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- Manual for DataShow, Version 5.0A As of: Nov. 1st. 1994
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- All rights reserved.
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- ┌───┐ ┌─┬─┐ ┌───┐
- ├─┬─┘ │ │ │ ├───┘
- │ │ ene │ │ ichael │ lambek
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- --- Page: 1 ---
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- Copyright (c) 1990-94 by: RMP DATA.
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- CHAPTER: 1, Help on Help
- ──────────────────────────────────────────────────────────────────────
-
-
- ▄ Help on Help
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- The HELP system you are now looking at is made as a complete
- online manual. Every aspect of DataShow is covered.
-
- The online HELP system therefore - somewhat - eliminates the
- need for a written manual. A fully textbased manual is how-
- ever available upon registration of DataShow. Actually the
- online manual is formattet into a text file that can be prin-
- ted to a printer of your choise.
-
-
- This Help on Help section is divided into these three topics:
-
- 1. Keys to use in DataShow
- 2. How to navigate in the help menus
- 3. How to interpret the command syntax
-
- Please do read this manual as you normally would read one ...
-
- Time spent reading this online manual now will come back to
- you again many times when you start using DataShow.
-
-
- 1. Keys to use in DataShow.
- -------------------------------------------------------------
- A brief description of keys that are used in various menus
- is shown here below. In general you can get around in Data-
- Show with the use of a few keys. <Enter>, <Esc>, the function
- keys <F1> through <F10>, and the arrow keys are what you need
- most of the time. To answer some questions or fill in infor-
- mation you use the ordinary letters on your keyboard. If se-
- lections are shown on the screen you can usually set them by
- tapping the + or - keys.
-
-
- A brief description of the most commonly used keys is this:
-
- <Enter> Accepts data that is entered.
-
- <Esc> Jump back one step without performing an operation.
-
- <F1> In most places this will bring up a help message.
-
- <F10> Usually has the same function as the <Esc> key. It
- takes you one step back.
-
-
- --- Page: 2 ---
-
- Chapter 1 : Help on Help, Copyright (c) 1990-94 by: RMP DATA.
-
-
-
- Also in most places you can use a mouse. In these places a
- mouse cursor is shown as a full box in red or an arrow.
-
- Use the mouse to select from the main menu, to move between
- commands in the Script Center (after selecting the F9 key),
- to select and scroll between help pages (F1 key) or to select
- a specific file (F2 key). Finally you can use the mouse in
- the Draw Center (graphics mode) to assist you in making your
- drawings.
-
-
- 2. How to navigate in the HELP menus.
- -------------------------------------------------------------
-
- <F1> Gives you an index of topics
- <Esc> Brings you out of the help menus
- <DnKey> Highlights next topic in list
- <UpKey> Highlights previous topic in list
- <Enter> Select topic from list
- <PgDn> Next screen (if applicable)
- <PgUp> Previous screen (if applicable)
-
- Also within a HELP menu, there may be "hot-links" to other
- topics. You simply use the arrow keys to move the highlighted
- topic, and then press <Enter>.
-
- Finally the <Alt> key pushed in combination with the <F1> key
- brings you back to the most recently used help menu.
-
- If DataShow finds that a mouse driver is loaded, you can use
- the mouse to select between help pages. Use the left button
- to select, right button to quit or both buttons to go to the
- help index.
-
-
- 3. How to interpret the command syntax.
- -------------------------------------------------------------
- The explanations given on various commands follow a simple
- syntax, called the BNF syntax. These are the rules:
-
- A. Words that are written in capital letters are commands,
- that are supposed to be written exactly as they are shown.
-
- SCREEN CLEAR
-
- Is thus a command, and must be spelled the exact same way in
- a script.
-
-
-
- --- Page: 3 ---
-
- Chapter 1 : Help on Help, Copyright (c) 1990-94 by: RMP DATA.
-
- B. A vertical separator between two commands mean that you
- can choose from either of the two (or more) in the list.
-
- SET CURSOR ON | OFF
-
- After you have written the command you must give a parameter.
- The parameter can here be either ON or OFF, but not both.
-
- Example of a valid command:
-
- SET CURSOR OFF
-
- C. Words written in square brackets can be omitted from the
- command. You can write a command with or without parameters.
-
- WAIT [<seconds> | "<text>"]
-
- Here you can issue the command with or without parameters,
- and if you use a parameter you can choose between two in the
- example shown above.
-
- Example of a valid command:
-
- WAIT
-
- D. Words written in small letters within <> signs, are to be
- replaced by you with something in the appropriate format.
-
- WAIT [<seconds> | "<text>"]
-
- If you choose the first parameter here, you must enter a num-
- ber that tells the number of seconds to wait. If you choose
- the other parameter, you simply type in a text of you own.
-
- Example of valid commands with specific information inserted:
-
- WAIT 5
- WAIT "Push any key"
-
-
- In general it should be fairly easy to write commands after a
- syntax and a description has been read. As a further help an
- example is shown with each command. Also you can have a look
- at the example script files that are provided with DataShow.
-
- Finally (and this goes with the help system as well as with
- the command syntax), you are encouraged to "play" around.
- Playing around with the program is often a good way to learn
- all the many features.
-
-
-
- --- Page: 4 ---
-
- Chapter 1 : Help on Help, Copyright (c) 1990-94 by: RMP DATA.
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- --- Page: 5 ---
-
- Chapter 1 : Help on Help, Copyright (c) 1990-94 by: RMP DATA.
-
- CHAPTER: 2, About DataShow
- ──────────────────────────────────────────────────────────────────────
-
-
- ▄ About DataShow
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- On the following pages DataShow will be described. The topics
- follow this order.
-
- 1. Short introduction to DataShow and RMP Data
- 2. Warranty
- 3. Files to be used and some technical information
- 4. List of released versions
- 5. List of enhancements under consideration
-
- 1. Short introduction to DataShow and RMP Data
- -------------------------------------------------------------
-
- 1.1 Short introduction to DataShow.
-
- DataShow is a program in which you can make beautiful presen-
- tations. You can show screens from other programs, design
- your own screens, draw, and choose if texts should be written
- fast or slow. Screens and texts can continue to show forever.
- DataShow gives you a hole range of choices to select colors,
- and sizes of words written on the screen. Eg. create your own
- logo and show it on the screen or use DataShow to demonstrate
- the products you are selling in your company. DataShow is the
- best tool to make presentations in. Also with DataShow there
- comes a lot of interesting tutorial scriptfiles, that you can
- easily run from the main menu. They will give you a good idea
- about how to make scripts, so you can get a good start.
-
-
- 1. Short introduction to DataShow and RMP Data
- -------------------------------------------------------------
-
- 1.2 Short introduction to RMP Data.
-
- As you have or will discover when you look at the topic after
- this (warranty), the programmer would like you to contribute
- to further development.
-
- Further developments could be:
-
- 1) improved graphics,
- 2) improved set of commands,
- 3) games generator,
- 4) inclusion of artificial intelligence facilities,
- 5) picture scanning...
-
-
- --- Page: 6 ---
-
- Chapter 2 : About DataShow, Copyright (c) 1990-94 by: RMP DATA.
-
-
- You can contribute!
-
- DataShow is developed in Borland Pascal v. 7.0 (tm), and you
- can contribute with both money and wisdom. Since RMP Data is
- made up of only one person as of February 1994, contributions
- are welcome.
-
- Master of Science degree in Business Administration and Com-
- puter Science, Rene Michael Plambek, Copenhagen, Denmark.
-
- Also I have a lot of product ideas. My specialty is strate-
- gic information systems, object oriented methods, and the in-
- tegration of business administration principles, - What ever
- is needed to run a professional EDP department. Already on
- the drawing board are programs to address these problems: Ma-
- nagement of a sales force, which can be aggregated to involve
- personnel management and financial management for businesses.
- DataShow can (and will) be used to promote these products.
-
- DataShow makes it very easy and fast to make DEMO PROGRAMS.
-
- DataShow can only be enhanced through your support...
-
- So contribute now!
-
-
- 1. Short introduction to DataShow and RMP Data
- -------------------------------------------------------------
-
- 1.3 DataShow fact sheet:
-
- All Programming by.................: Rene Michael Plambek
- All Support programs by............: Rene Michael Plambek
- All English documentation by.......: Rene Michael Plambek
- All rights reserved by.............: Rene Michael Plambek
-
-
- 2. Warranty
- -------------------------------------------------------------
- DataShow is a product that is offered as shareware and as is.
-
- Though the best and most serious efforts have been made to
- secure the product, it is impossible to give a guarantee that
- DataShow will work to your full satisfaction. But even though
- we cannot be held responsible for loss of data or other pro-
- blems or errors on your computers, we would like to hear your
- comments. Your comments can be forwarded to the address be-
- low and you can also forward US$59, in Bank Cheque, for regi-
- stration bonuses (this applies under the shareware rules if
-
-
- --- Page: 7 ---
-
- Chapter 2 : About DataShow, Copyright (c) 1990-94 by: RMP DATA.
-
- you keep DataShow for more than ONE MONTH TRIAL PERIOD). Read
- the enclosed INFO.TXT file for information on registration.
-
- RMP Data can currently be reached at this address:
-
- ┌───┐ ┌─┬─┐ ┌───┐
- ├─┬─┘ │ │ │ ├───┘
- │ │ ene │ │ ichael │ lambek
- Victor Bendix Gade 1, 2. th.
- 2100 Copenhagen Oe., Denmark
-
- 3. Files to be used and some technical information
- -------------------------------------------------------------
- Files to expect on disk (and used by DataShow) are:
-
- SHOW .EXE Main file to create and run scripts with. It
- uses approximately 350 Kb. on disk and about
- 400 Kb. of RAM when active. The graphic li-
- brary takes up approximately 80 Kb. of this
- space on disk and at runtime. And the voice
- capabilities uses around 20 Kb.
-
- SHOW .HLP Help file associated with main program file.
-
- CAPTURE .EXE Makes it possible to capture screens from
- programs, so they can be shown in DataShow.
- It uses approximately 40 Kb. on disk, and
- about 50 Kb. of RAM when resident.
-
- * .SHW Suggested name for script files so they can
- be separated from other files.
-
- * .SCR Suggested name for text screens saved with
- the Capture Utility program, or from the
- Text Center.
-
- * .SLD Is what we suggest you call slide files made
- from DataShow. See SHOW SLIDE
-
- * .GRA This is what we suggest you call graphic
- files created from DataShow.
-
- * .PCX Files in the PCX format that DataShow reads.
-
- * .GIF Files in the GIF format that DataShow reads.
-
- * .SND This is what we suggest you call music files
- so they can be separated from other files.
-
- * .WAV Files in the WAV music format that DataShow
-
-
- --- Page: 8 ---
-
- Chapter 2 : About DataShow, Copyright (c) 1990-94 by: RMP DATA.
-
- can play.
-
- Also there is a registration package, which also includes a
- lot of files, that isn't included in the unregistered version. these files:
-
- SHOWDOC .TXT Documentation (manual) for DataShow in an
- ASCII (plain text) file, so it can be prin-
- ted on a printer.
-
- SHOWRUN .EXE A runtime version of DataShow. Appr. 200 KB.
- on disk and 220 KB when running. This run-
- time version can be freely distributed once
- you have registered. It makes it possible to
- run tokenized scripts (MAIN MENU F2 key).
-
- The runtime version is a version without all
- the menues of the integrated environment. It
- is smaller and executes tokenized scripts
- faster.
