickness toggle.
When OFF, the shape outline is thin, ie one pixel wide.
When ON, a fat line is used instead.
How fat? Line width is dictated by the "thickness"
parameter, which is pulsable.
The thickness value may not exceed the overall width of
the cursor, as the corresponding fat-shape must remain
confined to the cursor's area.
The dash-sample in the status-bar is shown with a
thickness corresponding to the "thickness" parameter.
Circles and dot shapes ignore the [THICK] toggle.
[FILL][] : This is the FILL toggle.
[modes][] When OFF, the shape is only an outline. When ON, the
shape has a surface, ie it is solid.
The FILL pulse-button, when ON, causes the fill-color
to change at each cycle.
The FILL-mode describes the nature of the "filling
material" which is used:
Opaque : The filled shape hides whatever it covers.
This is the default mode.
Tinting : The filled shape is transparent. You can
see whatever is "behind" it.
Dark fill-colors are more "transparent"
than light ones. Black is clear. White is
opaque.
This mode is implemented by bitwise OR.
Erasable : The filled shape is transparent, in a
"polarizing" fashion. You can recognize
the objects "behind" the shape, but their
colors are all mixed up.
The distinguishing characteristic of this
mode is that the filled shape can be
erased, by drawing it a second time, in
the SAME EXACT POSITION AND COLORS.
This mode is implemented by bitwise XOR.
Mix : This is a more colorful version of the
"erasable" mode discussed above. It
possesses the same blending and
erasing characteristics.
This mode XORs white.
We note that FILL-modes affect drawn shapes, not
temporarily displayed ones.
Animfill
option : This is one of the entries of the pop-up "options"
menu (press shift-top-row-9). We mention it here,
because it affects the way the FILL switch works:
When ON, shapes are not shown "filled" unless they are
being drawn permanently. When OFF, temporarily
displayed shapes can be filled.
[XHATCH][] : This control deals with fill-patterns, as indicated
[modes ][] by the term "XHATCH", which is short-hand for
"cross-hatching", ie the shading a surface with a set
of intersecting lines.
In other words, this is a PATTERN toggle.
It only affects FILL'ed shapes.
When it is OFF, FILL produces flat, solid surfaces.
When it is ON, FILL applies a pattern to the inner
area of the shape.
ROTOR(tm)'s extensive collection of fill-patterns is
divided into sets of thematically-related designs.
The subject titles are accessible via the XHATCH
modes-menu. Please refer to the "Patterns" section of
this chapter for further details.
The XHATCH pulse-button, when ON, forces a new
fill-pattern at each cycle. When the patterns are
organized in a logical sequence, the result is an
animated pattern.
[BACK ][] : This toggle specifies whether the current fillpattern
[modes][] should be applied with a background, or not.
When it is OFF, the fill-pattern has the properties
of a mesh: it is see-through.
When it is ON , the fill-pattern resembles a piece
of wrapping-paper: it hides what it covers, unless
the `paper' is itself transparent (which is possible).
Mesh-like patterns use the basic "fill" color.
Paper-like patterns require an additional "background"
color (which is used to plug the mesh holes).
The BACK pulse-toggle can be used to force a new
background color at each cycle.
This toggle only affects patterned shapes.
parameters
monitor : This control allows you to adjust both the 'thickness'
and the 'dash' parameters.
It excludes other attribute parameters, such as color
and pattern numbers. Those attributes are best edited
elsewhere.
use other
menus : This menu is intended mostly for beginners. Expert
users should use the status bar instead, as it
duplicates most of the controls found here, and in
addition, includes color-selection-strips.
Also, the color and pattern menus are preferable for
detailed animation-related work.
--------------------------------------------------------------------
ROTOR(tm) Objects: The Pattern Menu 4 - 09
--------------------------------------------------------------------
ROTOR(tm) uses:
+ a FILL pattern, to draw patterned shapes.
+ a BACK pattern, for patterned background areas.
This menu concerns itself with the application,
animation and selection of these patterns.
+--- [Xhatch] or [Yhatch]
|
┌───────┐┌───┬──────┬─┐┌─┬───┬───┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┐
│Pattern││tab│X or Y│ ││(│Tag│<#>│ │ │ │ │ │ │ │ │ │ │
└───────┘└───┴▄▄▄▄▄▄┴▄┘└─┴▄▄▄┴───┴▄┴▄┴▄┴▄┴▄┴▄┴▄┴▄┴▄┴▄┘
| |
+---------+---------+
|
pattern-samples strip ------------+
[TAB] : Use [TAB] to select the pattern you wish to monitor.
[Xhatch] appears when the menu monitors the fill
pattern, [Yhatch] when it is in its back-pattern
editing mode.
[Xhatch][] : This is the PATTERNED FILL toggle.
[modes ][] When ON, filled shapes have a patterned surface.
When OFF, filled shapes are drawn flat.
"Xhatch" is short-hand for "cross-hatching", a common
pattern-type.
[Yhatch][] : This is the YONDER-PATTERN toggle. It affects
[modes ][] deletions by [DEL] and stamped-cursors caused by
[PutC] (see the Draw Menu section).
The term "yonder" means in the distance, ie in the
background.
pattern
sets : A pattern-set is a group of 28 related patterns.
There are 19 such sets built into ROTOR(tm).
The patterns which appear on the right side of the menu
belong to the "current" pattern-set.
To select a different set of patterns, call-up the
modes menu corresponding to the displayed "hatch"
switch. (In other words, press Alt-X or Alt-Y.) Upon
selection of a set, the samples-strip is automatically
updated to show the new group of patterns.
[(] : show
colors : By default, the sample-patterns are usually shown in
black-and-white.
The "black" part of each sample is its foreground.
The "white" part, is its background. Essentially,
the pattern is drawn in black "ink" on white "paper".
When a pattern is actually used, colors are applied
instead of black and white. This toggle is designed
to help you visualize the combined effect of color and
pattern.
When OFF, the patterns are shown in black & white.
When ON, the current colors are used instead.
In the color state, identical foreground and
background colors produce flat color-squares instead
of the expected pattern-samples. Don't let this
confuse you!
XHATCH
colors : When a shape is pattern-filled, a fill-color
and a back-color are used:
The fill-color replaces the black foreground parts of
the pattern. The back-color plugs the white background
areas.
When the [BACK] toggle is OFF, only the foreground
part of a pattern used. The result is a mesh-like
effect, and the mesh is fill-colored.
YHATCH
colors : Patterned deletes use a different pair of colors.
The back-color is used on the black parts of
the pattern, the line-color in its white areas.
When the [BACK] toggle is OFF, only the foreground
part of a pattern used. The result is a mesh-like
effect, and the mesh is background-colored.
sample
strip : The row of pattern samples is called a "sample-strip".
current
pattern : When looking at the sample-strip, you can always tell
which pattern is the current one: It is pointed to
by a small white highlighting-bar, above the sample.
Internally, the current pattern is identified by a
numeric value between 1 and 28. (1 for the first
pattern in the set, 2 for the next, and so on.)
This number is stored in a pattern "parameter".
selecting
a pattern : To select a sample-pattern, you simply click it.
Alternatively, the scanner ([<][#][>]) may be used to
shift the highlight-bar over to the desired pattern.
Due to space limitations, only 10 of the 28 patterns
that form a set are actually displayed as samples. The
remaining are hidden out of clicking-reach. To access
these, shift the highlighting-bar all the way to the
left or right. This forces a new group of patterns
into view.
pattern
cycling : The pattern parameter is pulsable. When it is, the
result is an animated-pattern.
The usual pulse-mode choices are available, but their
operation is restricted to "tagged" patterns only.
The little rectangular pad which appears under each
pattern-sample is a tag-pad. When lit, it indicates a
"tagged" sample. When NOT lit, the corresponding
pattern is "untagged".
Untagged patterns are automatically excluded from
animated-pattern sequences.
tagging &
untagging : Tagging or untagging a pattern is an easy matter for
mouse users, as the tag-pads are clickable: A single
click suffices.
[Tag ]
[modes] : This button tags/untags the current pattern.
The related "tag-options" menu ( press Alt-T )
provides group-tagging services. Please refer to
the color-menu section for further details.
--------------------------------------------------------------------
ROTOR(tm) The Patterns 4 - 09
--------------------------------------------------------------------
Assorted
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Rotor1
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Rotor2
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Rotor3
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Symbol
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Tile
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Grille1
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Grille2
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Grille3
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Tone
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Letter
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Plaid
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Weave1
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Weave2
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Weave3
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
WideDot
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Diagonal
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Wavy
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
Zigzag
┌───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┬───┐
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
├───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┼───┤
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┴───┘
--------------------------------------------------------------------
ROTOR(tm) Objects: The Color Menu 4 - 10
--------------------------------------------------------------------
ROTOR(tm) uses:
+ a line-color, for shape outlines.
+ a fill-color, for filled shapes.
+ a background-color, for background areas.
This menu applies, adjusts and cycles these color
parameters, one at a time.
+--- Line, Fill or Back switch
|
┌─────┐┌────┬─┐┌───┬─────┬─┐┌─┬───┬───┬─┬─┬─ ─┬─┬─┐
│Color││Hues│~││tab│L/F/B│ ││(│Tag│<#>│ │ │ ... │ │ │
└─────┘└▄▄▄▄┴─┘└───┴▄▄▄▄▄┴▄┘└─┴▄▄▄┴───┴▄┴▄└─ ─┘▄┴▄┘
| |
+------+------+
|
color-samples strip ----------+
(2, 4, or 16 colors)
[TAB] : Use [TAB] to select the color variable you wish to
monitor.
[Line] appears in the menu's line-color mode,
[Fill] when monitoring the fill-color, and
[Back] when monitoring the background-color.
All three switches are discussed at length in the
"Attributes Menu" section of thi manual. We briefly
summarize their functions:
When ON , [Line] indicates a shape with an outline.
When ON , [Fill] indicates a filled shape.
When OFF, [Back] produces mesh-like patterns.
color
strip : The row of color-squares on the right side of the menu
is called a "color-strip".
In 2-color modes, it consists of 2 sample boxes, one
for white, the other for black.
In the CGA 4-color mode, it features 4 such boxes.
In 16-color modes, all 16 colors are represented.
[Hues ] : This toggle appears in 256-color modes (only).
[modes] It alters the configuration of the color-strip:
When OFF, the color-strip consists of 16 samples,
identical to those seen in 16-color modes.
When ON, a 2-line spectrum is shown instead.
It features the remaining 240 colors, which usually
form a gradient of hues.
A spectrum is essentially a compressed color-strip.
Each color is represented by a single vertical line.
spectrum
colors : Several built-in spectrum color-sets are available.
They are listed in the Hues modes menu:
saturated : for the brightest colors.
bi-intensity : for two spectrums, one of high intensity
colors, the other of lower intensity.
24-intense : for 24 high intensity colors, each in 10
different pastel variations.