-
- SHOWUTIL.EXE A program where you can create music files
- from Pianoman v. 4, or you can enter notes,
- octaves, and durations to make music files.
- Also you can view PCX/GIF graphics files.
-
- * .SND More music files for your DataShow scripts.
- For more info; see MUSIC PROCESS.
-
- * .WAV More music files for your DataShow scripts.
- For more info; see MUSIC PROCESS.
-
- * .PCX More graph files for your DataShow scripts.
- For more info; see SHOW SCREEN.
-
- You receive the registration package, together with a version
- of DataShow (the integrated environment) that has a correct
- serial number, when you register.
-
- 4. List of released versions
- -------------------------------------------------------------
- Here is a complete list of versions released. With each ver-
- sion the details on changes are shown. Here the most updated
- news can always be found about new features and enhancements
- of DataShow.
-
- Version 1.0A (1. May. 1990), Version 1.1A (1. Jun. 1990):
- ------------------------------------------------------------
- First test version not fully featured, released to a few Da-
- nish software companies. Intended as promotion only. Then a
- full featured version with many commands included, released
-
-
- --- Page: 9 ---
-
- Chapter 2 : About DataShow, Copyright (c) 1990-94 by: RMP DATA.
-
- as SHAREWARE.
-
- Version 1.2A (1. Oct. 1990), Version 1.2B (1. Dec. 1990):
- ------------------------------------------------------------
- Commands has been corrected and improved. Also some restruc-
- turing of screens. Menus not fully implemented in prior re-
- leases has been further developed.
-
- Version 1.5A (1. Apr. 1991), Version 1.5B (1. Jun. 1991):
- ------------------------------------------------------------
- Several command extensions has been added, and some new com-
- mands has arrived. Some mouse support has been added.
-
- Version 2.0A (1. Aug. 1991):
- -----------------------------
- Improved user interface and restructuring of screens. Com-
- mands has been altered somewhat, and now many commands work
- in graphics mode as well.
-
- Much improved graphic capabilities from inside DataShow. That
- means improved looks on designs. Also now it is possible for
- you to switch into graphics mode with the SET command. Some
- commands (the ON/OFF ones) in prior releases, has now got a
- SET in front of them.
-
- SET Command has been added (new command)
- SET GRAPHICS Now it is possible to make graphic scripts
-
- Version 2.5A (1. Mar. 1992):
- -----------------------------
- As you can see it has taken quite a while to get from 2.0A to
- 2.5A - 8 month, longer than any other version before. I'm ex-
- cited that so many things has been changed and improved - but
- unfortunately not all of the features I had anticipated for
- this version made it. The wait would then have been even more
- unbearable.
-
- More work on user interface and more graphic commands. The
- mouse is now supported in almost every menu and screen in
- DataShow.
-
- GRAPHICS Command has been incorporated in SHOWSCREEN
- SHOWSCREEN Command has been changed to include graphics
- SET ESCAPE Command has been changed (see SET ESCAPEKEY)
- SET SHADOW Writing in graphics can now have shadows
- EFFECT New special effects command has been added
- COLOR Command has incorporated 3 former commands
- SOUND Command has been incorporated in MUSIC
-
- Some other commands has been enhanced and some commands has
-
-
- --- Page: 10 ---
-
- Chapter 2 : About DataShow, Copyright (c) 1990-94 by: RMP DATA.
-
- been incorporated into other commands.
-
- Version 3.0A (1. Sep. 1992):
- -----------------------------
- It has taken 6 month from version 2.5 to version 3.0. A fine
- interval between versions. That gives RMP Data time to market
- the new version, and also time to develop a new and better
- one. But minor releases might be necessary if registered
- users find errors and/or have good ideas to be implemented.
-
- Much improved graphics capabilities, and several command ad-
- ditions and enhancements.
-
- READ Command has been added (new command)
- MATH Command has been added (new command)
- VARIABLE Command has been enhanced (more types)
- SHOWSCREEN Command has been enhanced (more graph modes)
-
- Here's a list of features that are included in version 3.0A:
-
- - Enhancements of the Graphics Center (draw with the mouse).
- - More variable types and math functions (school scripts).
-
- More work has been done on the command language. Now the lan-
- guage is more coherent, and the ongoing restructuring should
- now be finished.
-
- Version 3.5A (1. Feb. 1993):
- -----------------------------
- Minor enhancements has been made to some registered users on
- the way to a more general available new release. So some
- registered versions 3.xx have been sent out with CGA graphics
- capability restored due to customer demands.
-
- Some enhancements in graphics parts. Also a bunch of new ex-
- citing commands has been added. A very major new release
- (you'll see).
-
- MUSIC Command has been enhanced (Now WAV files)
- VARIABLE Command has been enhanced (LOAD/SAVE)
- SHOW SCREEN Command has been renamed (SHOWSCREEN)
- SHOW SLIDE Command has been added (new command)
- IF Command has been enhanced (operators)
-
- Here's a list of features that are included in version 3.5A:
-
- - Enhanced PCX viewing (more graph modes supported).
- - A new menu for making slides (see the SHOW SLIDE command).
-
- Version 3.8A (1. Mar. 1993):
-
-
- --- Page: 11 ---
-
- Chapter 2 : About DataShow, Copyright (c) 1990-94 by: RMP DATA.
-
- -----------------------------
- A small error in an example script (uh) was found in version
- 3.5A. This is why a new release is sent out so early. But a
- new facility set is also included:
-
- - Tokenizing of scripts (better execution and distribution).
- (see the MAIN MENU under F2 key for description).
-
- - Much enhanced possibilities for graphic modes.
- (Now CGA, MCGA, EGA, VGA and SVGA are supported).
-
- - Enhanced GIF viewing (more graph modes supported).
-
- Version 4.0A (1. Dec. 1993):
- -----------------------------
- Small errors corrected (eg. there was an error in tokenizing
- scripts that had small letter commands, and it was impossible
- to run scripts more than 15 times from the IDE before it ran
- out of file handles).
-
- Also some rework of main menu has been made (in order to ac-
- commodate a new menu for creating charts). Enhancements to
- the integrated environment include:
-
- - A totally new graphics Drawing Center. The Drawing Center
- now supports many graphic modes and PCX file editing).
-
- - A brand new Chart Center for creating charts from different
- numeric data supplied by the user. Charts can easily be in-
- cluded into scripts.
-
- New commands include:
-
- MOUSE Command has been added (new command)
- INSTALL Command has been added (new command)
- SCREEN WIPE Command has been added (new command)
- CASE STRING Command has been enhanced (UPPER key word)
-
- You can now support mouse movement and input in your scripts!
- And you can install more fonts yourself.
-
- Version 4.2A (1. Feb. 1994), Version 4.3A (1. Jun. 1994):
- ------------------------------------------------------------
- Some minor enhancements like being able to print charts to a
- printer. An error that occurred in tokenized scripts with the
- graphics show screen command, has been corrected.
-
- SHOW SCREEN Command has been enhanced (now support FLI)
- INSTALL SOUND Command has been added (Adlib/SB support)
-
-
-
- --- Page: 12 ---
-
- Chapter 2 : About DataShow, Copyright (c) 1990-94 by: RMP DATA.
-
- Also a bit better drawing with mouse button down in the Draw
- Center, together with more draw functions.
-
- Many fixes and enhancements. A lot is "under the hood" work,
- but some you'll notice on the screen in the integrated envi-
- ronment and some in scripts.
-
- Version 5.0A (1. Nov. 1994):
- -----------------------------
- The two most important features in this release is the abili-
- ty to make sprites in the Animation Center and faster script
- execution. Now DataShow also is better suited for making ga-
- mes.
-
- New commands include:
-
- SPRITE Command has been added (new command)
- DRAW Command has been enhanced (BAR parameter)
-
-
- IN GENERAL
- -----------------------------
- RMP Data is committed to supporting DataShow. Therefore new
- releases will be available. But funds are vital, so register
- now, and you'll get the most recent version - don't wait!
- Free upgrade information will then be mailed to you, every
- time a new version is ready, and you can decide if you wish
- to upgrade (for a minimal fee) or not...
-
- Also if there is an interest, Windows and OS/2 versions could
- be developed. Write RMP Data stating your interest for more
- platforms.
-
- Together with this help file and SHOW.EXE you should find a
- text INFO.TXT file. This file states how to register and
- receive a version with serial number as well as a SHOWUTIL
- package that includes a program to make sounds in, more gra-
- phics and sound files, and documentation in a form that makes
- it easy for it to be printed on a printer.
-
- 5. List of enhancements under consideration
- -------------------------------------------------------------
- Here is a list of known bugs, as well as new features that
- might be implemented in coming releases. As stated above (in
- subtopic 1.2) you the user can contribute.
-
- ERRATA:
- 1) Some graphic capabilities, and a few of the commands are
- still under the knife (being worked at that is). As sta-
- ted in the list of commands (see commands in help list)
-
-
- --- Page: 13 ---
-
- Chapter 2 : About DataShow, Copyright (c) 1990-94 by: RMP DATA.
-
- each command is described separately also if it is still
- under some sort of development.
-
- ENHANCEMENT POSSIBILITIES (if you people are interested):
- 1) Graphics
- - Better support for making games with DataShow.
- - More special effects and graph modes.
- 2) Sound
- - More music formats and better speech capabilities.
- 3) Processes
- - A MUSIC process so music is playing in the background.
- - It should be possible to have more than the MUSIC pro-
- ces on while other commands are being run (threads).
- 4) Variables
- - The definition could be expanded to include more types
- than those supported today (NUMBER & STRING). For ex-
- ample type like DATE and LOGIC could be added.
- 5) Compiler
- - By cloning scripts into a standard runtime module.
- 6) Artificial intelligence
- - Inclusion of a knowledge base as KNOWLEDGE <filename>.
-
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- --- Page: 14 ---
-
- Chapter 2 : About DataShow, Copyright (c) 1990-94 by: RMP DATA.
-
- CHAPTER: 3, Capture utility
- ──────────────────────────────────────────────────────────────────────
-
-
- ▄ Capture utility
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Together with this program, a file called "CAPTURE.EXE" is
- distributed.
-
- CAPTURE is a resident program (it is kept in memory while
- other programs are running), that can pop-up while you're
- running other text oriented programs. It is then possible to
- save to a file, the screen that is being shown.
-
- Later on in DataShow, you can SHOW the saved screen from your
- own script.
-
- To start CAPTURE
- ----------------
- At the Operating System prompt (with no other programs run-
- ning) you type CAPTURE. A short message is then displayed,
- and you can start capture on top of other programs by hitting
- the keys <Ctrl> and <+>. The grey plus on the numeric keypad.
-
- Using CAPTURE in textmode
- -------------------------
- When activated, CAPTURE asks you for a filename. This is the
- name under which the screen will be saved.
-
- You can choose which format the current screen is to be saved
- in. By pressing <F5> you can select between DataShow .SCR
- format or ordinary .ASC format. The .SCR format you can use
- from scripts, in order to show a screen from another program.
- The .ASC format you can take into any plain ascii word pro-
- cessor for further handling...
-
- Use the SHOW SCREEN command with the TXT extension to show a
- .SCR file from a DataShow script or use the Text Center to
- manipulate it further. If you have a registered version of
- DataShow you also have the program SHOWUTIL, in which you can
- control .SCR and .ASC files.
-
- CAPTURE can also be unloaded from memory. By pressing <F10>
- while in the filenameprompt in capture, and no other programs
- are on top (no program is residing in memory after capture).
-
- Using CAPTURE in graphmode
- --------------------------
- NEW in CAPTURE is, that you can also save graphic screens! By
- pressing the "hot-keys" <Ctrl> and <+> you can save the gra-
-
-
- --- Page: 15 ---
-
- Chapter 3 : Capture utility, Copyright (c) 1990-94 by: RMP DATA.
-
- phic image to a PCX file. The Capture program gives the saved
- PCX image a number (You will not be prompted for a filename).
- The number starts with 1, so that the first image saved will
- be called PCX00001.PCX. If this number exists when you try to
- save a new image the number will be increased. This will con-
- tinue until you have 255 images in the same directory.
-
- If anything goes wrong in saving a graphic image to disk you
- will hear a bell sound. Typically this happens if you try to
- save an image that CAPTURE does not support.
-
- Graphic modes supported from CAPTURE are:
-
- CGA.......: 320x200x016
- EGA, VGA..: 640x200x016, 640x350x016
- VGA, +....: 640x480x016, 320x200x256
-
- Use the SHOW SCREEN command with the PCX extension to show a
- .PCX file from a DataShow script. If you have a registered
- version of DataShow you also have the program SHOWUTIL, in
- which you can look at and control .PCX files.
-
-
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- --- Page: 16 ---
-
- Chapter 3 : Capture utility, Copyright (c) 1990-94 by: RMP DATA.
-
- CHAPTER: 4, The Main Menu
- ──────────────────────────────────────────────────────────────────────
-
-
- ▄ The Main Menu
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- In the Main Menu you can select between one of the function
- keys F1-F10. You simply press the desired key or if you have
- a mouse installed, you move the mouse to the desired area on
- the screen and push the left mouse button. Here is a short
- description of each of the choices:
-
- <F1> HELP: Brings you into the help menu. See Help on Help.
-
- <F2> FILES: Makes it possible to run a script (program)
- file. To choose a filename, look at topic File select.
-
- You are given four choices (called A-D here):
-
- A) SCRIPT RUN FROM START: By entering the name of a
- script file, execution of that script will begin at
- once. The script will run from the first line in the
- script file.
-
- B) SCRIPT RUN FROM LINE: By entering the name of a
- script file and then a line number, execution will be-
- gin from that line. This makes it easier to debug your
- scripts.
-
- C) SCRIPT TOKENIZE: A script will be converted into
- symbols that are somewhat unreadable. For registered
- users it means that they can distribute scripts that
- execute faster and that aren't too easy to read and
- change. The typical development lifecycle looks like
- this:
-
- 1) Develop and test your script from the DataShow
- integrated environment.
-
- 2) When your script is finished you tokenize it.
-
- 3) Run the tokenized script with the runtime ver-
- sion SHOWRUN.EXE (you get it with the registration
- package). Distribute the runtime version and the
- tokenized scripts together with all your support
- picture and sound files.
-
- Files that are tokenized will have the extension .TOK
- so they can be separated from other files. For this
- reason you should not use .TOK for text script names.
-
-
- --- Page: 17 ---
-
- Chapter 4 : The Main Menu, Copyright (c) 1990-94 by: RMP DATA.
-
-
- Note that tokenized scripts doesn't run faster in the
- DataShow integrated environment. Eg. jumps isn't fas-
- ter, due to the use of overlays in the DataShow exe-
- cutable. The runtime version that is supplied to re-
- gistered users does not use internal overlays. There-
- fore scripts (with eg. jumps) that are tokenized does
- run considerably faster in the runtime version.
-
- D) MORE FILES: Gives you a small menu. From this menu
- you can choose one of the following (called D1-D4):
-
- D1) Directory: Makes it possible to see the directory
- that you specify. Enter a full path, and use wildcards
- as desired. Use the mouse to scroll between filenames.
-
- Note: If you select a file with the <Enter> key or
- left mouse button, you'll see the file in a text file
- browser. Use arrow keys to scroll through the file.
-
- D2) Change Dir: Enter a directory name, and that di-
- rectory becomes the current. Eg. you can have one set
- of script files and screens in one directory, and an-
- other set of scripts in another directory.
-
- D3) Operating System: You can enter the operating sys-
- tem, and at the prompt, you can enter the commands you
- wish. Type EXIT to return to DataShow.
-
- D4) Info: brief description of the text files that co-
- mes with DataShow. See Info.
-
- <F3> SCRIPT: Brings you into the Script Center. From there
- you can design your own scripts in an easy manner.
- Scripts can be run with the Main Menu F2 key.
-
- <F4> DRAW: Brings you into the Draw Center. From there you
- can make graphic drawings and write texts to be shown
- on screen from script files. The command you need to
- issue from script files can be seen under SHOW SCREEN.
-
- <F5> TEXT: Brings you into the Text Center. From there you
- can design text mode screens. Screens can be saved,
- and then shown from DataShow with the SHOW SCREEN com-
- mand. Screens are saved in the same format that the
- Capture Utility files are. So you can edit those
- screens that has been captured from other programs, or
- just simply add other colors or texts to the screens.
-
- <F6> SLIDE: Brings you into the Slide Center. In the Slide
-
-
- --- Page: 18 ---
-
- Chapter 4 : The Main Menu, Copyright (c) 1990-94 by: RMP DATA.
-
- Center you can easily create forms that can be run via
- the SHOW SLIDE command in a script. A slide de-
- finition form cannot be run as a stand alone file, but
- needs the mentioned script command.
-
- <F7> GRAPH: Gives you a menu, where you can choose between
- the Animation Center or the Chart Center. In the Ani-
- mation Center you can easily make sprites, that can be
- moved around the screen with the SPRITE command. And
- in the Chart Center you can easily make charts that
- can be run via the SHOW CHART command in a script.
-
- <F8> PRINT: Brings you into the Printer Center. From there
- you can print scripts to a printer. Since scripts are
- actually just plain ascii files, you can print out ot-
- her ascii documents also. For example you can print
- the INFO.TXT file with registration information or if
- you have the registered version you can print out the
- SHOWDOC.TXT file (the manual).
-
- You can also print SLD files for slide definition in-
- formation, as well as graphics GRA, PCX and GIF type
- files to the printer.
-
- You select between options by using the cursor keys,
- and you use the <+> or <-> keys to change the set-
- tings. Once you have made your selections, you go to
- the "start print" location and hit <+>.
-
- See topic Printer Center for more information.
-
- <F9> SETUP: This window gives you two kinds of features.
-
- On the first part of the window a STATUS is shown. An
- overview of the PC that tells you how much memory is
- available, etc.
-
- On the second part of the window you can set up how
- DataShow will act.
-
- Use the keys specified in the window, and set either
- of the following:
-
- - Which key that can interrupt a script.
- - If a beep should be sound upon errors.
- - If windows should have "explode effect".
- - Graphic mode in Draw Center (CGA, EGA, VGA).
-
- <F10> EXIT: To exit DataShow.
-
-
-
- --- Page: 19 ---
-
- Chapter 4 : The Main Menu, Copyright (c) 1990-94 by: RMP DATA.
-
-
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- --- Page: 20 ---
-
- Chapter 4 : The Main Menu, Copyright (c) 1990-94 by: RMP DATA.
-
- CHAPTER: 5, The Script Center
- ──────────────────────────────────────────────────────────────────────
-
-
- ▄ The Script Center
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- In the Script Center, you can design your own scripts (pro-
- grams) easily. An editor is shown on the screen, and if you
- press <F9> you can choose between all the available commands
- in an easy fashion.
-
- The script editor can have a total of 500 lines, each at 80
- characters in length. The total maximum length for a file is
- 40.000 bytes. For longer files it is suggested, that you se-
- parate them into smaller modules, or alternatively you can
- use any ASCII editor. The DataShow script center is however
- (as you'll see) designed especially for the purpose of making
- DataShow scripts.
-
- The status line contains the current line number and the to-
- tal number of lines in the left corner. In the right corner
- a filename is shown, when a file is loaded or a new file is
- named. A star (*) appears when a change is made in the editor
- and you'll be asked to confirm when you leave the script cen-
- ter. If no star is shown in front of the filename, you leave
- the script center imidiately when you push F10.
-
- These keys are appropriate in the DataShow Script Center:
-
- <Any-key> By pushing any of the alfa-numeric keys you will
- start typing a line to be inserted at that specific
- location in the script. Eg. use the <Space> key
- each time you wish to alter an existing line or to
- enter a completely new line.
-
- <Up-key> If you're not at the first line in the editor, this
- key will bring you up one line.
-
- <Dn-key> If you're not at the last line in the editor, this
- key will bring you down one line.
-
- <Home> Brings you to the first line in the editor.
-
- <End> Brings you to the last line in the editor.
-
- <PgUp> Brings you fast to the prior screen in the script.
-
- <PgDn> Brings you fast to the next screen in the script.
-
- <Enter> If you're on the last line of the editor, this key
-
-
- --- Page: 21 ---
-
- Chapter 5 : The Script Center, Copyright (c) 1990-94 by: RMP DATA.
-
- will let you fill in more lines at the bottom of
- the script. Otherwise it works like the <Dn-key>.
-
- <F1> HELP: Gives you this helpscreen. From here you can
- select further help (eg. help on commands).
-
- <F2> FILES: From here, you can choose to either load or
- save a file. The small menu gives access to either
- of the following.
-
- A) Load: You're prompted for a file name (script).
- It has to be a normal ASCII-file, and a legal ope-
- rating system name. If the file exists in the cur-
- rent directory or if the filename includes a full
- path, it is loaded into the editor to be further
- manipulated there.
-
- B) Save: You're prompted for a file name (script).
- It has to be a normal ASCII-file, and a legal ope-
- rating system name. If the file exists in the cur-
- rent directory, you're warned that it will be over-
- written if you answer Y for yes. You are instruc-
- ting DataShow to save the file from the editor.
-
- To choose a filename see also topic File select.
-
- C) More: Here you are presented with the same menu
- as is the case in the Main Menu, when you press the
- <F2> key. You can choose to display a directory, to
- change the current directory or to go to the opera-
- ting system.
-
- <F3> CLEAR: Makes it possible to erase the entire script
- you are working on in the Script Center. This is
- useful if you wish to start on a new script.
-
- <F4> BLOCK: You are given a small menu to select from.
- These are the choices.
-
- A) Mark: You start by setting a mark on a line. You
- can then browse between the lines in the editor and
- when you choose mark again, you set an end mark.
- The lines between and including the two marked li-
- nes are copied into a clipboard. You can at most
- mark 10 lines at a time.
-
- B) Unmark: Before you wish to mark a new block, you
- must first unmark any block that has previously be-
- en copied to the clipboard.
-
-
-
- --- Page: 22 ---
-
- Chapter 5 : The Script Center, Copyright (c) 1990-94 by: RMP DATA.
-
- C) Paste: If the clipboard is not empty (that is a
- block is marked), the content of the clipboard will
- be inserted at the current line.
-
- D) Status: Here you can see the status of the clip-
- board. Eg. if any block is currently marked, and
- the number of lines in the clipboard.
-
- <F5> PLACE: This small menu gives you a chance to go to
- a line quickly in two ways.
-
- A) Line: You'll be prompted for a line number. When
- a number is entered you'll be placed at that line,
- if it is possible.
-
- B) Search: You can enter a string, and a search is
- started from the current line for an occurrence of
- the string. Note that the search is case sensitive.