24-saturated : for 24 colors, each available in ten
different intensities.
black/white : for black, white, and grey tones.
Custom spectrum color-sets are imported by ROTOR(tm)
when loading 256-color PCX images.
effect of
spectrum
change : When the active spectrum is changed, the work area
image is immediately redrawn. The colors of the
the new palette are applied retroactively to their
prior counterparts.
[~]
no colors : This is the NO-COLOR toggle, which only appears when
there are 16 or more colors.
When ON, the primary 16-colors are replaced by
equivalent grey-tones. This transformation is
instantaneous, and it affects the entire screen,
not just the color-strip.
In 256-color modes, the upper-spectrum is not altered.
Colored pixels in its range remain intact.
[(] show
pattern : In high-resolution 16-color modes, patterns can be used
effectively to simulate additional colors. This toggle
helps produce and refine such colors.
When it is OFF, each color-sample is a flat-square.
When it is turned ON, the current pattern is applied
to each sample, which changes its color-value.
The precise color and pattern combinations used are:
With fill-colors, the current fill-pattern is applied
to a back-colored background. (Xhatch)
With back-colors, the current back-pattern is applied
to a line-colored background. (Yhatch)
The line-color samples are not allowed to combine with
any pattern. They always remain flat.
Essentially, this toggle helps visualize the effect of
the XHATCH and YHATCH switches.
current
color : The sample highlighted by a white bar is the current
color.
color
selection : This is the menus's most important function.
Two separate mechanisms are provided:
Mouse users can chose a color simply by clicking the
corresponding sample-square. The highlighting bar
automatically jumps over to the selected color.
Keyboard-only users are restricted to the scanner
control ( [<][#][>] ), which shifts the highlight-bar.
The selected color becomes the current color.
color
tags : The little rectangular pad which appears under each
color-square is a tag-pad. When lit, it indicates a
"tagged" sample. When NOT lit, the corresponding
color is "untagged".
tagging &
untagging : Tagging or untagging a color is an easy matter for
mouse users: a simple tag-click suffices.
Keyboard-only users are limited to the [Tag] button,
which toggles the current-color tag. When used in
conjunction with the [<][>] scanner, it can tag/untag
any color.
color
cycling : The term "color-cycling" refers to the pulsing of a
color parameter, which produces a sequence of color
values.
tag
restricted
cycling : The sequences produced by color-cycling are restricted
to tagged samples. Untagged colors are automatically
excluded.
Use this feature to define custom sets of compatible
colors.
spectrum
cycling : Upper-spectrum colors feature no tags, and therefore,
they are not tag-restricted when cycled.
comments : All three color variables discussed here can be pulsed,
independently of each other. The usual pulse-mode
choices are available.
--------------------------------------------------------------------
ROTOR(tm) Objects: The Color Menu: Group-tagging 4 - 10
--------------------------------------------------------------------
When ROTOR(tm) begins, all of its colors are tagged.
[Tag ]
[modes] : Rather than setting each tag individually, it is often
more convenient to set a whole group of them at once.
The "tag-options" menu (press Alt-T) provides such
group-tagging services:
current : tag the current color. It does NOT untag
it, if it is already tagged.
all : to tag all the colors.
invert all : reverses all the tags: tagged colors are
untagged, and untagged colors are tagged.
all
following : tags the current color, and all those that
follow, ie those to the right.
All others are untagged.
all
preceeding : tags the current color, and all those that
preceed it, ie those to the left.
All others are untagged.
every
other : tags the current color, and every other
before & after. Untags the rest.
every 3rd : tags the current color, and every 3rd
before & after. Untags the rest.
every 4th : tags the current color, and every 4th
before & after. Untags the rest.
every 5th : tags the current color, and every 5th
before & after. Untags the rest.
first half : tags all the colors in the first half of
the color-strip. Untags the rest.
last half : tags all the colors in the upper half of
the color-strip. Untags the rest.
no change : no change to current tag settings.
--------------------------------------------------------------------
ROTOR(tm) Objects: The Draw menu 4 - 11
--------------------------------------------------------------------
When used as a drawing-tool, an object can create
delightful designs.
This menu gathers together a variety of controls that
permit such object-drawing.
+------ sync function icon
|
┌────┐┌─┬─────┬──┬─┬────┬────┬────┬────┬───┬──────┬───┐
│Draw││?│Pause│@@│"│Draw│PutC│Join│Clip│Del│|macro│...│
└────┘└─┴─────┴──┴─┴────┴▄▄▄▄┴────┴────┴───┴──────┴───┘
|
active macro indicator ----+
[pause] : Meticulous drawing can be difficult when an object
is dancing wildly. The [pause] toggle allows you
to "freeze" it for precise positioning and stamping.
The [?] help-button remind you that the space-bar turns
pause ON, and that the enter-key is the "resume"
button.
sync mouse
function : The most intuitive way to draw with an object is via
freehand mouse movements. The "sync" mouse function
makes this possible.
sync icon
and ["] : To get the mouse into its sync mode, click the
sync-icon, or press the sync-button.
Both of these are toggles. When clicked again, they
return to their prior-state.
In the sync-mode, the design of the icon is a small
white diagonal arrow. When this arrow is dragged
across the screen, the current shape automatically
follows it. And if the user is holding one of the
mouse buttons pressed, then the shape is actually
stamped onto the screen at every step along the way.
The mouse changes the cursor's position. It does not
interrupt or alter the shape's animation in any way.
Please note that the toggle key for the ["] sync-button
is a single quote ('), ie an unshifted double quote.
--------------------------------------------------------------------
ROTOR(tm) Objects: The Draw menu: Draw 4 - 11
--------------------------------------------------------------------
[DRAW ] : This is the shape-stamping toggle.
When [DRAW] is OFF, no drawing takes place.
When [DRAW] is ON, the current shape is repeatedly
"stamped" onto the screen surface. If the shape
is in motion, the result is a trail of "footprints".
The manner in which the shape is painted onto the work
area is specified by other toggles. In particular:
The [LINE] toggle tells [DRAW] whether or not to paint
the outline of the shape.
The [FILL] toggle, when ON, directs [DRAW] to paint the
surface of the shape.
something
to draw : When [DRAW] is toggled ON, it is reasonable to expect
that something will begin painting itself onto the
screen. However, this may not happen. When both
[LINE] and [FILL] are OFF, there is nothing to draw.
This is also a problem when the shape is "hidden" (ie
the [SHAPE] switch is OFF).
the smart
option : Such confusing "nothing-to-draw" situations can be
automatically detected and corrected by selecting
the "smart" entry of the Options-menu (shift-toprow-9).
In the "smart" mode, when [DRAW] is toggled ON, [LINE]
and [SHAPE] are also turned ON, if necessary.
sync
link : In sync mode, [DRAW] is linked to the mouse buttons.
When they are at rest, DRAW is OFF. When a button is
pressed, DRAW is forced ON.
for active
objects : The [DRAW] command only works with active animated
objects:
When an object is deactivated by a PAUSE command, it
becomes non-marking. Subsequent object-editing
commands do not alter the work area, even when [DRAW]
is actually ON. In particular, no shape-stamping
occurs when arrow-key commands are used to change a
paused object's position.
--------------------------------------------------------------------
ROTOR(tm) Objects: The Draw menu: PutC 4 - 11
--------------------------------------------------------------------
[PutC ]
[modes] : This is the "cursor-stamping" toggle.
It operates independently of the [Draw] toggle.
When ON, the cursor stamps itself onto the screen,
at each cycle, underneath the shape.
Open cursor designs, which consist of lines rather than
an area, are drawn in the current line color.
Closed-cursor forms, such as squares and circles,
are stamped in the manner dictated by the PutC-mode:
Shadow : only the area is stamped. (back_color)
Filled : both the area and its outline are drawn.
Outline : only the cursor lines are drawn.(line_color)
The solid cursor areas are background-colored.
They are patterned when YHATCH is ON.
usage : [PutC] is particularly useful when [Pave] is ON.
It produces crisp tile patterns, and fancy grids.
--------------------------------------------------------------------
ROTOR(tm) Objects: The Draw menu: Join 4 - 11
--------------------------------------------------------------------
[Join] : When this toggle in ON, each successive shape is
connected to the prior one.
The Join toggle has no noticeable effect on stationary
shapes. However, when applied to a travelling object,
the result is striking:
When [DRAW] is OFF, the motion of a shape is accented
by evanescent connecting lines.
When [DRAW] is ON, permanent connecting lines are drawn
between each successive shape. The result is a tubular
design with 3D qualities. It is a wire-mesh structure
when FILL is OFF, a solid-structure when FILL is ON.
"hair" : The "connecting" role of [Join] can be isolated by
hiding the shape (ie by turning [SHAPE] OFF). The
result is a tangle of "hair", with as many strands as
there are vertices in the shape.
motion
tracing : If the shape is a lone dot, then we get a single line.
The exceptional property of this line is that it traces
the path of motion of that dot. Ellaborate motion
patterns produce complex curves which would otherwise
be difficult to achieve.
multicolor
string : Another note-worthy aspect of this single line is its
ability to change color from one segment to the next.
This is done by cycling the line color of the dot. The
result is a charming multicolor "string".
--------------------------------------------------------------------
ROTOR(tm) Objects: The Draw menu: Clipping 4 - 11
--------------------------------------------------------------------
[Clip] : This is the clipping toggle. It specifies what
happens when the CURSOR and its SHAPE extend beyond
the boundaries of the enclosing ZONE.
When [Clip] is OFF, the overlap is visible.
When [Clip] is ON, the parts outside the ZONE are
hidden, ie "clipped" away. The ZONE acts as a window
onto a larger world. A moving CURSOR may appear on
one side, travel across the expanse of the ZONE, and
then disappear on the other side, like a bird flying
by an open window.
┌─────────────────────┐ ┌─────────────────────┐
│ │ │ │
│ │ │ │
│ │ │ │
└─────────────────────┘ └─────────────────────┘
no clipping with clipping
ctrl-C : The ctrl-C key combination may be used to toggle
[Clip], if DOS BREAK is OFF.
[Del] : Press this button to delete all or a portion of the
screen. The options are:
Nothing : Select "Nothing" when the [Del] key was
pressed by accident.
Work Area : Wipes the work area clean. Use this
option to change the work-area color!
Zone : Deletes the zone area.
Cursor Area : Deletes the cursor area (must be closed).
Shape Area : For a "cookie-cutter" deletion.
When an area is deleted, it is not restored to some
prior condition, as might be the case with an 'undo'
command. Instead, the area is painted over, with
BACK-colored paint.
When YHATCH is ON, the back-pattern is applied to the
deleted area, back-colored and line-colored.
When BACK is OFF, only the back-colored foreground
parts of the pattern are drawn.
The [Del] key is usually located in the numeric keypad,
next to the [Ins] key.
--------------------------------------------------------------------
ROTOR(tm) Objects: The Draw menu: Macros 4 - 11
--------------------------------------------------------------------
macro : A macro is a little program written to automate a
complicated or repetetive task.
All macros are defined in a single text file, the
rotor script file, ROTOR20.SCR.
[|macro>] : This button pops-up a complete list of the macros
defined in the script file. Selection of a macro
causes it to begin executing.
Some macros complete immediately, others require
several cycles, and a few do not terminate until
further user input is received.
When a macro remains active over several cycles, its
name is displayed in the frame next to the [|macro>]
button.
The sample macros included in the distribution disk
are:
Reset : Returns object to start-up defaults.
Paint : Setup ROTOR(tm) for freehand painting.
Border : Draw a border around zone.
Corners : Stamp shape onto all 4 zone corners.
Shadowed : For shapes with a shadow.
Spirograph : For a simulated spirograph.
Unmatch_colors : Forces different line & fill colors.
Bird : Flying bird demo.
Mouse~ : toggle mouse visibility.
Rotor~ : Old ROTOR toggle.
Pulse~ : Old PULSE toggle.
Vortex~ : Synchronized ROTOR and PULSE toggles.
Wipe : Wiping motion
Tilt_NoTilt : Alternating tilt / no-tilt
Crenelled_Pave : For a "castle top" zigzag motion.
Main : The ROTOR(tm) logo-animation demo.
Macros are user-editable. They allow you to extend
and customize ROTOR(tm).
If you are interested in creating your own customized
commands, please refer to the 'Programming' chapter of
this manual. It discusses the details of macro
development.
The key corresponding to this button is the vertical
bar charater (|), ie shifted back-slash (shifted-\).
--------------------------------------------------------------------
ROTOR(tm) Objects: Cursor modes 4 - 12
--------------------------------------------------------------------
cursor
modes : The cursor can take a variety of forms. The cursor
modes pop-up menu (Alt-C) provides the following
alternatives:
Square : for a plain square cursor. This is the default cursor.
SquareX : for a square cursor with horizontal and vertical lines
intersecting at its center.
SquareX45 : for a square cursor partitioned diagonally. As with the
previous mode, this cursor design is useful for
centering.
SquarePlus : for a square cursor surrounded by tabs. The tabs are
placed a single "step" away from each edge. They
indicate where the cursor would end up should it be
moved one "step" in a particular direction.
Circle : for a circular cursor which encloses all of the shapes
vertices. Because circle-drawing is a CPU-intensive
process, this mode is best avoided when animation speed
is a consideration.
CircleX : for a circular cursor divided by horizontal and
vertical lines intersecting at its center.
SmallX : for a small cross-hair locator. Handy with the dot
shape.
BigX : for a full-screen cross-hair locator. Useful when
lining-up distant items.
BigX45 : for a diagonal full-screen cross-hair locator.
BigXX : for a heavy-duty full-screen cursor.
Corners : for a subdued cursor.
GridPoints : for a pixel-grid based of the cursor's size.
Arrow : for a fixed size, small arrow that points in the
current direction of travel.
BigArrow : same as above, but the size of the arrow matches the
size of the cursor.
--------------------------------------------------------------------
ROTOR(tm) The Services Menu 5 - 01
--------------------------------------------------------------------
┌─┬─┬─┬──────┬──────┬──────┬─────┬──────┬───────┬─────────┬──────┐
│*│#│\│1:Icon│2:Clip│3:Text│4:PCX│5:Save│6:Print│7:Display│9:Xprt│
└─┴─┴─┴──────┴──────┴──────┴─────┴──────┴───────┴─────────┴──────┘
This top-row menu presents a variety of auxilliary
service functions. These are :
[1:Icon] : For mouse functions similar to those found in painting
programs : pencil, spray, rectangle, smear, etc..
[2:Clip] : To decorate the screen with clip-art.
[3:Text] : For text inclusions, and font selection.
[4:PCX] : To load a PCX image file from the current directory.
[5:Save] : To save all or part of the screen to a PCX file.
[6:Print] : To print all or part of the screen.
[7:Display]: To change the display mode/resolution/colors.
[9:Xpert] : To access the 'expert-level' menus.
[*],[#]
[\More] : Please review the menu-bar section of the interface
chapter for an explanation of these controls.
--------------------------------------------------------------------
ROTOR(tm) Services: The Icons Menu 5 - 02
--------------------------------------------------------------------
Most of the time, the mouse is used to point-and-click.
That is its most basic purpose. It supports numerous
other tasks as well. This menu gives access to these
extended capabilities.
┌─────┐┌─┬───┬──────┐┌────┬────┬───────────┬────┬────┐
│Icon ││?│Tab│ none ││ │ │ ... │ │ │
└─────┘└─┴───┴──────┘└────┴────┴───────────┴────┴────┘
| | |
| +------------ icons ------------+
|
+--------- current mouse-function
[tab] : In some display modes, only a partial set of icons
can displayed at a time. The [tab] button allows you
to reach the remaining ones.
current
function : The currently active tool is pointed to by a
highlighting-bar.
to select
another
tool : Just click the icon corresponding to the desired
function.
Alternatively, the user may select a function by
clicking the description-frame next to [tab]. This
calls a pop-up menu which lists all the mouse
functions.
To each function corresponds a unique icon-design.
When a function is selected, the mouse-pointer takes
the form of that design, and its name is displayed in
the frame next to the [tab] button.
returning
to prior
function : When the currently active tool is clicked, ROTOR(tm)
switches back to the prior mouse-function, whatever
it may have been.
mouse
actions : Throughout ROTOR(tm), nothing remarkable ever happens
while the mouse buttons are in their released state.
The icon moves if you move the mouse, and that's it.
To get results, you have to press a mouse button. The
position of the mouse-pointer at the time of a
button-press is usually critical.
It doesn't matter which button you press, ROTOR(tm)
does not care. What does make a difference, is how
long the button is held down. We distinguish the
following two cases: clicks and squeezes.
clicks : A click is a button press followed by an immediate
release. To click a screen object, the user positions
the mouse icon on it, presses the button, and then
RELEASES it. Clicks are used thoughout to interface to
select items, toggle switches, etc...
squeeze : A squeeze is the act of pressing the mouse button, and
then HOLDING it down (pressed). Squeezes are used by
the mouse-drawing functions described below. During a
squeeze, the mouse-pointer is normally hidden, replaced
by some sort of line or area indicator.
squeeze
abort : The final effect of a squeeze is often delayed to the
very last moment, when the pressed-button is released.
The line, rectangle, ellipse, save-area and other
mouse-tools behave in this fashion.
Such squeezes can by CANCELLED by holding down a SHIFT
key while releasing the mouse-button.
This is a very useful feature, as it allows us to
change our mind. The [?] help button reminds us of its
existence.
usage : The mouse-tools discussed here are intended for
work-area use only. They are automatically disabled
when the mouse is brought into the menu-bar area.
When used, these mouse-tools interrupt all on-going
animation. The only exception to this rule is the
sync-tool, which is designed to take advantage of such
animation.
Please note that once a mouse tool has been selected,
it remains available until another tool is chosen. In
between clicks and squeezes, the user is free to change
menus, toggle switches, pulse parameters, etc...
--------------------------------------------------------------------
ROTOR(tm) Services : The Icons Menu : functions 5 - 02
--------------------------------------------------------------------
basic
pointer : The little white upward-pointing hand is ROTOR(tm)'s
basic mouse icon. It serves no other purpose than to
point and click.
This icon can be selected to disable another icon.
sync
pointer : This is one of ROTOR(tm)'s most delightful tools. It
enables us to draw freely with the current SHAPE.
This is acomplished by linking the current object to
the mouse coordinates, so that whenever the mouse
moves, it is automatically followed by the cursor.
The mouse-icon points to the center of the cursor.
To draw, you squeeze the mouse. To stop drawing, you
release the mouse button.
Internally, the [Draw] switch is forced ON by and for
the duration of each squeeze. It is disabled at all
other times. When first selected, SYNC automatically
toggles [Draw] OFF.
The ["] sync toggle, which appears in the draw-menu,
can be used to quickly alternate between the sync
function and another mouse-function, even when the
Icons menu is not active.
--------------------------------------------------------------------
ROTOR(tm) Services : The Icons Menu : drawing tools 5 - 02
--------------------------------------------------------------------
Most of the mouse-functions are drawing-tools, which
behave as follows:
Lines are drawn in the current line-color.
Their width depends on the state of the [Thick] toggle,
and they may even be dashed, instead of continuous,
if [Use|] is ON.
Areas are painted in the current fill-color when [Fill]
is ON, and they are patterned if [Xhatch] is also ON.
The [Back] toggle determines whether the pattern is
a see-through mesh or an opaque surface.
When [Clip] is ON, drawing is restricted to the current
zone. Areas outside the zone are not drawn to.
In other words, the drawing functions respond to the
current object's settings and attribute values.
It is a good idea to use the status bar in conjunction
with the Icons Menu. Together they provide a compact
and powerful screen-painting interface, akin to that
of regular paint packages.
We now examine the mouse-functions in detail:
freehand
pencil : This is the freehand drawing tool.
┌────┐
│ │ It can produce thin or thick, continuous or dashed,
└────┘ freehand lines.
line : Use this tool to draw straight lines:
┌────┐
│ │ Start by positioning the dotted tip of stick where the
└────┘ line begins. Then squeeze the mouse. Move the icon to
form a line. Release the button to finalize it.
rectangle : Use this tool to draw rectangles.
┌────┐
│ │ Start by placing the icon-tab at a corner of the
└────┘ rectangle, then squeeze. Drag the mouse to form a
rectangle, and release the button to finalize it.
Solid rectangles are produced when [Fill] is ON. The
current pattern is applied if [Xhatch] is also ON.
ellipse : Use this tool to draw ovals.
┌────┐
│ │ First, place the mouse-icon at the oval's center, and
└────┘ squeeze. Then move the mouse to form the desired
ellipse. Release the button to freeze it.
Solid ovals are produced when [Fill] is ON. The
current pattern is applied if [Xhatch] is also ON.
The thickness and line-pattern attributes are ignored.
spray tool : This is the spray-paint tool. When squeezed, it emits
┌────┐ a spray of line-colored pixels.
│ │
└────┘ The radius of the spray can be adjusted with the
function keys. (F1 for a tight spray, F10 for a wider
thin mist).
When [Thick] is ON, fat circular pixels are sprinkled
out. The thickness parameter dictates the size of
the circles, and the other drawing attributes
determine their appearance.
smear tool : This tool emulates a smearing thumb. When squeezed,
┌────┐ it "picks-up" nearby pixels and spits them back out
│ │ randomly.
└────┘
The [Thick] toggle is ignored.
pick-up : This is the color pick-up tool.
┌────┐
│ │ It allows us to select colors precisely and directly,
└────┘ without any help from the color and status menus.
It uses the screen-image as a palette of colors.
When the mouse is clicked, the dropper icon "grabs" the
color it is pointing at.