-
- <F6> INSERT: A line is inserted at the current location.
- All other lines beneath are moved one line down,
- and thus the total number of lines is increased.
-
- <F7> DELETE: A line is deleted at the current location.
- All other lines beneath are moved one line up, and
- thus the total number of lines is decreased.
-
- <F8> EDIT: The current line is displayed in a box, and
- you can then edit it as you like. When you push the
- <Enter> key the changes are recorded.
-
- <F9> COMMAND: You get a list of all the available com-
- mands to select from. Use the arrow keys to move
- the highlighted field and push <Enter> to select an
- appropriate command. By typing a character you ini-
- tiate a search for a command that begins with that
- letter. Then type a second character for the next
- letter in the command. You can also use the <PgUp>,
- <PgDn>, <Home>, and <End> keys to position you at
- the command you wish to select. You will then be
- prompted for more parameters as necessary. You can
- also use a mouse to select between commands. If F1
- is pushed while the commands are listed in the win-
- dow, you get specific help about the current com-
- mand.
-
- <F10> EXIT: Let you return to the main menu. Remember to
- save the script you're working on. Since DataShow
- reads a script from the disk when you wish to run
- it, the file you just entered or altered must have
-
-
- --- Page: 23 ---
-
- Chapter 5 : The Script Center, Copyright (c) 1990-94 by: RMP DATA.
-
- been saved before it is to be run, reflecting any
- of the changes.
-
- The file that is created from the Script Center is an ordina-
- ry ASCII-file. And this is what DataShow reads, when you want
- to run a script. You may thus use any editor you wish to cre-
- ate scripts. The Script Center however is especially designed
- for you to create scripts for DataShow fast and easily.
-
-
-
-
-
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-
- --- Page: 24 ---
-
- Chapter 5 : The Script Center, Copyright (c) 1990-94 by: RMP DATA.
-
- CHAPTER: 6, The Draw Center
- ──────────────────────────────────────────────────────────────────────
-
-
- ▄ The Draw Center
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- In the Draw Center, you can draw you own pictures, that can
- be shown on the screen from a script file. You can draw when
- you have entered the Draw Screen.
-
- You enter the Draw Screen by pressing <F4> from the Draw Cen-
- ter. And then you can draw by moving around with the arrow
- keys, and 7, 9, 1, 3 on the numeric keyboard (remember to
- turn off "Num Lock"). After the description of the keys that
- can be used in the Draw Center, the mouse and keyboard func-
- tions of the Draw Screen is described in detail.
-
- First the Draw Center keys:
- ---------------------------
- The keys listed below here generally do -not- work the exact
- same way, when you're in the Draw Screen (editor). You enter
- the Draw Screen (editor) with the <F4> key). These keys thus
- only pertain to the DataShow Draw Center menu.
-
- <F1> HELP: Gives you this helpscreen. From here you can
- select further help (eg. help on drawing).
-
- <F2> FILES: From here, you can choose to either load or
- save a file. The small menu gives access to either
- of the following.
-
- A) Load: You are prompted for a file name (graph).
- It has to be a special graphfile, and a legal ope-
- rating system name. If the file exists in the cur-
- rent directory, it is loaded into the draw editor
- for further manipulation there. The Draw Center
- will try to open the file according to you current
- graphics mode (set from the main menu F9 setup) and
- the setting of the graphics file type.
-
- Note that if you want to load a PCX type file, you
- must be in the graphics mode that the PCX file re-
- quires. You set the graphics mode in the Main Menu
- with F9 key, before entering the Draw Center. With
- the registered version of DataShow you can use the
- ShowUtil program to get information about preffered
- modes of PCX files. If you're not in the same gra-
- phics mode as the PCX file is in, you'll receive an
- error message "Mode not correct".
-
-
-
- --- Page: 25 ---
-
- Chapter 6 : The Draw Center, Copyright (c) 1990-94 by: RMP DATA.
-
- The above is also true for GRA type files.
-
- B) Save: You are prompted for a file name (graph).
- It has to be a special graphfile, and a legal ope-
- rating system name. If the file exists in the cur-
- rent directory, you are warned that it will be
- overwritten if you answer Y for yes. Pressing the
- key will prompt DataShow to save the drawing in the
- draw editor to a file.
-
- To choose a filename see also topic File select.
-
- C) More: Here you are presented with the same menu
- as is the case in the Main Menu, when you press the
- <F2> key. You can choose to display a directory, to
- change the current directory or to go to the opera-
- ting system.
-
- <F3> CLEAR: Makes it possible to erase the entire draw-
- ing that you are working on in the Draw Center.
- This is useful if you wish to start on a new draw-
- ing.
-
- <F4> DRAW: As mentioned here above, you get in to the
- draw screen, from where you can draw pictures in
- "free hand". You use the arrow keys as mentioned
- earlier, and you can toggle between move and draw
- mode, and toggle the step size. You exit from the
- draw screen to the draw center with the <F10> key.
-
- <F5> BAR: You are prompted to enter two numbers. The
- numbers are the length and height from the current
- location where the arrow pointer is. At that loca-
- tion a 3-D bar is drawn with the colors set by the
- <F9> key.
-
- <F6> BOX: You are prompted to enter two numbers. The
- numbers are the length and height from the current
- location where the arrow pointer is. At that loca-
- tion a box is drawn with colors set by <F9>.
-
- <F7> CIRC: You are prompted to enter a number. This
- number is a radius from the current location where
- the arrow pointer is. At that location with the ra-
- dius given, a circle is drawn with the colors set
- by the <F9> key.
-
- <F8> MOVE: Here you can select a part of the screen to
- be moved to another location on the drawing.
-
-
-
- --- Page: 26 ---
-
- Chapter 6 : The Draw Center, Copyright (c) 1990-94 by: RMP DATA.
-
- <F9> SETUP: Here you can setup which colors to use, how
- large letters should be, and in which style they
- should be written. Push <F1> when in setup for more
- help.
-
- Note that you can set the graphics file type to ei-
- ther PCX (default) or GRA. However to load (F2 key)
- a graphic image you have to be in the same mode as
- the file is saved in. You set the graphics mode in
- the Main Menu with the f9 key before entering the
- Draw Center.
-
- <F10> EXIT: Let you return to the main menu. Remember to
- save the drawing you're working on. Since DataShow
- reads drawings on the disk when you wish to run a
- script, the file you just altered must have been
- saved before it can be run, reflecting the changes.
-
- A little advice about GRA files and PCX files is necessary.
-
- GRA files are uncompressed images. They therefore tend to get
- quite big. A GRA type file will vary in size according to the
- graphics mode in which it was created. Eg. 64000 bytes for
- EGA1 mode and over 150.000 bytes for VGA1 mode GRA files. GRA
- files were the first graphic images that DataShow could mani-
- pulate.
-
- Now however, you have the ability to manipulate PCX files in
- the Draw Center. PCX files are used by many drawing programs
- and it is a compressed version of an image. That usually mean
- smaller file sizes than the GRA type files.
-
- You can load GRA type files and save them as PCX files and
- vice versa. Just change the graphics file type with the F9
- setup key.
-
- Since GRA type files are uncompressed they are faster to load
- and save. A good devellopment cycle can therefore be to use
- GRA files while you are drawing a picture, and when it is fi-
- nished and ready for distribution, you can save it as a PCX
- type file (which saves disk space).
-
- The Draw Screen:
- ----------------
- If DataShow finds that a mouse is installed, the mouse can
- also be used to move around on the draw screen:
-
- <RMB> Right mouse button. If you push it down, a menu is
- shown on the left and right side of the screen. You
- can then choose (with the left mouse button) from
-
-
- --- Page: 27 ---
-
- Chapter 6 : The Draw Center, Copyright (c) 1990-94 by: RMP DATA.
-
- that menu eg. file load and save.
-
- You start with the Draw Screen being in "Draw" mode
- and you can change that to eg. fill mode (that fill
- circles or boxes) or Brush mode (that gives thicker
- air pen brush like drawings). In the "Draw" mode,
- you can hold the button pressed and move around the
- screen to create images.
-
- <LMB> Left mouse button. If you have selected to draw,
- fill, brush, bar, box, circle, from the menu men-
- tioned above under <RMB>, holding down <LMB> will
- generate the desired action.
-
- Also you have these keys available in the Draw Screen:
-
- <Enter> Let you go from draw to move mode, and back. When
- you're in move mode, you can use the same keys as
- when you're in draw mode. But (as you can guess) no
- line will be dragged after the arrow in move mode.
-
- <+> Increases the step size for move or draw mode. The
- maximum number of steps that can be taken is 10.
-
- <-> Decreases the step size for move or draw mode. The
- minimum number of steps is 1.
-
- <arrows> You can use the arrow keys in the draw editor, as
- mentioned above. (Remember to turn Num Lock off).
-
- <F1> Short help for the Draw Screen is shown.
-
- <F2> Quick file load/save menu.
-
- <F3> Quick clear Draw Screen menu.
-
- <F9> Quick setup for Draw Screen menu.
-
- <F10> Exit draw screen and return to Draw Center.
-
- ┌───────┬───────┬───────┐
- │ 7 │ 8 │ 9 │
- │ Home │ │ PgUp │
- ├───────┼───────┼───────┤
- │ 4 │ │ 6 │
- │ │ │ │
- ├───────┼───────┼───────┤
- │ 1 │ 2 │ 3 │
- │ End │ │ PgDn │
- └───────┴───────┴───────┘
-
-
- --- Page: 28 ---
-
- Chapter 6 : The Draw Center, Copyright (c) 1990-94 by: RMP DATA.
-
-
- <Any-key> When you type a character in the draw editor, that
- character will be displayed according to the cur-
- rent setup (the <F9> key from the Draw Center).
-
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- --- Page: 29 ---
-
- Chapter 6 : The Draw Center, Copyright (c) 1990-94 by: RMP DATA.
-
- CHAPTER: 7, The Text Center
- ──────────────────────────────────────────────────────────────────────
-
-
- ▄ The Text Center
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- In the Text center you can create text mode screens. These
- screens work in the exact same way that the screens you grab
- with the CAPTURE Utility do. This mean, that you can have the
- screens shown from a DataShow script with the SHOW SCREEN
- command. You can also load screens that you have captured,
- and then alter them as you please in the Text Center. A list
- of the keys that work in the center is given here below:
-
- <F1> HELP: Gives you this helpscreen. From here you can
- select further help (see help on help).
-
- <F2> FILES: From here, you can choose to either load or
- save a file. The small menu gives access to either
- of the following.
-
- A) Load: You are prompted for a file name (graph).
- It has to be a special screenfile, and a legal ope-
- rating system name. If the file exists in the cur-
- rent directory, it is loaded into the text design
- editor for further manipulation there.
-
- B) Save: You are prompted for a file name (graph).
- It has to be a special screenfile, and a legal ope-
- rating system name. If the file exists in the cur-
- rent directory, you are warned that it will be
- overwritten if you answer Y for yes. Pressing the
- key will prompt DataShow to save the screen in the
- text mode design editor to a file.
-
- To choose a filename see also topic File select.
-
- C) More: Here you are presented with the same menu
- as is the case in the Main Menu, when you press the
- <F2> key. You can choose to display a directory, to
- change the current directory or to go to the opera-
- ting system.