When [Fill] is OFF, the picked-up color becomes the
current line-color.
When [Fill] is ON, the "grabbed" color becomes the
active fill-color.
This tool is particular useful in 256 color modes,
where it may be difficult to identify and match colors
just by looking at them.
flood-fill : This is the area-flood tool. It is used to change the
┌────┐ color of an area.
│ │
└────┘ The clicked pixel, and all connected pixels of the
same color, are painted over with the current
fill-color.
A pattern is applied if [Xhatch] is ON.
Save-area : This tool saves a user-designated portion of the
┌────┐ work area, to a numbered PCX file.
│ │
└────┘ Start by placing the mouse-icon at one of the corners
of the area to be saved. Then squeeze the mouse, and
drag it across the screen until the rubberband
rectangle encloses the desired area. When you let go
of the button, ROTOR(tm) creates a PCX file for that
part of the screen. A confirmation message names the
new file.
Print-area : This tool allows you to print a specific portion of the
┌────┐ work area. Your printer must be laser-compatible.
│ │
└────┘ Its operation is similar to that of the save-tool
above. The part of the screen to be printed is defined
by a rubberbanding rectangle. Upon release of the
mouse button, ROTOR(tm) begins printing. The ESC key
may be used to abort the output.
Of course, the LPT port must be correctly set, and
your printer must be ready.
Put-image : The PCX image-placing tool.
┌────┐
│ │ This tool indicates the extent of the picture to be
└────┘ drawn with a rectangular box. A cross-hair shows the
center of the image. The box appears when the mouse is
squeezed. Its position can be adjusted with a drag.
When the mouse-button is released, the image is drawn
in that box.
When the image is larger than the work-area, some
scrolling may be allowed for further adjustments.
The PCX-menu discusses the options that apply.
Put-clip : The clip-stamping tool.
┌────┐
│ │ The box which appears when the mouse is squeezed
└────┘ represents the overall dimensions of the output-clip.
It takes into account the various ouput options in
effect at the time. Drag this rectangle to its
target location, then let go of the mouse-button.
ROTOR(tm) draws the clip within the indicated area.
Please refer to the clip-menu section for option
and coloring information.
Put-text : The text-stamping tool.
┌────┐
│ │ The operation of this tool is similar to that of the
└────┘ Put-clip tool above. The extent of the text is
indicated by a placing-rectangle, which the user drags
to a target location.
The colors and options which affect the output are
discussed in the text-menu section.
Drag-shape : The shape placement tool.
┌────┐
│ │ Squeeze the mouse to carry the shape over to the mouse
└────┘ position. This is NOT a drawing tool.
--------------------------------------------------------------------
ROTOR(tm) Services: The Clip-art menu 5 - 03
--------------------------------------------------------------------
ROTOR(tm) supports clip-art library files compatible
with the NEW Print Shop(tm).
This menu provides all the functions necessary to load,
select, manipulate and output such clips.
clip
name
|
┌────┐┌────┐┌──────┐┌────┬─┬────────────┬──┬─────────┬───────────┐
│Clip││^Op ││ Clip ││^Put│@│ Lib R-BUGS │<>│Clip 1/16│ ant │
└────┘└────┘│ icon │└────┴─┴────────────┴──┴─────────┴───────────┘
└──────┘ | | |
| +----------+----------+
| |
current current
library clip
the [@]
library
selector : To pop-up a menu of all available clip-libraries,
click this button. (or press shift top-row-2).
The menu is actually a list of the library files
located in the current directory. (files with .POG or
.PNG extensions).
the
current
library : When the user selects a library, it is read into memory
and becomes the "current library". Its filename is
displayed in a frame, and the number of clips it
contains is shown as a denominator value.
the
clips : The clips are numbered sequentially, and each is
labelled with a descriptive name.
clip
selection : We may use the [<][>] scanner to examine the contents
of the current library, one clip at a time.
Alternatively, we may click the clip-name frame
to pop-up a list of ALL the clips in the library.
current
clip : The current clip is the one whose name appears on the
menu. It is the "selected" clip.
clip
stamping : The menu provides two separate clip-stamping tools:
The put-clip icon, and the [^PUT] button.
These tools enable accurate placement of the current
clip anywhere on the screen.
put-clip
tool : To use this tool, you must first activate it with an
icon-box click.
Next, move the mouse-icon to the approximate location
where you wish to place the clip. Press a mouse button
and HOLD it down. A box appears, indicating the extent
of the clip. Its position may be adjusted while the
button remains pressed. Upon release, the clip is
drawn within the box.
the [^Put]
button : This button stamps the clip onto the screen, centered
(Ctrl-P) in or around the current cursor.
basic
clip
ouput : A clip should NOT be thought of as a small opaque
sticker. Instead, it should considered to be the
electronic equivalent of a RUBBER-STAMP.
When it is applied to the screen surface, only the
pixels struck by the "raised bumps" of the rubberstamp
are altered. The spaces in-between remain untouched.
output
color : The current line-color is the "ink" which primes the
rubber-stamp.
The clip itself has no intrinsic colors.
enhanced
output
options
[^OP] : A variety of options are available for enhanced
ouput. Use the [^OP] button to examine these.
(Press Ctr-O).
Several options may be used simultaneously, for
combined effects.
Please refer to the "Bitmap output options" section for
a complete discussion of these options.
--------------------------------------------------------------------
ROTOR(tm) Services: Clip-files information 5 - 03
--------------------------------------------------------------------
clip
size : Each clip is stored in memory as a small bitmap,
88 pixels wide by 52 pixels high.
clip
files : Each library actually consists of a pair of files, one
for the clip bitmaps, the other for the clip names.
The bitmap-files have a .POG or .PNG extension.
The name-files have a .PNM extension.
example: R-BUGS.POG
R-BUGS.PNM
clip
libraries
sources : ROTOR(tm) comes with a floppy disk full of clip-art
files that are ready to use.
ROTOR(tm) also includes POGIT(tm), a utility program
which converts clip-libraries from other sources, such
as Printmaster or the original Printshop, to the POG
format.
Many PrintMaster / Print Shop clip-libraries can be
found in the public-domain, distributed by shareware
vendors.
The Print Shop Users Club, PO Box 1072, Renton, WA
98057, (800)835-2246, puts out an impressive clip-art
catalog.
To create your own clips from scratch, we recommend the
New Print Shop Companion package. It features a
powerful bitmap editor, and many other useful tools.
installing
clip-art
files : All files must be copied to the ROTOR20.EXE directory,
before the program is begun.
ROTOR(tm) expects all accessory-files to be located in
the current directory. It does not and cannot search
other drives or directories.
technical
reference : Please look-up the POGIT(tm) manual for file-format
specifications and a discussion of .PNG files.
--------------------------------------------------------------------
ROTOR(tm) Services: The Text menu 5 - 04
--------------------------------------------------------------------
This menu provides the functions necessary to write,
edit and draw small chunks of text, such as labels,
headlines or short one-line sentences.
current current
font text
| |
┌────┐┌──────┬──────┐┌────┐┌──────┐┌────┬─────┬───────┐
│Text││!:Font│ none ││^Op ││ Text ││^Put│Edit>│ Hello │
└────┘└──────┴──────┘└────┘│ icon │└────┴─────┴───────┘
└──────┘
current
text : The "current text" is the word or phrase that appears
in the right-most frame of the menu.
When a text-stamping command is issued, the current
text is printed on the screen.
The start-up default is "Hello".
the text
editor
[Edit>] : To change the current text to something else, press
this button.
The text-frame becomes inverted (white on black instead
of black on white), and a cursor bar appears in the
frame.
The keyboard may then be used to type-in new text.
The length of the input-text may not exceed the
available frame-space.
The following editing keys are available:
Esc : To abandon all work and exit.
Enter : To accept the new text and exit.
L&R arrows : To shift the cursor position.
Home : To move the cursor in front of the text.
End : To move the cursor to the end of the text.
BackSpace : To delete the character preceeding the cursor.
Del : To delete the character following the cursor.
Ins : To switch from OVERWRITE to INSERT, or vice-versa.
In the overwrite mode, input characters replace
existing ones, if any. The cursor is a vertical-bar.
In the insert mode, new characters are inserted into
the text, thereby increasing the length of the text.
The cursor is an I-bar.
text
stamping : The menu provides two separate text-stamping tools:
The put-text icon, and the [^PUT] button.
These tools enable the accurate placement of text
anywhere on the screen.
put-text
tool : Before it may be used, this tool must be activated with
┌────┐ a click.
│ │
└────┘ Next, move the T-icon to the desired text location.
Press a mouse button and HOLD it so. A box appears,
indicating the extent of the text. Its position may be
adjusted while the button is pressed. Upon release,
the text is drawn within the box.
the [^Put]
button : This button stamps the text onto the screen, centered
(Ctrl-P) in or around the current cursor.
basic
text
ouput : The text is "rubber-stamped" onto the screen. Only the
pixels struck by the "raised bumps" of the rubberstamp
are altered. The spaces in-between remain untouched.
output
color : The current line-color is the "ink" which primes the
rubber-stamp. The text itself has no intrinsic color.
enhanced
output
[^OP] : A variety of options are available for enhanced ouput.
Use the [^OP] button to examine these. (Press Ctr-O).
Several options may be used simultaneously, for
combined effects.
Please refer to the "Bitmap output options" section
for a complete discussion of these options.
font
selection
[!:Font] : Click this button to select an output font for the
current text. A font-menu pops-up. The menu is
actually a list of the font files located in the
current directory (files with .FON extensions).
current
font : This is the font currently in memory. Its filename
is shown in a frame. Each time a new font is selected,
it replaces and becomes the current font.
--------------------------------------------------------------------
ROTOR(tm) Services: Font-files information 5 - 04
--------------------------------------------------------------------
font
files : ROTOR(tm) is designed to work with fonts stored in the
GEM 2.0 file format. Created by Digital Reasearch Inc
for use with their GEM graphic product, this format is
now widely used in the PC environment.
.FON
extension : As far as ROTOR(tm) is concerned, GEM font files always
sport a .FON extension. The font files distributed
with ROTOR(tm) are so named.
It is important to note that GEM font files from other
sources will often have other extensions, such as .EGA
or .VGA. To use such files with ROTOR(tm), you must
first rename them.
font
size : The font files distributed with ROTOR(tm) include a
size value in the filename. This number represents the
pixel height of an upper case 'F'.
example: GOTH-32.FON
The upper case letters of this font can be
expected to be 32 pixels high.
font
sources : ROTOR(tm) comes with two floppy disks full of font
files.
ROTOR(tm) also includes FONT2GEM, a utility program
which converts fonts from other sources, such as
Fontrix, Printshop-companion, etc.., to the GEM format.
Some commercial font packages can produce GEM files.
installing
the font
files : All files must be copied to the ROTOR20.EXE directory,
before the program is begun.
ROTOR expects all accessory-files to be located in the
current directory. It does not and cannot search other
drives or directories.
--------------------------------------------------------------------
ROTOR(tm) Services: Font Utilities 5 - 04
--------------------------------------------------------------------
Please lookup the Font Utilities manual for further
information, including file-format specifications.
The utilities are:
FONTVIEW, a font viewer.
FONT2PRN, a font-printing program.
FONT2GEM, a font conversion utility.
FON2RFON, a font renaming utility.
--------------------------------------------------------------------
ROTOR(tm) Services: Bitmap ouput options 5 - 05
--------------------------------------------------------------------
ROTOR(tm) features an exciting array of options for
enhanced clip and text output, which are accessed via
the [^OP] button (see Clip and Text menus). These
options are:
Outlined : This our favorite special-FX. It gives the bitmap
a crisp black outline, reminiscent of cartoons.
TwoToned : When ON, we get a two-color bitmap image.
The bottom half is fill-colored, the top half
has the usual line-color tone.
SpreadX : This option doubles the width of the bitmap by
leaving a blank gap between horizontally adjacent
pixels.
SpreadY : Similar to SpreadX. Stretches a clip vertically
by inserting a blank row between adjacent bitmap
scan-lines.
When both SpreadX and SpreadY are used simultaneously,
the bitmap pixels are spaced apart in both directions,
which produces an image twice the size of the original
bitmap.
Shadowed : Places a black shadow under the clip. The light source
causing the shadow is somewhere off to the left.
FX3D : Use this one to give the bitmap a 3D back-colored edge.
Bold : When ON, the bitmap is drawn with "fat" pixels.
This option is intended mostly for text headlines.
Backwards : When ON, the bitmap is reversed left-to-right.
This is useful when a mirror image is required.
UpsideDown : When ON, the bitmap is stamped upside-down.
This is handy for reflection effects.
Italicized : This option slants the bitmap to the right. When
applied to text, it produces italics.
Sloped : When ON, it gives the bitmap a downward slant.
When both Italicized and Sloped options are set
simultaneously, the bitmap ends up tilted to the right,
undistorted, slightly textured.
Ghosted : When this option is active, the bitmap acquires
horizontal pinstripes. ROTOR(tm) only draws every
other line of the bitmap.
Masked : Similar to Ghosted. Causes vertical pinstripes, as
ROTOR(tm) draws only every other column of bitmap.
When combined with the Ghosted option, only one out of
every four pixels is stamped onto the screen. The
result is a fog of spaced apart pixels. It is a
low-resolution representation of the original bitmap.
Background : When ON, a back-colored opaque rectangle is placed
under the clip, thereby giving it a solid background.
This rectangle is patterned, if XHATCH is ON.
The pattern is a see-thru mesh, if BACK is OFF.
Framed : Use this option to enclose the bitmap with a snug
fill-colored border line.
This frame also encloses any underlines or overlines
that may be present (see below).
BigFramed : This option surrounds the bitmap with a slightly more
spacious box, also fill-colored.
It can be combined with the Framed option above to
give the bitmap a double-lined border.
Underlined : This is a text option. When on, the text is underlined.
Overlined : This is also a text-only option. When ON, the text
is highlighted with a thin line, placed above the text.
--------------------------------------------------------------------
ROTOR(tm) Services: Bitmap ouput colors 5 - 05
--------------------------------------------------------------------
basic
output : When a bitmap is stamped onto the screen only its
foreground pixels leave an impression. The markings
are line-colored.
color
scheme : The following colors are used:
line-color : This is the primary output color.
fill-color : Frames, big-frames, underlines and
overlines are automatically fill-colored.
The lower-half of the bitmap is also
fill-colored when TwoToned is ON.
back-color : 3D-edges and background rectangles are
back-colored.
black : Outlines and shadows are always BLACK.
--------------------------------------------------------------------
ROTOR(tm) Options Illustrated 5 - 05
--------------------------------------------------------------------
examples : ┌───────────────┐
│ │
│ │
│ │
│ │
└───────────────┘
all options OFF
┌───────────────┐ ┌───────────────┐
│ │ │ │
│ │ │ │
│ │ │ │
│ │ │ │
└───────────────┘ └───────────────┘
outline outline + twotone
┌───────────────┐ ┌───────────────────────────────┐
│ │ │ │
│ │ │ │
│ │ │ │
│ │ │ │
└───────────────┘ └───────────────────────────────┘
all options OFF spreadX
┌───────────────┐ ┌───────────────────────────────┐
│ │ │ │
│ │ │ │
│ │ │ │
│ │ │ │
│ │ │ │
│ │ │ │
│ │ │ │
│ │ │ │
│ │ │ │
└───────────────┘ └───────────────────────────────┘
spreadY spreadX + spreadY
┌───────────────┐ ┌───────────────┐ ┌───────────────┐
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
└───────────────┘ └───────────────┘ └───────────────┘
FX-3D bold shadow + outline
┌───────────────┐ ┌───────────────┐ ┌───────────────┐
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
└───────────────┘ └───────────────┘ └───────────────┘
backwards upside-down both
┌───────────────┐ ┌───────────────┐
│ │ │ │
┌───────────────┐ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
└───────────────┘ └───────────────┘ └───────────────┘
italicized sloped italics + slope
┌───────────────┐ ┌───────────────┐ ┌───────────────┐
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
└───────────────┘ └───────────────┘ └───────────────┘
ghosted masked ghosted + mask
┌───────────────┐ ┌───────────────┐ ┌───────────────┐
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
└───────────────┘ └───────────────┘ └───────────────┘
background background w/ background +
pattern frame
┌───────────────┐ ┌───────────────┐ ┌───────────────┐
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
└───────────────┘ └───────────────┘ └───────────────┘
framed bigframed frame + bigframe
┌───────────────┐ ┌───────────────┐ ┌───────────────┐
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
│ │ │ │ │ │
└───────────────┘ └───────────────┘ └───────────────┘
underline overline under + over
in frame
--------------------------------------------------------------------
ROTOR(tm) Services: The PCX menu 5 - 06
--------------------------------------------------------------------
This menu handles PCX image files, via two separate
operations, selection and pasting.
current location
image in memory
| |
┌───┐┌───┐┌────┐┌──────┐┌──────────┬─────────────┬───────────┬─────┐
│PCX││^Op││^Put││ PCX ││ &:Select │ IMAGE01.PCX │ 178x125x2 │ EMS │
└───┘└───┘└────┘│ icon │└──────────┴─────────────┴───────────┴─────┘
└──────┘ |
image
size & colors
[&:Select] : When clicked, this button pops-up a list of the PCX and
PCC image files located in the current directory.
Upon selection, the chosen file is read into memory.
If the image file matches the current adapter-mode,
the loading operation is quick and direct.
When a conversion is required to fix a mismatch, the
read phase can be rather slow, particularly if the
image is large.
The important thing to note is that ROTOR(tm) can
display any image in any adapter-mode.
automatic
convertions:
A convertion process is applied when the image and
the adapter-mode are not perfectly matched.
For instance, the image may contains more colors than
the current adapter mode allows. When this is the
case, a special technique called " dithering" is used
to reduce the number of colors in the image. The
original colors are simulated with half-tone dot
patterns.
The image aspect ratio may differ from that of the
current adapter mode. When nothing is done to correct
a mismatch of this type, the image ends up distorted.
ROTOR(tm) handles this problem by stretching or
compressing the image so that it displays properly.
The image color-palette may require fine-tuning.
In the case of 256-color images, the first 16 color
values of the palette must match the basic 16 colors
of the interface. When they do not, a mapping
algorithm forces the image into conformance.
current
image : This is the PCX image currently in memory.
The menu reports the following current image data:
filename, dimensions, number of colors.
The type of memory occupied by the current image
is also spelled out. It may be:
RAM : conventional memory.
EMS : expanded memory (LIM 4.0 EMS).
disk : in a temporary disk-file, not in memory at all.
XMM : extended memory (286 CPU or better).
image
pasting : The menu provides two separate image-pasting tools:
The put-PCX icon, and the [^PUT] button.
These tools enable the accurate placement of the
current image anywhere on the screen.
put-PCX
tool : Before it may be used, this tool must be activated with
┌────┐ a click.
│ │
└────┘ The tool indicates the extent of the picture to be
pasted with a rectangular box. A cross-hair shows the
center of the image. The box appears when the mouse is
squeezed. Its position can be adjusted with a drag.
When the mouse-button is released, the image is drawn
in that box.
the [^Put]
button : This button pastes the current image onto the screen,
(Ctrl-P) centered in or around the current cursor.
scrolling : The pasted image may be scrolled with the arrow keys,
if it is larger than the display area.
This feature is particularly useful with scanned
images, which tend to be gigantic. It allows us to
view their outer edges, which would otherwise be
unreachable.
The "display area" is usually the entire work area.
However, when [CLIP] is ON, the zone truncates the
output of the put-PCX tool.
The [+] [-] keys adjust the scrolling speed.
Press <Enter>, <Esc> or <Space> when done scrolling.
pasting
method
[^OP] : Use this button to specify a pasting method:
Chose SET for traditional opaque pasting. This is the
default method. The other options, AND,OR, and XOR
treat the image as if it was transluscent. They blend
it into the screen.
--------------------------------------------------------------------
ROTOR(tm) Services: PCX files information 5 - 06
--------------------------------------------------------------------
PCX
files : The PCX image format was created years ago, by Zsoft,
for use with the PC Paintbrush program. It has
undergone a number of expansions over the years, mainly
to accomodate improved display technologies.
ROTOR(tm) adheres to latest PCX-format specification.
It can handle any PCX image with 2, 4, 16 or 256
colors. It does NOT support true-color (24-bits per
pixel) PCX images.
PCC
files : These are essentially the same as PCX files.
They are created by the "cut" tool of PC Paintbrush.
They indicate a clipped, rather than full-screen,
image.
PAL
files : These are palette files, which contain color
definitions. PAL files were produced by early versions
of PC Paintbrush. Today, the palette information is
usually appended to an image's PCX file, instead of
being saved in a separate file.
ROTOR(tm) does NOT support PAL files.
image
sources : The PCX format is widely supported throughout the PC
community.
Most Paint packages can store screen images
into PCX files.
Many publishing programs import them directly.
Most scanners save their output to PCX images.
The designs created by ROTOR(tm) can also be writen
to PCX files.
A large body of PCX images is available in the
public domain.
Images stored in another format, such as GIF, can
easily be converted to the PCX format.
installing
PCX files : All files must be copied to the ROTOR20.EXE directory,
before the program is begun.
ROTOR(tm) expects all accessory-files to be located in
the current directory. It does not and cannot search
other drives or directories.
--------------------------------------------------------------------
ROTOR(tm) Services: The Save menu 5 - 07
--------------------------------------------------------------------
The screen images created by ROTOR(tm) can be written
to PCX files for later retrieval and editing.
This menu focuses on such save operations.