-
- <F3> CLEAR: Makes it possible to erase the entire screen
- that you are working on in the Text Center. This
- is useful if you wish to start on a new screen. It
- should be noted, that only when you select CLEAR is
- the new background color you have selected for all
- of the screen (with <F9 SETUP>) actually set. So to
- set a new background color to begin designing a new
-
-
- --- Page: 30 ---
-
- Chapter 7 : The Text Center, Copyright (c) 1990-94 by: RMP DATA.
-
- screen, select the color with <F9> and then <F3> to
- clear and have the changes take effect.
-
- <F4> DRAW: You enter the text draw screen from where you
- can design screens in "free hand". You can use the
- arrow keys to move around, and you can toggle be-
- tween move and draw mode. The keys you can use are:
-
- <Enter> Toggles between move and line draw mode.
-
- <Arrow> When in line draw mode, once you push one
- of the arrow keys, a line will be printed
- at that location.
-
- <Any-key> The character the key represents will be
- printed at that location.
-
- <F2> With the <F9> key (in the Text Center
- Setup) you can select a background cha-
- racter. That character is assigned to the
- <F2> key in the draw mode, so by pushing
- this key the selected character will ap-
- pear.
-
- <F4> Lines that shows current location and
- special characters keys.
-
- <F5..F8> Special characters shown from <F4> key.
-
- <F9> Gives you a small box with the diffrent
- color attributes. Select one, and it will
- be you new drawing color.
-
- <F10> Exit the Text draw screen to go back to
- the Text Center screen.
-
- <F8> FILL: Here you can change the background color for
- all of the screen quickly. All the letters on the
- screen will not be changed, only their color.
-
- <F9> SETUP: Here you can setup which colors to use, how
- lines are to be written, etc. You simply follow the
- instructions on how to set up the screen design. If
- you are in the Draw Color field, you can push the
- <Tab> key and get a box with choises for colors.
-
- <F10> EXIT: Let you return to the main menu. Remember to
- save the screen you are working on. Since DataShow
- reads screens on the disk when you wish to run a
- script, the file you just altered must have been
-
-
- --- Page: 31 ---
-
- Chapter 7 : The Text Center, Copyright (c) 1990-94 by: RMP DATA.
-
- saved before it can be run, reflecting the changes.
-
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- --- Page: 32 ---
-
- Chapter 7 : The Text Center, Copyright (c) 1990-94 by: RMP DATA.
-
- CHAPTER: 8, The Slide Center
- ──────────────────────────────────────────────────────────────────────
-
-
- ▄ The Slide Center
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- In the Slide Center, you can design your own slides easily.
- A slide editor is shown on the screen, and if you press <F4>
- you can easily create or modify a slide page.
-
- The slide definition can the be executed with the SHOW SLIDE
- command from a script file.
-
- These keys are appropriate in the DataShow Slide Center:
-
- <Up-key> If you're not at the first line in the editor, this
- key will bring you up one line.
-
- <Dn-key> If you're not at the last line in the editor, this
- key will bring you down one line.
-
- <F1> HELP: Gives you this helpscreen. From here you can
- select further help (eg. help on commands).
-
- <F2> FILES: From here, you can choose to either load or
- save a file. The small menu gives access to either
- of the following.
-
- A) Load: You're prompted for a file name (slide).
- It has to be a legal operating system name. If the
- file exists in the current directory or if the fi-
- lename includes a full path, and it is recognised
- as a slide file, it is loaded into the editor to
- be further manipulated there.
-
- B) Save: You're prompted for a file name (slide).
- It has to be a legal operating system name. If the
- file exists in the current directory, you're warned
- that it will be overwritten if you answer Y for yes
- to overwrite. You are instructing DataShow to save
- the file from the editor.
-
- To choose a filename see also topic File select.
-
- C) More: Here you are presented with the same menu
- as is the case in the Main Menu, when you press the
- <F2> key. You can choose to display a directory, to
- change the current directory or to go to the opera-
- ting system.
-
-
-
- --- Page: 33 ---
-
- Chapter 8 : The Slide Center, Copyright (c) 1990-94 by: RMP DATA.
-
- <F3> CLEAR: Makes it possible to erase the entire slide
- you are working on in the Slide Center. This is
- useful if you wish to start on a new slide.
-
- <F4> EDIT: You are placed in the Slide scratch pad, and
- from there you can use the following keys:
-
- <Up> Moves one line up.
- <Dn> Moves one line down.
- <Enter> Moves to the next entry field.
- <Tab> Moves to the next entry field.
- <Shft><Tab> Moves backward in entry fields.
- <F9> Gives you options for entry field.
- <F10> Goes back to the slide screen.
-
- It should be easy for you to put together a list of
- slide definitions. You decide how to advance from
- one slide to the next (with seconds or a key), what
- effects there should be between slides (Clear, Fade
- or Glitter). See description further below here.
-
- <F5> PAGE: This key moves you to the next page. In all
- there can be 50 lines in the slide command center,
- with 10 lines on each page.
-
- <F6> INSERT: A line is inserted at the current location.
- All other lines beneath are moved one line down,
- and thus the total number of lines is increased.
-
- <F7> DELETE: A line is deleted at the current location.
- All other lines beneath are moved one line up, and
- thus the total number of lines is decreased.
-
- <F8> PREVIEW: Here you can look at PCX, GIF or GRA type
- files. The file you choose will be shown on the
- screen. This makes it possible for you to remember
- which file it is, that you will show in your slide
- show.
-
- <F9> COMMAND: This key is used when you first have push-
- ed the <F4> EDIT key. Depending on the field you're
- currently in, a small menu with the applicable op-
- tions are shown. You can the select between the op-
- tions. This is also true for files.
-
- <F10> EXIT: Let you return to the main menu. Remember to
- save the slide you're working on. Since DataShow
- reads slides from the disk when you wish to run it,
- the file you just entered or altered must have been
- saved before it is to be run, reflecting any of the
-
-
- --- Page: 34 ---
-
- Chapter 8 : The Slide Center, Copyright (c) 1990-94 by: RMP DATA.
-
- changes.
-
- You have to fill information into the different lines on the
- slide scratchpad. Each line constitutes one slide to be shown
- on the screen. Each field is described here:
-
- FILENAME:
- You enter a file name. Remember to include the file extension
- eg. PCX for PCX type files, etc... You can select files with
- <F9> key.
-
- FILETYPE:
- You enter a file type. This is often equal to the file exten-
- sion. Eg. PCX for PCX type files, etc... You can select type
- with the <F9> key.
-
- EFFECT:
- You can enter the effect that is shown between two slides. To
- select between effects you can use the <F9> key.
-
- PAUSE:
- Between slides a pause can be inserted. You can either enter
- a number, in which case the next slide will be shown after
- the number of seconds. Or you can enter KEY in which case the
- next slide will be shown after you use the <space> or <arrow>
- keys. Left arrow moves on to next slide (until there are no
- more, then the script continues) and right arrow moves to a
- prior slide.
-
- Remember that you cannot mix text- and graphmode slides. You
- must make slides in either of the two. You can however blend
- music type slides in with the other slides.
-
-
- ENTERING DATA, EXAMPLE:
- -------------------------------------------------------------
- Here's an example of a text mode slide definition of two li-
- nes in the Slide Center. You have to have the two files text
- screens saved either with the Capture program or made from
- the Text Center.
-
- FILENAME: FILETYPE: EFFECT: PAUSE:
-
- 1: SHOW1.SCR TXT W-SPLIT 4
- 2: SHOW4.SCR TXT W-RIGHT 4
-
- This example defines a slide show with only two slides. The
- effect is shown as the transition between slides after a cer-
- tain pause has taken place. The slide definition is invoked
- with the SHOW SLIDE command.
-
-
- --- Page: 35 ---
-
- Chapter 8 : The Slide Center, Copyright (c) 1990-94 by: RMP DATA.
-
-
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-
- --- Page: 36 ---
-
- Chapter 8 : The Slide Center, Copyright (c) 1990-94 by: RMP DATA.
-
- CHAPTER: 9, The Graph Menu
- ──────────────────────────────────────────────────────────────────────
-
-
- ▄ The Graph Menu
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Choose either of these two Centers, to get more detailed in-
- formation:
-
- Animation Center
- Chart Center
-
-
-
-
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-
-
- --- Page: 37 ---
-
- Chapter 9 : The Graph Menu, Copyright (c) 1990-94 by: RMP DATA.
-
- CHAPTER: 10, Errormessages
- ──────────────────────────────────────────────────────────────────────
-
-
- ▄ Errormessages
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Beneath here is a list of all the errormessages that you can
- get while using a scriptfile. Errormessages you can get while
- using DataShows menu interface should be self explanatory and
- therefore they are not mentioned here.
-
- In general, when you receive an errormessage while running a
- script, the message is accompanied by a line number, and the
- command that either caused the error or is near to where the
- error is. You'll quickly be able to find the location in the
- file, and correct the problem.
-
- Because of a hurried release, this list is not finished, but
- some of the more important/common ones are shown here...
-
- COMMAND ERROR:
- -------------------------------------------------------------
- This errormessage is usually followed by the offending com-
- mand. In general there are two ways you can expect to see the
- message: 1. You have entered something where the first word
- on the line cannot be interpreted as one of the valid com-
- mands, or 2. The file is not a valid DataShow script file. In
- case of problem number 1. you should be able to see if some-
- thing has been misspelled or if you're missing the first com-
- mand on the line. In case of problem 2. you should choose to
- run a valid DataShow script file (eg. not a slide definition
- file).
-
- Endline expected:
- -------------------------------------------------------------
- This errormessage is shown when the DataShow interpreter ex-
- pects the line to be finished. You have entered too many com-
- mands or parameters on a line. Check the command and its syn-
- tax one more time.
-
- Error in file or format:
- -------------------------------------------------------------
- This errormessage is shown when a filename was expected, but
- then file wasn't found or there was an error encountered in
- the format of the file. Make sure the file exists, and that
- it has the correct format, eg. .SCR files must have been made
- with the Text Center or the Capture utility.
-
- Error in name:
- -------------------------------------------------------------
-
-
- --- Page: 38 ---
-
- Chapter 10 : Errormessages, Copyright (c) 1990-94 by: RMP DATA.
-
- Either a variable name is spelled incorrectly or a variable
- name is missing. In the first case, some name has been read
- but that name hasn't been found among the variables - Either
- the variable hasn't been declared first or the name is spel-
- led wrong. In the second case the command line stops, but a
- variable name is expected.
-
- Error in name or number:
- -------------------------------------------------------------
- This errormessage is shown when a variable name or a number
- is incorrect. You can use variables (number variables) by
- entering their names to certain commands, or you can enter a
- number constant directly. But either the variable name is
- spelled wrongly or a wrong number has been entered. Enter a
- correct number variable name or enter a correct number.
-
- Error in parameter:
- -------------------------------------------------------------
- This errormessage is shown when a missing or wrong parameter
- to a command is encountered. Check the command and its syn-
- tax one more time.
-
- Error in quote:
- -------------------------------------------------------------
- This errormessage is shown in these cases:
- 1) You have forgotten to start a filename or textstring with
- a quotation mark (").
- 2) You have entered a too long filename or string (the maxi-
- mum length is 80 chars) before an end quotation mark.
- Check the command and enter a quotation mark in the beginning
- of the string if one is missing or make the string a shorter.
-
- Error in value:
- -------------------------------------------------------------
- You have entered a number or a variable name (of a number va-
- riable) that is incorrect. The number that corresponds to the
- variable name or the number you've entered directly is out of
- the acceptable range. Please change the value to fit the syn-
- tax for the command in question.