┌────┐┌───────┬───────┐┌──────┐┌─────────┬─────────────┐
│Save││ Edit> │ IMAGE ││ save ││ $ave to │ IMAGE03.PCX │
└────┘└───────┴───────┘│ icon │└─────────┴─────────────┘
| └──────┘ |
| |
save-name next-save
filename.
When the user selects a portion of the screen for disk
storage, it is written to a numbered PCX file.
ROTOR(tm) automatically generates the image filename,
by appending a 2-digit number to a short descritive
term. The number is chosen carefully, to insure a
unique filename ( in order to avoid the accidental
overwrite of an existing file ).
the
save-name : This is the short descriptive word, no more than 6
characters long, which is used to form the filename of
the next saved image.
The default description is "IMAGE".
[Edit>] : To change the "save-name" to something other than
"IMAGE", click this button, then edit the description.
When done, press Enter. Esc aborts the editing.
save
controls : ROTOR(tm) provides two powerful image-saving controls:
The Save_area tool, and the [$ave] button.
Save_area : This tool saves a user-designated portion of the
┌────┐ work area, to a numbered PCX file.
│ │
└────┘ Start by placing the mouse-icon at one of the corners
of the area to be saved. Then squeeze the mouse, and
drag it across the screen until the rubberband
rectangle encloses the desired area. When you let go
of the button, ROTOR(tm) creates a PCX file for that
part of the screen. A confirmation message names the
file.
[$ave] : This control is preferable for general screen-save
operations. When clicked, (press shift top-row-4 )
it pops-up a list of specific save-areas:
cursor-area
This is the square area currently occupied by the
cursor.
Use this option to save the "doily" designs created by
rotating but stationary objects.
The tilt and form of the cursor are not significant
here. Also, when the cursor is only partially visible,
only the visible part is saved. When it is completely
hidden, an error message is produced.
zone-area
This is the portion of the work area enclosed by the
zone.
Use this option to save "frame" designs created with
the border macro.
When the zone extends beyond the edge of the work area,
only the visible part of the zone is saved. When the
zone is completely hidden nothing is saved.
work-area
This is the working area of the screen.
Use this option to save your creations in their
entirety.
The resulting PCX file includes the work-area border.
whole screen
This option allows you to save the whole screen,
including the menu-bar at the top of the screen.
menus-only
This option writes the menu-bar to a PCX file.
This command was originally created to produce
illustrations for the ROTOR(tm) manual. We've left it
in for those of you who may want to write ROTOR(tm)
teaching materials.
screen-dump
All of the options above remove various temporary items
(shape, cursor, zone, mouse) from the screen before
proceeding with the actual save operation.
NOT so here. This option saves the whole screen, as is.
It is intended for ROTOR(tm) documentation purposes.
the
next-save
filename : This is the filename displayed in the right-most
frame. It is not an existing file. It names the file
to which the NEXT saved-screen will be written.
It is formatted as NNNNNN##.PCX, where NNNNNN is the
current "save-name" and ## is a two-digit number.
consecutive
saves : Each time that a something is saved, the ## value
is incremented to the next available number.
The following examples illustrate how this works:
We begin with an empty directory, and the default
save-name, IMAGE. Consecutive saves produce the
following files:
1st save >> IMAGE01.PCX
2nd save >> IMAGE02.PCX
3rd save >> IMAGE03.PCX
Now lets consider the case where the file IMAGE03.PCX
already exists, left-over from a prior session. The
following files are created:
1st save >> IMAGE02.PCX
2nd save >> IMAGE04.PCX <- skip 03, already exists.
3rd save >> IMAGE05.PCX
destination
directory : All PCX files are written to the current directory.
PCX file
type : The PCX files created by ROTOR(tm) match the active
adapter-mode.
In 2-color modes, 2-color files are produced.
In 16-color modes, 16-color files are generated.
In 256-color modes, 256-color files are created.
The more colors there are, the larger the files become.
In SIMULATED black and white modes, saved screens are
not written to 2-color files. The color-format
corresponding to the true mode is used instead. This
leads to larger than necessary files, but preserves the
image aspect-ratio.
color
palette : The 16 and 256 color PCX files created by ROTOR(tm)
include the current palette.
not in
memory : The saved image is written directly to disk. It is not
retained in memory. To "cut" a portion of the screen
for pasting purposes, save it, then load the newly
generated file.
--------------------------------------------------------------------
ROTOR(tm) Services: The Print menu 5 - 08
--------------------------------------------------------------------
The screen images created by ROTOR(tm) can be sent to
the printer for black-and-white output.
This menu handles such printing.
printer print
port position
| |
┌─────┐┌─┬──┬────┬────────────┐┌──────┐┌───────┬─────────┬─────────┐
│Print││?│<>│LPT1│^PrtSc:Print││ print││!:Eject│@:Advance│printY 0│
└─────┘└─┴──┴────┴────────────┘│ icon │└───────┴─────────┴─────────┘
└──────┘
the
printer : It must be a laser-printer or compatible.
HP Deskjets are laser-compatible.
Most dot-matrix printers are not.
The [?] button repeats this warning.
printer
checks : Make sure the printer is powered ON, and ready.
Verify that its paper-tray is not empty.
printer
port : By default, ROTOR(tm) assumes that your printer is
hooked up to the LPT1 port. This is by far the most
common configuration.
If your printer is connected to a different port,
use the [<][>] scanner to select the correct one.
printer
test : If you are not sure which port your printer
is attached to, or whether your printer is laser
compatible, just go ahead, try printing something.
If your printer does nothing at all, then chances
are it is hooked up to the wrong port.
If the output is a bunch of random characters, then
your printer is NOT laser-compatible.
print
controls : ROTOR(tm) provides two powerful image-printing
controls:
The Print-area tool, and the [^PrtSc] button.
Print-area : Use this tool to print a user-selected portion
┌────┐ of the work area.
│ │
└────┘ The part of the screen to be printed is defined
by a rubberbanding rectangle. Upon release of the
mouse button, ROTOR(tm) begins printing. The ESC key
may be used to abort the output.
[^PrtSc] : This control is preferable for general screen-printing
operations. When clicked, (press Ctrl-PrtSc )
it pops-up a list of specific print-areas:
cursor-area
This is the square area currently occupied by the
cursor.
Use this option to print the "doily" designs created by
rotating but stationary objects.
The tilt and form of the cursor are not significant
here. Also, when the cursor is only partially visible,
only the visible part is printed. When it is completely
hidden, an error message is produced.
zone-area
This is the portion of the work area enclosed by the
zone.
Use this option to print pictures "framed" by the
border macro.
When the zone extends beyond the edge of the work area,
only the visible part of the zone is printed. When the
zone is completely hidden nothing is printed.
work-area
This is the working area of the screen.
Use this option to print your creations in their
entirety.
The resulting image includes the work-area border.
whole screen
This option allows you to print the whole screen,
including the menu-bar at the top of the screen.
menus-only
This option prints the menu-bar.
This command was originally created to produce
illustrations for the ROTOR(tm) manual. We've left it
in for those of you who may want to write ROTOR(tm)
teaching materials.
screen-dump
All of the options above remove various temporary items
(shape, cursor, zone, mouse) from the screen before
proceeding with the actual print operation.
NOT so here. This option prints the whole screen, as
is. It is intended for ROTOR(tm) documentation
purposes.
--------------------------------------------------------------------
ROTOR(tm) Services: Printer output 5 - 08
--------------------------------------------------------------------
output
quality : ROTOR(tm) prints at a resolution of 300 dpi (dots per
inch) which produces good crisp images.
Colors are rendered as dot-pattern tones.
CGA 4-color screens are not printable. Sorry!
It is best to work in a 2-color mode when printed
matter is the end-goal. The output then matches
exactly what you see on the screen.
overall
dimensions : The screen contents are printed as close as possible
to "life size". In other words, the paper-output
generally approximates the dimensions of the
corresponding screen-image.
This assumes a standard monitor, with a display area 8
1/4 inches wide and 6 inches tall.
ouput
placement : All output is right-justified, so that the right
side of the image is printed 1/4 inch away from
right edge of the paper.
We find this layout useful when binding a sheaf
of printed pages together.
the print
position : The "printY" variable specifies the vertical print
position of the printed image, in dpi (dots per inch).
When printY = 0, the output is placed 1/2 inch
away from the top of the page. This is the
very top of the printable area of the page.
The following diagram shows a 2 inch square image
printed at the printY=0 position:
┌─────────────────────────────────┐---+ unprintable
│ │ |--- 1/2 inch
│ printY=0 .....╔═════════════╗ --│---+ top margin
│ ║ 1x2 ║ │ |
│ ║ image ║ │ +--- 1 inch
│ ║ ║ │ | (300 dots)
│ printY=300 ...╚═════════════╝ --│---+
│ | │ unprintable
│ +-│------- 1/4 inch
└─────────────────────────────────┘ rght margin
When an image is printed, the printY variable is
automatically incremented to reflect the distance
advanced by the paper. In the example above, the paper
moves up an inch, or 300 dots.
--------------------------------------------------------------------
ROTOR(tm) Services: Printer control 5 - 08
--------------------------------------------------------------------
[!:Eject] : This is the paper-ejection button. It sends a form-feed
to the printer, and resets PrintY to 0.
[@:Advance]: This control emulates the line-feed mechanism of your
printer. It allows you to advance the paper anywhere
from 1/4 of an inch to two inches at a time.
This device does NOT actually advance the paper in the
printer. Instead it increments the PrintY variable.
The net effect is the same: the next image is
printed further down the page.
When printing several images on a single page, this
device allows you to space them apart. When no
advance-command is issued, consecutive images
are printed contiguously.
Please note that the printY variable is NOT
automatically reset to 0 when incremented beyond
3300 (11 inches). This allows you to print on
legal size paper.
do not use
the printer
controls : Please do not use the form-feed and line feed
controls mounted on your printer, as they do not
adjust the PrintY variable.
shift-PrtScr
: The shift-PrtSc key-combination normally generates a
DOS screen-dump command. It's great for printing
text-mode screens. Unfortunately, it does not work
with graphic screens. When shift-PrtSc is accidentally
pressed from within a graphic program, the resulting
output is garbled. ROTOR(tm) avoids such incidents
by disabling shift-PrtSc completely.
--------------------------------------------------------------------
ROTOR(tm) Services: The Display menu 5 - 09
--------------------------------------------------------------------
This menu describes the video hardware currently in
use, and allows us to explore all of its possibilities.
video
monitor adapter current video
hooked-up detected mode
| | |
| | |
┌───────┐┌──┬──────────────────┬──────────┬───┬──┬────────────────┐
│Display││~>│Monitor: VGA color│ Card:VGA │W&B│A>│ VGA 640x480x16 │
└───────┘└──┴──────────────────┴──────────┴───┴──┴────────────────┘
| |
monitor adapter
toggle modes menu
monitor
toggle : This toggle only appears when two separate graphic
cards are installed in your computer. Usually, the
pair consists of a monochrome adapter combined with a
color card of some sort.
In this kind of situation, ROTOR(tm) is NOT
automatically displayed simultaneously on both
monitors. It is on one, or the other.
This toggle allows us to switch from one monitor to the
other, and back. It is not an extremely useful feature.
We use it for ROTOR-testing purposes.
installed
hardware : ROTOR(tm) automatically detects the monitor and
graphic adapter configuration present in your machine.
Please notify us if it fails to identify them
correctly.
the current
adapter
mode : It is displayed in the right-most frame.
ROTOR(tm) supports all major graphic modes.
adapter
capabilities
: Most graphic adapters can handle several different
display modes.
CGA adapters know two.
EGA adapters can emulate the CGA modes, and they
support four additional modes of their own.
VGA adapters are backward-compatible. They simulate
all of the CGA and EGA modes, and provide three
VGA-only options.
SGA ( super-VGA ) adapters do it all. They handle
all of the modes discussed above. In addition, they
are usually capable of displaying 256-color images at
high resolution(s).
VESA adapters are essentially standardized super-VGA
graphic cards.
to change
modes
[A>] : Click this button to pop-up a menu of the available
adapter-mode options.
This control does not appear when the active adapter is
a Hercules monchrome graphics card, because such
adapters do not support multiple modes.
The following is a complete list of the modes that
ROTOR(tm) supports. Please note that the pop-up menu
includes only those which the installed adapter card
can handle.
CGA 320x200x4 VGA 640x480x16
CGA 640x200x2 VGA 320x200x256
EGA 320x200x16 SGA 640x400x256
EGA 640x200x16 SGA 800x600x16
EGA 640x350x2 SGA 640x480x256
EGA 640x350x16 SGA 800x600x256
VGA 640x480x2 SGA 1K x768x256
When switching to a new mode, the current screen
contents are discarded. The cursor and zones are
adjusted in order to preserve their relative size and
position. The colors may have to be modified, when
the new mode supports fewer colors. All other object
attributes remain unchanged.
simulated
2-color mode
toggle
[W&B] : When creating designs for printed matter, it is best
to work in a 2-color mode, where what you see on the
screen is exactly what you will get on paper.
Unfortunately, the 2-color modes are not numerous, and
some require a monochrome monitor. ROTOR(tm) overcomes
these limitations by SIMULATING 2-color modes.
The [W&B] toggle provides this 2-color emulation
capability. (W&B = white and black). When clicked,
it redraws the screen in black-and-white. A second
click returns the screen to its original colors.
The [W&B] control only appears in color modes, as
emulation is not necessary in true 2-color modes.
The EGA 640x350 2-color mode requires a monochrome
monitor. On systems with color monitors, ROTOR(tm)
handles requests for this mode by defaulting to the
EGA 640x350x16 mode, with 2-color emulation activated.
Usually, 2-color emulation is a strick black and white
affair. Exceptionally, grey-scale tones are allowed
when a 256-color PCX image is loaded to a 256-color
mode. ROTOR(tm) converts the image colors to grey
tones, instead of dithering. The resulting image is
colorless, like a black-and-white photograph, but it is
not strictly 2-color.
preferred
video
modes : Although all adapter-modes produce satisfying results,
those which feature square pixels are preferable.
When the pixels are not square, aspect ratio correction
operations are required to avoid distortions. These
exact a performance penalty and sometimes cause a
perceptible loss of precision.
The preferred video modes are :
VGA 640x480x2 VGA 640x480x16 SGA 640x480x256
SGA 800x600x16 SGA 800x600x256
(horizontal dimension is 4/3rds of vertical dimension)
--------------------------------------------------------------------
ROTOR(tm) The Expert-level Menu 6 - 01
--------------------------------------------------------------------
This top-level menu is purposely tucked out of the way.
The service functions it accesses are intended for
advanced users who are very familiar with ROTOR(tm).
It discusses internal parameters in a manner that is
likely to confuse beginners.
It is also somewhat of a grab bag of miscellaneous
utilities. We've stuck here all those items which
would not fit anywhere else in the interface.
┌─┬─┬─┬──────┬─────────┬──────┬─────┬──────────┬─────────┬─────────┐
│*│#│\│1:Many│2:Pulsing│3:Info│^Diag│):Switches│0:No Menu│(:Options│
└─┴─┴─┴──────┴─────────┴──────┴─────┴──────────┴─────────┴─────────┘
The menu entries are:
[*],[#]
[\More] : Please review the menu-bar section of the interface
chapter for an explanation of these controls.
[1:Many] : For multiple animated objects.
[2:Pulsing]: For precise parameter pulsing control.
[3:Info] : This is the start-up bottom menu.
The user's serial number appears here.
[^Diag] : For diagnostic examination of internal values.
[):Switch] : For direct and simultaneous access to all of the
current object-switches. Each switch may be
toggled individually.
[0:No Menu]: The menu-visibility toggle.
[(:Options]: For access to the options pop-up menu discussed in the
interface section of this manual.
--------------------------------------------------------------------
ROTOR(tm) Expert-level: The Many menu 6 - 02
--------------------------------------------------------------------
Although most of the time a single object is the focus
of all activity, ROTOR(tm) is actually capable of
handling several objects simultaneously.
When multiple objects are present on the screen, they
are independently animated. Each has its own shape,
cursor and zone.
This menu helps manage multiple objects.
current
object
|
┌────┐┌─────┬──────┬─────────────────┬─┬─┬────────────┬────────────┐
│Many││ New │ Kill │^Kill all others │[│]│ object 1/1 │ heap 51672 │
└────┘└─────┴──────┴─────────────────┴─┴─┴────────────┴────────────┘
| |
objects memory
scanner available
for objects
the
current
object : ROTOR(tm)'s interface is designed to control one object
at a time. When multiple objects are active, its
object-editing functions apply only to the "current"
object.
This particular object is easily differentiated from
the others. It is highlighted by a cursor box, which
the other objects lack.
ROTOR(tm)'s interface is in effect a "window" onto this
current object.
objects
scanner : Internally, each object is identified by a number
indicating its position in a list-of-objects. The
current object's ID-number is shown on the menu as a
numerator value.
The square-bracket scanner buttons allow us to examine
the list-of-objects. The left-bracket selects the
prior object in the list. The right-bracket advances
to the next object.
The cursor box is automatically updated as the current
object changes.
[New] : This is the "add-an-object" control. Each time it is
clicked, ROTOR(tm) generates an object, which becomes
the current object.
The new object is given a simple random shape, and it
is placed in the center of the work-area.
memory
issues : The number of objects that may be created with this
command is limited by memory.
The right-most frame reports the number of memory bytes
currently available. The term "heap" is the name of
the memory area which is reserved for object instances.
The memory requirements of an object are proportional
to the number of vertices it contains. Shapes with
few vertices occupy as little as 1 Kbytes. Complex
clip-shapes may grab as much as 20 Kbytes.
Under the best circumstances, up to fifty simple
objects can be squeezed into existence. However, we
do not recommend such crowds. For fifty objects move
fifty times slower than a single one would.
[Kill] : This is the "remove-an-object" control.
When clicked, it deletes the current object from
memory.
Use it to get rid of unwanted objects.
[^Kill] : This button complements the KILL function above.
When clicked, it deletes all objects in memory,
except the current one.
KILL is a handy "wipe-them-all-out" command.
warning : ROTOR(tm) does not prompt for deletion-confirmation.
So be careful with the K-key!
Please note also that ROTOR(tm) does not permit
deletions when there is only one active object.
keyboard
commands : The keyboard commands for these controls are always
available, even when the Many menu is not. It is
therefore a good idea to memorize them.
--------------------------------------------------------------------
ROTOR(tm) Expert-level: The Pulsing menu 6 - 03
--------------------------------------------------------------------
pulsing : A pulsed parameter is one which changes its value
at each cycle in the animation. All object parameters
are pulsable.
This menu handles parameter pulsing in great detail.
It extends user-control to every aspect of pulsing.
parameter parameter pulse pulse
selector selected switch mode
| | | |
┌───────┐┌──────┬─────┬───┬─────────────────┬─┬──────┬─┬───────────┐
│Pulsing││~List │%Para│<#>│ shape_ID 4 1 │P│Upward│:│ step_1-20 │
└───────┘└──────┴─────┴───┴─────────────────┴▄└──────┴─┴───────────┘
| | | |
parameter value ---------+ | | |
pstep value -----------------+ pstep pstep
selector selected
[~List] : Click this button to change the pulse-status of one or
more parameters at once. A pop-up menu listing all
the parameters makes this possible. Each parameter
can be toggled individually.
In low-resolution modes, this button is abbreviated to
just [~].
parameter
selector
[%Para] : Use this button to select the parameter to be edited.
When clicked, it pops-up a list of all parameters.
This button is sometimes abbreviated to just [%].
parameter
selected : The current value of the selected parameter shows up
next to the parameter's name.
parameter
editing : A [<][>] scanner is provided for parameter adjustments.
parameter
pulsing : The [P] switch toggles pulsing ON/OFF. When ON, the
parameter value can be observed changing.
pulse
mode : The current pulse mode is displayed in a frame next to
the [P] toggle.
To change modes, click the modes-pad under [P], or
press Alt-P. A click to the mode-frame also works.
pstep : Pstep (the pulse-step) is a number dictating the rate
at which the current parameter changes. Small values
produce slow-moving objects. Large values cause wild
pulsing.
Every parameter has an assigned pstep parameter,
which is itself also pulsable.
The pstep value appears next to the parameter's value.
It can be adjusted via the scanner control.
( press shift-< os shift-> ).
pstep
selector
[:] : Use this button to assign a different pstep to
the currently selected parameter.
When clicked, this button pops-up a list
of parameters, which includes the standard object
parameters.
Every parameter can become the pstep of another
parameter.
pstep
selected : The right-most frame displays the name of the current
pstep parameter.
--------------------------------------------------------------------
ROTOR(tm) Expert-level: The Info Menu 6 - 04
--------------------------------------------------------------------
If you need to contact us for support, please look-up
this menu. It lists our address and phone number,
and it includes your serial number.
serial
number
|
┌────┐┌───┬───────────────────────┬──────────────────┐
│Info││ ? │ ROTOR(tm) version 2.0 │ s# 93-2428 │
└────┘└───┴───────────────────────┴──────────────────┘
[?] : For contact information, please click this help-button.
The following panel pops-up:
┌────────────────────────────────────────────────────┐
│ ROTOR(tm) version 2.0 │
├────────────────────────────────────────────────────┤
│ Copyright 1990-1993 by Michel C. Robert. │
│ All rights reserved. │
│ ROTOR is a trademark of Michel Robert. │
│ │
│ If you have any questions about this program, │
│ call us at (404)240-0410, or write to: │
│ │
│ ROTOR(tm) by Michel Robert │
│ 1732 Dunwoody Place, Atlanta, GA 30324-2734, USA. │
└────────────────────────────────────────────────────┘
We bring to your attention the fact that ROTOR(tm) is a
copyrighted property. It is the result of a protracted
development effort. It did not come into being
overnight. Please reward our efforts by purchasing
your own copy, if you have not yet done so.
serial
number : This number identifies your copy of ROTOR(tm).