-
-
-
-
-
-
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-
-
-
-
-
-
- --- Page: 39 ---
-
- Chapter 10 : Errormessages, Copyright (c) 1990-94 by: RMP DATA.
-
- CHAPTER: 11, Commands
- ──────────────────────────────────────────────────────────────────────
-
-
- ▄ Commands
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- When you're in the script menu, and when pushing function key
- <F9>, you can select from a number of commands. Listed here
- below, you can select each of the commands you wish to have
- further information on. See also Quick Start further below.
-
- SCREEN SHOW WRITE COLOR
-
- GOXY WAIT SPEAK MUSIC
-
- EFFECT DRAW SET DO
-
- MARK JUMPMARK VARIABLE READ
-
- IF CASE MATH DEFINE
-
- END MOTION MOUSE BUTTON
-
- WINDOW CONTINUE BREAK CALL
-
- INSTALL SPRITE QUIT
-
-
- Obsolete commands:
-
- SAY WAITKEY GRAPHICS SOUND
-
- POINT ESCAPEKEY * (Comments) Screen
-
-
-
- ▄ Commands, Quick Start:
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Here, all the commands and their syntax is shown. For Further
- descriptions please look at the command descriptions indivi-
- dually.
-
- SCREEN CLEAR
- Command clears the screen.
-
- SCREEN GET
- This command saves a screen to a buffer
-
- SCREEN PUT
- This command shows a screen that has been previously saved
-
-
- --- Page: 40 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
-
- SCREEN WIPE <SPLIT | LEFT | RIGHT | UP | DOWN | OUT>
- This commands clears the screen using the parameter
-
- SHOW SCREEN "<filename>" <TXT | GRA | PCX | GIF | FLI>
- Command shows a screen from a separate file
-
- SHOW SLIDE "<filename>"
- Command shows several slides according to file specified
-
- SHOW CHART "<filename>" <BAR | PIE | LIN>
- Command shows a chart according to file and type specified
-
- WRITE <"<text to be printed on screen>" | <variable>>
- {+ again}
- Command writes texts to the screen
-
- COLOR <BACKGROUND | FOREGROUND | ATTRIBUTE>
- Command sets the color that effects other commands
-
- GOXY <x-coordinate> <y-coordinate>
- Command sets the coordinates that effects other commands
-
- WAIT [<seconds> | "<text>"]
- Command stops script execution until seconds are passed or
- any key is pushed
-
- SPEAK <number> | <variablename> | "<text>"
- Command talks through the speaker
-
- MUSIC SOUND <notechar> <number> <number>
- Command makes a single sound through the speaker
-
- MUSIC PROCESS "<filename>" SND
- Command reads a DataShow music file and plays it
-
- MUSIC PROCESS "<filename>" WAV <frequency>
- Command reads a Windows music file and plays it
-
- MUSIC PROCESS "<filename>" VOC <frequency>
- Command reads a Creative Labs music file and plays it
-
- EFFECT SCROLL <UP | DOWN>
- Command scrolls the screen up or down
-
- EFFECT FADE <IN | OUT | BOTH>
- Command fades the screen
-
- EFFECT GLITTER
- Command makes lots of glitter on the screen
-
-
- --- Page: 41 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
-
- EFFECT TEXTTYPE <font-number> <size-number>
- Command sets the text type and size for graphic writes
-
- EFFECT POINT <x-coordinate> <y-coordinate>
- Command writes an arrow on specified place
-
- DRAW BOX <length> <height>
- Command draws a box from current location
-
- DRAW LINE <length-number>
- Command draws a line from current location
-
- DRAW CIRCLE <radius-number>
- Command draws a circle with center in current location
-
- DRAW BAR <length> <height>
- Command draws a bar from current location
-
- SET GRAPHICS <OFF|CGA|EGA1|EGA2|VGA1|VGA2|SVGA1|SVGA2>
- Command set scripts in either text or graphics mode
-
- SET DELAYFACTOR <number>
- Command set the delays for other commands
-
- SET SHADOW <OFF | <number>>
- Command sets shadow on graphics writes
-
- SET CURSOR <ON | OFF>
- Command sets cursor in text mode
-
- SET TIMEOUT <number>
- Command makes scripts pass the WAIT command
-
- SET ESCAPEKEY <OFF | <number>>
- Command let you control the interruption of scripts
-
- SET TEXTSOUND <ON | OFF>
- Command sets the sound on writes to screen
-
- SET DOUBLELINE <ON | OFF>
- Command sets single or double lines
-
- SET DEBUG <ON | OFF>
- Command enables debug <alt+d> halting of scripts
-
- DO "<filename>"
- Command lets you execute another script file
-
- MARK <name | number>
-
-
- --- Page: 42 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Command marks a place to jump to
-
- JUMPMARK <name | number>
- Command jumps to a mark
-
- VARIABLE CREATE <name> TYPE
- <STRING "<text>" | NUMBER <value> | KEY>
- The command creates a variable of a given type
-
- VARIABLE INCREASE <name> <number>
- This command increases a number variable by a given number
-
- VARIABLE DECREASE <name> <number>
- This command decreases a number variable by a given number
-
- VARIABLE RELEASE <name>
- This command deletes a given variable
-
- VARIABLE VALUE <name> <value>
- This command forces a value to a given variable
-
- VARIABLE LOAD <name> FROM "<filename>"
- The command loads a variable from disk
-
- VARIABLE SAVE <name> TO "<filename>"
- The command saves a variable to disk
-
- READ CHOISE <number> <number>
- This command reads a number key in the given range
-
- READ STRING [UPPER] <variable name> <length number>
- This command reads a string with the given length
-
- READ KEY <variable name>
- This command reads a key into a variable
-
- IF <variable name> <EQ | NE | LT | LE | GT | GE | IN>
- <<number> | <variable name>> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
- This command let you test the value of a number variable
-
- IF [NOT] GRAPH <VGA | EGA | CGA> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
- This command let you check the graphics adapter
-
- IF [NOT] MOUSE DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
- This command let you check if a mouse is present
-
- IF [NOT] FILE <"filename"> DO
-
-
- --- Page: 43 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
- This command let you check if a file exists
-
- IF [NOT] SOUND <ADLIB | BLAST> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
- Command checks if a sound blaster or adlib is available
-
- CASE CHOISE <number> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
- This command let you examine the value read by READ CHOISE
-
- CASE STRING [UPPER] <variable name>
- <<"text"> | <variable name>> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
- This command let you test the value of a string variable
-
- CASE KEY <variable name> <key number> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
- This command let you test the value of a key variable
-
- MATH <variable name> = <expression>
- This command let you do mathematic operations
-
- DEFINE
- This command marks the beginning of a defined area
-
- END
- This command marks the end of a defined area
-
- MOTION <LEFT | RIGHT> <times>
- This command lets you move a defined area across screen
-
- MOUSE <ON | OFF | GOXY | TRACK | QUERY | TYPE | DRAW>
- The command makes it possible for you to use a mouse
-
- BUTTON
- *** This command is under construction...
-
- WINDOW <length> <height>
- This command selects part of the screen for output
-
- CONTINUE
- This command restarts script execution from the beginning
-
- BREAK
- This command goes to a continue command and goes on there
-
- CALL "<command>"
- This command calls an operating system file or program
-
-
-
- --- Page: 44 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- INSTALL FONT "<filename>"
- The command makes it possible to install more fonts
-
- INSTALL SOUND <SPEAK| ADLIB | BLAST>
- Sets music output to sound blaster, adlib or PC speaker
-
- SPRITE <LOAD | GOXY | SHOW | HIDE | FRAME | RELEASE>
- The command let you move aprite objects around the screen
-
- QUIT
- This command end script and DataShow execution
-
-
-
-
-
-
-
-
-
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- --- Page: 45 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Printer Center
-
- ▄ The Printer Center
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- In the Printer Center you can print out most of the files
- that are used in DataShow. You can print out ascii text (eg.
- scripts), graphic pictures (eg. PCX, GIF and GRA), Slide File
- definitions (SLD) and you can select which printer it is to
- be printed on.
-
- First you enter a file name. Then you move around the setup
- screen with the arrow keys. Use + / - keys to alter the por-
- tions that needs to be changed. Use the + key in the appro-
- priate place to begin the printing.
-
- You can select file names by entering a *.<extension> com-
- mand. Eg. if it is a GIF file you will print, enter *.GIF and
- select the file from the file list. The name will be shown in
- the file name field on the screen. Hit <Enter> to accept. Now
- DataShow suggest to you that it is a GIF type file (in the
- source type field).
-
- You can select between two type of printers, a standard prin-
- ter that adheres to the codes of Epson and IBM Pro Printer or
- a HP Laser Jet type printer (many printers can emulate those
- three types of printers).
-
- Select the type of printer and select the type of file that
- you would like to print. Then push the + key at the place the
- "start print" instruction is shown.
-
- If it is a graphics file the picture will be shown on the
- screen and it is copied to the printer. This takes a little
- while and then you're returned to the Print Center.
-
- With the F9 key you can direct the output to another parallel
- printer (signified by the LPT setup). This is usefull if you
- have more printers connected to a computer or if the computer
- prints out via a network. You cannot set the print output to
- a serial printer at this time.
-
- Please note that configuring printers can be somewhat like
- running around in a jungle. It takes time to figure you way
- around. If the printer is set up correctly to one of the two
- printer types in DataShow, you'll get a nice picture on your
- printer, otherwise you'll see nothing at all or many pages of
- meaningless numbers and/or text.
-
- Another approch to printing graphics might be to load the
- GRAPHICS.COM program that comes with DOS. In the Slide Center
-
-
- --- Page: 46 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- You can preview graphics files - they are shown on the screen
- until you hit a key. If you press the <Print Screen> key, the
- pricture will be copied to your printer.
-
-
-
-
-
-
-
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- --- Page: 47 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Animation
-
- ▄ The Animation Center
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- The Animation Center is where you can make sprites and icons.
-
- When you choose to enter the center, DataShow will try to put
- your computer into VGA 640x480x16 mode. Your computer has to
- support this mode for you to be able to make animations.
-
- The screen that is shown, contains a sprite editor grid on
- the right side, and color buttons and control buttons on the
- left side.
-
- You use the mouse by pressing the left button in the grid to
- draw in the current color. By pressing the right mouse button
- in the grid, you erase at the current place.
-
- In the upper left hand cornor, you can see what the sprite
- actually looks like.
-
- You can use the up, down, left, right arrow keys to trim/move
- the drawing within the grid.
-
- The frame push button has no meaning at the moment.
-
- Once you have made a sprite you can use the SPRITE command to
- manipulate the sprite around the screen from a script.
-
-
-
-
-
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-
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- --- Page: 48 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Chart
-
- ▄ The Chart Center
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- In the Chart Center, you can design your own charts easily.
- A chart editor is shown on the screen, and if you press <F4>
- you can easily create or modify a chart definition.
-
- The chart definition can the be executed with the SHOW CHART
- command from a script file.
-
- These keys are appropriate in the DataShow Chart Center:
-
- <Up-key> If you're not at the first line in the editor, this
- key will bring you up one line.
-
- <Dn-key> If you're not at the last line in the editor, this
- key will bring you down one line.
-
- <F1> HELP: Gives you this helpscreen. From here you can
- select further help (eg. help on commands).
-
- <F2> FILES: From here, you can choose to either load or
- save a file. The small menu gives access to either
- of the following.
-
- A) Load: You're prompted for a file name (chart).
- It has to be a legal operating system name. If the
- file exists in the current directory or if the fi-
- lename includes a full path, and it is recognised
- as a chart file, it is loaded into the editor to
- be further manipulated there.
-
- B) Save: You're prompted for a file name (chart).
- It has to be a legal operating system name. If the
- file exists in the current directory, you're warned
- that it will be overwritten if you answer Y for yes
- to overwrite. You are instructing DataShow to save
- the file from the editor.
-
- Note that lines in the editor that are blank, are considered
- to be the last line! Do not have blank lines in a chart de-
- finition.
-
- To choose a filename see also topic File select.
-
- C) More: Here you are presented with the same menu
- as is the case in the Main Menu, when you press the
- <F2> key. You can choose to display a directory, to
- change the current directory or to go to the opera-
-
-
- --- Page: 49 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- ting system.
-
- <F3> CLEAR: Makes it possible to erase the entire chart
- you are working on in the Chart Center. This is
- useful if you wish to start on a new chart.
-
- <F4> EDIT: You are placed in the Chart scratch pad, and
- from there you can use the following keys:
-
- <Up> Moves one line up.
- <Dn> Moves one line down.
- <Enter> Moves to the next entry field.
- <Tab> Moves to the next entry field.
- <Shft><Tab> Moves backward in entry fields.
- <F10> Goes back to the chart screen.
-
- It should be easy for you to put together a list of
- chart definitions. You simply enter the name of an
- entity that you wish to show in a chart. Then you
- enter the integer value that is connected to the
- name. A total of 10 names and values is possible.
-
- <F6> INSERT: A line is inserted at the current location.
- All other lines beneath are moved one line down,
- and thus the total number of lines is increased.
-
- <F7> DELETE: A line is deleted at the current location.
- All other lines beneath are moved one line up, and
- thus the total number of lines is decreased.
-
- <F8> PREVIEW: Here you can look at a chart. The current
- chart from the chart editor will be shown, if there
- is more than one line of data. You simply choose
- how the chart is to be shown (as bar, pie or line).
- The chart is shown in the default graphics mode set
- from the main menu. This makes it possible for you
- to see the outcome of a chart definition.
-
- Note that lines in the editor that are blank, are considered
- to be the last line! Do not have blank lines in a chart de-
- finition.
-
- <F10> EXIT: Let you return to the main menu. Remember to
- save the chart you're working on. Since DataShow
- reads charts from the disk when you wish to run a
- script, the file you just entered or altered must
- have been saved before it can be shown, reflecting
- any of the changes.
-
-
-
-
- --- Page: 50 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- IMPORTING DATA:
- -------------------------------------------------------------
- Chart definition files in DataShow consist of pure Ascii cha-
- racters. The files follow the DIF (data interchange format)
- standard.
-
- This makes it possible for you to have your data stored in
- eg. a spreadsheet or another database, dump the data into a
- comma seperated file and show the result in DataShow.
-
- The syntax of the chart definition file looks like this:
-
- "<range name>", <range value>
-
- Where the range name is contained within ", and has a maximum
- of 10 characters. And the range value is an integer number.
-
- So if you export data from a spreadsheet or database it has
- to look like this example:
-
- "Division 1", 5000
- "Division 2", 2800
- "Division 3", 7600
-
-
- ENTERING DATA, EXAMPLE:
- -------------------------------------------------------------
- Here's an example of a graph definition of three lines in the
- Chart Center. They can have been entered directly in the Cen-
- ter or loaded from a file that holds the format described a-
- bove.
-
- RANGE NAME: RANGE VALUE:
-
- 1: Division 1 5000
- 2: Division 2 2800
- 3: Division 3 7600
-
- This example defines a chart with only three elements in it.
- You have the ability to have up to ten elements in a chart.
- The chart definition is invoked with the SHOW CHART command.
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 51 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Info
-
- ▄ Information
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- DataShow is a shareware program. It is not for free. So to-
- gether with this version of DataShow, you should be able to
- find several text files that give you more information.
-
- The file INFO.TXT contains much relevant information about
- DataShow. You can read about registration and registration
- bonuses. There's a list of files included and there's a quick
- start section. The system requirements are listed. Also con-
- tact and support addresses are listed.
-
- The file ORDER.TXT contains the order form, and the file
- REFER.TXT contains a reference guide for commands.
-
- You can use the Print Center to print out those files to a
- printer. Set the source type to Text (script) or choose your
- favorite printer program to print out the above files.
-
- Or if you just wish to view the files, you can choose F2 in
- many menues, select "more files", then select "directory" and
- choose the file you wish to view by pressing the <Enter> key.
- You can then see the file on the screen.
-
- DataShow doesn't contain any "harmfull" features. DataShow
- does not erase itself after a certain period, and it has no
- hidden features. This shareware version is a full functioning
- piece of software, where registrering gives you additional
- programs (eg. the runtime program), pictures and sounds.
-
- Remember, DataShow is a shareware program, which means you
- can try it before you buy it. But please register if you use
- it regularly.
-
- Registration gives you many bonusses.
-
-
-
-
-
-
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-
-
- --- Page: 52 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Miscellaneous
-
- ▄ Miscellaneous Help pages
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- On the following pages, some general topics concerning Data-
- Show are discussed. These topics include how to select a file
- in various cases and how to use the setup command in the Draw
- and Text Centers of DataShow.
-
-
-
-
-
-
-
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- --- Page: 53 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Topic Select
-
- ▄ Topic Select
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- You are given a range to choose from. Please enter one of the
- choises in the range (or esc to exit without choosing).
-
- The range can be numbers or it can be between Y for Yes or N
- for No. If the range is Y/N usually there also is a default
- ansvar, in which case you can just hit <Enter> (or push left
- mouse button).
-
-
-
-
-
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- --- Page: 54 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- File select
-
- ▄ File select
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- When you are prompted for a filename in DataShow, you can in
- general use the wildcard letter *. If you haven't entered a
- filename before, DataShow will suggest an extension to you.
-
- An example: You have just started DataShow and you're in the
- Script Center. Here you wish to load a file. DataShow will
- now suggest *.SHW to you. If you push the <Enter> key, all
- *.SHW files in the current directory are shown, and you can
- pick between them easily. If you choose to load another file
- the prior filename will be shown, but you can then again just
- type *.SHW to have the pick list shown once more.
-
-
-
-
-
-
-
-
-
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- --- Page: 55 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Select
-
- ▄ Selecting between topics
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- You are given a list of topics to select from. You can use a
- mouse to move between the topics and click on the left button
- to select or right button to ignore.
-
- You can also use the keyboard where the arrow keys can move
- you up or down. Use the <Enter> key to select. If you type in
- a letter a search for a word beginning with that letter will
- take place.
-
- If the topics to select from are commands in the script Cen-
- ter, you can see more information about each command under
- Commands.
-
- Otherwise you can see information about the items under the
- menu you are currently in. Go to the help index with <F1>.
-
-
-
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- --- Page: 56 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Setup in various menues
-
- ▄ Setup
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- You use the arrow keys to move the cursor up and down to the
- field you want to change. Then you push either the plus <+>
- (to increment the number) or the minus <-> (to decrement the
- number) key. When you have finished making the changes, you
- can exit setup by pressing the F10 key.
-
-
-
-
-
-
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- --- Page: 57 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Entering a number
-
- ▄ Number
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- You are asked to enter a number. You can then use the keys 0
- to 9. Anything else will be invalid. Generally there is also
- a maximum length of the number that can be entered. You can't
- move beyond that point.
-
- See editing keys for more information about entering data.
-
-
-
-
-
-
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- --- Page: 58 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Entering text
-
- ▄ Text
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- You are asked to enter some text. You can use all the keys on
- your keyboard. That is keys like letters, numbers and special
- signs. Generally there is a maximum length of the text that
- can be entered. You cannot move beyond that point.
-
- See editing keys for more information about entering data.
-
-
-
-
-
-
-
-
-
-
-
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-
- --- Page: 59 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Entering filenames
-
- ▄ Filenames
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- You are asked to enter a filename. You must follow some gene-
- ral rules about filenames. Eg. you can only enter letters and
- numbers.
-
- See file select about more ways to select file names.
-
- See editing keys for more information about entering data.
-
-
-
-
-
-
-
-
-
-
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- --- Page: 60 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Directory
-
- ▄ Directory
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Shown from the "More files" menues.
-
- From here you can see a directory. You enter a mask (*.* is
- shown default for all of the current directory, so if that is
- acceptable just hit <Enter>).
-
- See editing keys for more information about entering data.
-
-
-
-
-
-
-
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- --- Page: 61 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Change Directory
-
- ▄ Change Directory
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Shown from the "More files" menues.
-
- From here you can change to another directory. You simply en-
- the name of the directory you want to be the working directo-
- ry.
-
- See editing keys for more information about entering data.
-
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- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Editing keys
-
- ▄ Editing
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- In general you can use the keys described in Help on Help (in
- section 1). But when you enter and edit data on a line you
- also have some more keys available.
-
- <Arrow keys> Left and right arrow key moves one character.
- <Insert key> Toggles overwrite / insert mode.
- <Delete key> Deletes character above cursor.
- <Backspace> Deletes character left of cursor.
- <Home key> Moves to the first character.
- <End key> Moves to the last character.
-
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- --- Page: 63 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
-
-
- ▄ Commands, detailed descriptions:
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- On the following many pages, the command language of DataShow
- will be shown. Each command syntax is shown, and examples are
- given.
-
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- --- Page: 64 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SCREEN
-
- The screen command consist of three parts. You can clear the
- screen or you can save or restore the screen to/from a buf-
- fer. Choose either of the following:
-
- SCREEN CLEAR
- SCREEN GET.
- SCREEN PUT.
- SCREEN WIPE.
-
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- --- Page: 65 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SCREEN CLEAR
-
- Syntax.: SCREEN CLEAR
-
- Modes..: + text, + graphic
-
- This command clears the current window, and set the x and y
- coordinates to 1 and 1 (top left corner). The current window
- is always the full screen, unless another WINDOW has been
- specified. The blank screen will have the color set by the
- the current COLOR command setting.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "Hello 1" ; write text at location
- WAIT 2 ; pause to see text
- GOXY 10 10 ; place cursor at 10,10
- WRITE "Hello 2" ; write text at location
- WAIT 2 ; pause to see text
- GOXY 9 9 ; set cursor at location
- WINDOW 10 10 ; window 10 long, 10 high
- SCREEN CLEAR ; clears the current window
- WAIT 2 ; pause to see clear window
-
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- --- Page: 66 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SCREEN GET
-
- Syntax.: SCREEN GET
-
- Modes..: + text, - graphic
-
- This command saves the current screen into a screen buffer so
- that you later on can restore it with the SCREEN PUT command.
- The screen buffer can hold up to 4 screens. Attempts to store
- more than that number of screens will result in an errormes-
- sage. The screen buffer works so that the last screen saved
- is the first screen restored (Last In First Out principle).