Please include it in all correspondence directed to us.
version
number : The program version number allows us to differentiate
succeeding ROTOR(tm) releases. Please specify it when
reporting bugs, incompatibilities, or anything else.
Thanks.
--------------------------------------------------------------------
ROTOR(tm) Expert-level: Diagnostics 6 - 05
--------------------------------------------------------------------
The monitoring devices discussed here enable us to
watch internal parameters which are not normally
accessible, such as the coordinates of the cursor and
zone.
In addition, these tools provide invaluable diagnostic
services. When ROTOR(tm) appears to malfunction, they
help us determine the cause of the problem. Memory
usage and availability are examined in great detail, as
memory shortages are the most likely cause of serious
trouble.
These tools enable us to provide better support for our
users, when they call to complain about a malfunction.
the
[^Diag]
button : Click this button to select the item you wish to
monitor. The choices are:
┌───────────────────┐
│ XY coordinates │
│ Zone coords │
│ Radius info │
│ Cycle Timer │
│ RAM Allocation │
│ Rotor RAM map │
│ Free memory │
│ Key Scancode │
│ Motion Step XY │
└───────────────────┘
Please note that this pop-up menu is always available
even when the Xpert-menu is not.
(Just press shift top-row-6).
Upon selection, the TOP-menu is replaced by a row
of one or more framed data items.
XY
coordinates:
┌──────────┬─────────────────────┬────────────────────┐
│ Top 54 │ CX 319 CY 266 │ MX 162 MY 96 │
└──────────┴─────────────────────┴────────────────────┘
Top : the height of the menu-bar
CX,CY : the current cursor coordinates, ie its center.
MX,MY : the mouse coordinates, ie the location of its
hot-spot.
The origin (0,0) is located at the top-left corner of
the screen. The coordinates are expressed in pixels.
Negative coordinates indicate out-of screen-range
locations.
When the cursor and the mouse are synchronized, they
have matching coordinates.
Zone coords:
┌───────────┬───────────────┬────────────┬────────────┐
│ ZoneL 1 │ ZoneR 638 │ ZoneT 54 │ ZoneB 478 │
└───────────┴───────────────┴────────────┴────────────┘
ZoneL : The left-edge X-coordinate.
ZoneR : The right-edge X-coordinate.
ZoneT : The top-edge Y-coordinate.
ZoneB : The bottom-edge Y-coordinate.
Use this option to compute the zone dimensions.
Radius info:
┌───────────────────────────┬─────────────────────────┐
│ ShapeRadius 78 │ cursor_rad 107 │
└───────────────────────────┴─────────────────────────┘
cursor_rad : the cursor radius.
ShapeRadius : the shape radius.
The shape's radius is always equal to or smaller than
the cursor's. Both are expressed in VERTICAL pixels.
When the screen pixels are not square, all
X-coordinates are adjusted to avoid distortions.
Cycle Timer:
┌─────────────────────────────────────────────────────┐
│ cycle 1/100 sec 11 │
└─────────────────────────────────────────────────────┘
This option displays the approximate duration of an
animation cycle, in one hundredths of a second.
The actual cycle time varies. Complex shapes moving in
elaborate ways use-up more CPU time than simple static
designs.
RAM
Allocation :
┌──────────────────┬─────────────┬──────────┬─────────┐
│ total RAM 640K > │Dos+Tsrs 126K│Rotor 426K│Free 86K │
└──────────────────┴─────────────┴──────────┴─────────┘
This option reports how the directly addressable
lower 640K in your computer is being used:
total RAM : conventional memory installed in computer.
Dos+Tsrs : portion taken by DOS & resident utilities.
Rotor : portion reserved/required for ROTOR(tm).
Free : remaining conventional memory.
When XMS memory is installed, the XMS-manager requires
an additional 64K chunk of memory for internal
processes. It grabs this chunk from the "free" store.
Any left-over "free" memory is used by ROTOR(tm) for
temporary bitmap-buffers.
Rotor
RAM map :
┌────────────┬──────────┬─────────┬─────────┬─────────┐
│ Rotor 426K │ code 295K│ data 51K│stack 14K│ heap 64K│
└────────────┴──────────┴─────────┴─────────┴─────────┘
This option details ROTOR(tm)'s memory requirements:
Rotor : minimum amount of conventional memory required.
code : portion occupied by program code.
data : portion occupied by program data.
stack : portion reserved for program stack.
heap : portion reserved for fonts,clips,menus,shapes..
Rotor = code + data + stack + heap
+ PSP(256 bytes) + control block (16 bytes).
This technical information is really of no interest to
the average ROTOR(tm) user. It is the kind of trivia
that experienced programmers enjoy. It is mostly
intended for our own internal use.
Free memory:
┌───────┬─────────────┬──────────┬───────────┬────────┐
│ Free> │ heap 50272 │ CMM 86K │ EMS 1008K │ XMS 0K │
└───────┴─────────────┴──────────┴───────────┴────────┘
Here ROTOR(tm) displays the memory resources available
at a particular point in time. The numbers shown do
not describe the installed memory. What they indicate
is the extent of the free unused portions.
heap : portion of reserved heap still available
CMM : remaining unused conventional memory.
EMS : free expanded memory (LIM 4.0 EMS)
XMS : free extended memory, if any.
K = kilobyte = 1000 bytes.
Heap detail:
┌─────────────┐┌─────┬──────────┬──────────────┬──────┐
│full heap 64K││free>│heap 51360│maxavail 51192│^Empty│
└─────────────┘└─────┴──────────┴──────────────┴──────┘
The heap is a 64K block of memory which is set aside
when ROTOR(tm) begins. It is used by various program
resources, such as fonts, clips, scripts, menus, and
shapes.
The items shown here are:
full heap : memory set aside for entire heap.
free heap : currently available heap-memory.
maxavail : size of largest heap memory-block currently
available. When the heap is fragmented,
this number may be considerably smaller
than the 'free-heap' value.
[^Empty] : This control allows you to free-up some
heap memory. When clicked, it pops-up
a menu which gives you the option to unload
the current font, clip-library or script.
Some resources, such as fonts, require a single
monolithic memory block, rather than several small
ones. When this is the case, the 'maxavail' value is
the only significant measure of heap availability.
The program resources compete against each other for
the precious and limited heap memory. The demand is
fierce. Shortages are inevitable.
Key
Scancode :
┌─────────────────────────────────────────────────────┐
│ scancode 1 │
└─────────────────────────────────────────────────────┘
When you press a key, the keyboard sends a "scancode"
to your computer. All keyboards are supposed to issue
to same scancode when a particular key is struck.
We use this option to spot keyboard irregularities.
Motion
Step XY :
┌────────────────┬────────────────┬─────────┬─────────┐
│ Motor_step 15 │ Motor_angle 30 │ SX 13 │ SY 8 │
└────────────────┴────────────────┴─────────┴─────────┘
Here ROTOR(tm) presents cursor-motion information.
An arrow called a "vector" can be used to describe
motion. The vector points in the direction of travel,
and its length shows the displacement per unit of time,
which in our case is a single animation-cycle.
Motor_step : this is the vector-length, ie the
motion step-size.
Motor_angle : this is the angle which describes
the vector direction.
SX,SY : when combined, these horizontal and
vertical displacements produce a motion
"step" in the correct direction.
The SX value shown does not include
any aspect ratio adjustments.
--------------------------------------------------------------------
ROTOR(tm) Expert-level : Default object settings 6 - 06
--------------------------------------------------------------------
In the absence of any initalizing instructions,
ROTOR(tm) generates a default initial object
with the following characteristics:
default
zone : Matches the work-area: same size, same position.
default
cursor : Position: centered in the work-area.
Size: The cursor radius is 1/4 of the work-area height.
default
shape : The inital default shape is a square polygon.
When a shape is created by a [NEW] command, it is a
random shape with 4 vertices.
default
animation : The following effects are present:
+ Shape rotation due to global_Tilt pulsing
+ Shape expansion and contraction, due to pulsing of
shrinkage parameter.
default
motion : None. Neither the cursor nor the zone are moving.
default
colors : In 126 and 256-color modes, the defaults are:
line-color: cyan (3) (a pale aqua)
fill-color: blue (1)
back-color: grey (8)
In the CGA 4-color mode, the default colors are:
line-color: black (0)
fill-color: white (3)
back-color: magenta (2)
In 2-color modes, real or simulated, the defaults are:
line-color: black (0)
fill-color: white (1)
back-color: white (1)
default
switch
settings : Most switches are intialized in the OFF state.
The ON exceptions are:
+ BACK, CURSOR, LINE, SHAPE (for visibility purposes)
+ SHRINK, ROLL (for default animation)
When a switch supports multiple operating modes,
the default mode is always the topmost one.
(first on pop-up menu)
default
parameter
settings : The following table shows the default parameter
values and pstep links:
default | default
parameter related initial max | pstep
name toggle value value | parameter
-----------------------------------------+------------
shrinkage SHRINK 4 MaxInt | shrink_step
shape_tilt TILT 45 359 | tilt_step
offsetY OFFSET 20 Varies | offsetingY
global_tilt ROLL 15 359 | roll_step
tension BEZIER 1 15 | speed
crush_rate CRUSH 10 99 | speed
jitter_rate QUAKE 10 99 | speed
motor_step GO 10 MaxInt | Caccel
motor_angle VEER 30 varies | Cturn
zone_step Z_GO 5 MaxInt | Zaccel
zone_angle Z_VEER 30 varies | Zturn
shape_ID SHAPE 4 Varies | step_1..20
dash_ID USE| 1 MaxDash | step_1..20
thickness THICK 3 Varies | step_1..20
line_color LINE 3 Varies | speed
fill_color FILL 1 Varies | speed
back_color BACK 8 Varies | speed
fill_pattrn XHATCH 1 28 | speed
back_pattrn YHATCH 1 28 | speed
|
shrink_step 4 Varies | speed
tilt_step 15 359 | speed
offsetingY 4 Varies | speed
roll_step 15 359 | speed
Caccel 1 11 | speed
Cturn 5 359 | speed
Zaccel 1 11 | speed
Zturn 5 359 | speed
step_1..20 1 50 | speed
step_1..50 1 20 | speed
speed 1 10 | speed
|
cursor_rad 40 MaxInt | shrink_step
skip 1 Varies | speed
points 4 Varies | speed
-----------------------------------------+-----------
MaxInt = 32767
MaxDash = 16
The default pulse mode is Upwards. The only exception
to this rule is the shrink_step parameter, which is
pulsed in an Up&Down manner.