- The idea is to have a fast way to recall screens that are
- used frequently.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "Here screen 1" ; print text at position
- WAIT 2 ; pause to see text
- SCREEN GET ; save current screen
- SCREEN CLEAR ; blank out entire screen
- WRITE "Screen 2" ; print text on blank screen
- WAIT 2 ; pause to see text
- SCREEN PUT ; retrieve saved screen
- WAIT 2 ; pause to see text
-
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- --- Page: 67 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SCREEN PUT
-
- Syntax.: SCREEN PUT
-
- Modes..: + text, - graphic
-
- This command restores a screen previously saved into a screen
- buffer with the SCREEN GET command. If no screens are saved
- currently in the screenbuffer, an errormessage will be shown.
- The screen buffer works so that the last screen saved is the
- first screen restored (Last In First Out principle). The idea
- is to have a fast way to recall screens that are frequently
- used.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "Here screen 1" ; print text at position
- WAIT 2 ; pause to see text
- SCREEN GET ; save current screen
- SCREEN CLEAR ; blank out entire screen
- WRITE "Screen 2" ; print text on blank screen
- WAIT 2 ; pause to see text
- SCREEN PUT ; retrieve saved screen
- WAIT 2 ; pause to see text
-
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- --- Page: 68 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SCREEN WIPE
-
- Syntax.: SCREEN WIPE
- <SPLIT | LEFT | RIGHT | UP | DOWN | OUT>
-
- Modes..: + text, + graphic
-
- This command wipes out the screen going from left to right or
- right from left or top to bottom or bottom to top. It can be
- useful to make better looking transitions from one screen to
- another. In textmode the wipe color is set by the COLOR
- ATTRIBUTE command. In graphics mode the color is set by
- COLOR FOREGROUND.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; place the cursor for write
- WRITE "This is a long text" ; write a text to the screen
- WAIT 2 ; wait a little while
- SCREEN WIPE RIGHT ; clear screen from the right
- WAIT 1 ; wait to see the result
-
-
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- --- Page: 69 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SHOW
-
- The SHOW command has two separate parameters. You can either
- show one screen from a specific file. Or you can show several
- files one at a time specified from a list of file names given
- in a SLIDE file. Further help is shown as:
-
- SHOW SCREEN
- SHOW SLIDE.
- SHOW CHART.
-
-
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- --- Page: 70 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SHOW SCREEN
-
- Syntax.: SHOW SCREEN "<filename>" <TXT|GRA|PCX|GIF|FLI>
-
- This command has two distinct functions. Either you can show
- text mode screens or you can show graphic mode screens.
-
- Here beneath the two distinct functions are show separately,
- as TEXT SCREENS or GRAPHIC SCREENS.
-
-
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- --- Page: 71 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- TEXT SCREENS
-
- Syntax.: SHOW SCREEN "<filename>" TXT
-
- Modes..: + text, - graphic
-
- This command displays a screen that has previously been saved
- with the Capture Utility. That way you can use DataShow as
- promotion for your own applications, or applications you sell
- to customers. You start Capture, and save several screens
- from your program to disk, and then recall them from a script
- file in DataShow by using this command.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "Here I am" ; print text at position
- WAIT 2 ; pause to see text
- SHOW SCREEN "s1.scr" TXT ; show file s1.scr
- WAIT 4 ; pause to see screen
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "And again" ; print text at position
- WAIT 2 ; pause to see text
-
-
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- --- Page: 72 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- GRAPHIC SCREENS
-
- Syntax.: SHOW SCREEN "<filename>" <GRA | PCX | GIF | FLI>
-
- Modes..: - text, + graphic
-
- This command is used to show one of several types of graphic
- images on the screen.
-
- 1. For the GRA type graphic files, this command is used to
- display a screen that previously has been saved from the
- Draw Center. You go into DataShow, and with the Draw Center
- you draw freehand, write texts, change colors, make boxes,
- and make circles. Then from a script file you can issue this
- command, and the drawing will appear.
-
- 2. For the PCX and GIF type files, this command is used to
- display a screen that previously has been saved from another
- program than DataShow. Or you can use the Capture Utility to
- save files in the PCX format. Many other programs can also
- save a graphic image in either the PCX or the GIF formats. In
- the Draw Center you can also select to save drawings in the
- PCX format.
-
- 3. For the FLI type files, this command is used to display a
- numer of screens saved from another program than DataShow. A
- FLI file is a file that contains animation screens. They are
- typically created with the program Autodesk Animator (TM) and
- they can be found in many places. You must be able to run in
- the VGA mode 320x200x256 for FLI files to work.
-
- The picture, drawing or whatever in either of the three for-
- mats will remain on the screen until it is cleared or another
- picture is shown.
-
- Just remember to switch your machine into graphics mode prior
- to giving this command. Which graphics mode you are in before
- calling this command isn't important, since this rutine by it
- self figures out, which mode is needed. NOTE however, that
- when the SHOW SCREEN command has finished, the graphics mode
- might have been switched according to the format in the gra-
- phics screen file! See also SET GRAPHICS.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "Now text" ; print text at position
- WAIT 2 ; pause to see text
- SET GRAPHICS EGA1 ; initialize graphics
- SHOW SCREEN "g1.gra" GRA ; show file called g1.gra
-
-
- --- Page: 73 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- WAIT 2 ; pause to see picture
- SET GRAPHICS OFF ; go back to text mode
- WRITE "Text again" ; print text at position
- WAIT 2 ; pause to see text
-
- Comments and hints: The GIF reader in DataShow takes a lot of
- memory to run, therefore you may sometimes run out of free
- memory. You can either free up memory by removing resident
- programs, or you can convert GIF files to the PCX format that
- in DataShow doesn't require as much memory. There are several
- public domain programs that converts between graphic file
- formats. This can also help you, if there is a problem in
- displaying a graphic file from DataShow - try to convert it
- to the other format.
-
- Also if you have a registered version of DataShow, the run-
- time version called SHOWRUN takes up a lot less memory, so it
- is possible for your presentation to run there instead.
-
- Here's a list of the modes that DataShow graphics supports:
-
- ╔═══════════════════════════════════════════════════════════╗
- ║ Mode: GRA PCX GIF ║
- ║ ║
- ║ CGA ║
- ║ 320x200x016 X X X ║
- ║ ║
- ║ EGA ║
- ║ 640x200x016 X X X ║
- ║ 640x350x016 X X X ║
- ║ ║
- ║ VGA ║
- ║ 640x480x016 X X X ║
- ║ 320x200x256 X X X ║
- ║ ║
- ║ SVGA ║
- ║ 640x400x256 X ║
- ║ 640x480x256 X ║
- ║ 800x600x016 X ║
- ║ 800x600x256 X ║
- ║ 1024x768x016 X ║
- ║ 1024x768x256 X ║
- ╚═══════════════════════════════════════════════════════════╝
-
- These cryptic codes are to be interpreted as follows:
-
- The first number is the number of pixels across the screen.
- The second number is the number of pixels down the screen.
- The last number is the number of colors each pixel can have.
-
-
-
- --- Page: 74 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- So if you look at a GRA type file, that file can be shown on
- a EGA screen. A GRA file can then for example be shown on all
- of the screen in a resolution called 640x200x16.
-
- Note that high resolution monitors supports the lower resolu-
- tions. Eg. a SVGA or XGA monitor/graphics card supports all
- of the above mentioned monitors.
-
- Of course you have to have a graphics card and a monitor that
- supports the mode you wish to use. Also the PCX or GIF file
- must have either of the screen dimensions.
-
- In any event, it is -always a very good idea- to test your
- script on the computer on which the presentation is to be run
- since that will assure that everything you've made will run
- properly. Demonstrations on fairs will then be a success!!!
-
- Ways of showing graphic images:
-
- As you probably know by now (otherwise goto the appropriate
- section on the Capture Utility) you have the possibility to
- capture text mode screens and have them shown from DataShow
- with the SHOW SCREEN command. There are several ways to do
- the same with graphic mode screens. The first is to use one
- of many screen grabbers, and then convert them into on of the
- formats that DataShow supports. The other method is to use
- Microsoft Windows 3.x (tm) to grab any of the window applica-
- tion screens. The method is as follows.
-
- 1) Go to the screen you wish to grab.
- 2) Push the <Print Screen> key on the keyboard.
- 3) Load PaintBrush (it comes with the windows package).
- 4) Select the <View> menu, and the <Zoom out> option.
- 5) Select the <Edit> menu, and the <Paste> option.
- 6) Select the <Edit> menu, and the <Paste> option (again).
- 7) Select the <View> menu, and the <Zoom in> option.
-
- Now the screen is in the PaintBrush editor. From there you
- can save it as a PCX type file. That PCX file can then be
- shown from DataShow with the SHOW SCREEN <name> PCX command.
-
-
-
-
-
-
-
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-
-
- --- Page: 75 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SHOW SLIDE
-
- Syntax.: SHOW SLIDE "<filename>"
-
- Modes..: + text, + graphic
-
- The SHOW SLIDE command is especially designed for presenta-
- tions that should be run on overhead via a projector, eg. the
- one's that you nowadays can connect to a computer.
-
- You can then shown a row of pictures, and easily move forward
- when you have finished one slide... You simply press a button
- on a mouse or a key on the keyboard. The keys you can use are
- the following (only with the KEY slide separator):
-
- <Left key> Brings you one slide back.
-
- <Right key> Brings you one slide forward.
- <Enter key> Brings you one slide forward.
- <Space key> Brings you one slide forward.
-
- <Tab key> Enter number for slide to go to.
- <Esc key> Stop showing slides.
-
- With a mouse installed you can also use the left mouse button
- to move one slide forward, and right mouse button to stop the
- slide show.
-
- The SHOW SLIDE command can include special effects between
- slides and you can include "music slides".
-
- You could program the same functionality by using other Data-
- Show commands - this is just an easier way to control a demo
- on an overhead.
-
- The slides are designed in the Slide Center, and screens are
- designed in the Text Center, the Draw Center or anywhere
- you wish.
-
- The examples here below are for either text- or graphmode
- slides.
-
- Example 1:
- SCREEN CLEAR ; empty screen, cursor at 1,1
- SHOW SLIDE "txtslide1.sld" ; show slides from file
-
- Example 2:
- SET GRAPHIC EGA1 ; just go into one graph mode
- SHOW SLIDE "graslide1.sld" ; show slides from file
-
-
-
- --- Page: 76 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- Note that when you write your slides in the Slide Center you
- should not include blank fields between two slide lines. When
- DataShow encounters a blank line in the slide definition file
- when running the SLIDE SHOW command, it regards the slide
- file as finished, and continues with the next command in the
- script file.
-
-
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- --- Page: 77 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SHOW CHART
-
- Syntax.: SHOW CHART "<filename>" <BAR | PIE | LIN>
-
- Modes..: - text, + graphic
-
- With this command you can show charts on the screen. A chart
- definition can be made in the Chart Center or it can come
- from spreadsheets or databases in a DIF format (see descrip-
- tion under the Chart Center).
-
- You enter some graphics mode, and then issue this command.
-
- Example:
-
- SET GRAPHICS EGA2 ; initialize graphics
- SHOW CHART "tst.cht" PIE ; show a pie chart
- WAIT KEY ; wait for a key to be pressed
-
- Where the "tst.cht" file looks like this:
-
- "DIVISION 1", 50000
- "DIVISION 2", 23000
- "DIVISION 3", 70000
-
-
-
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- --- Page: 78 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- WRITE
-
- Syntax.: WRITE "<text to be printed on screen>" | <variable>
- {+ again}
-
- Modes..: + text, + graphic
-
- This command prints the text you have written within the quo-
- tation marks. The text is printed starting from the current
- coordinates, selected by GOXY, and the current color set by
- COLOR command. Or it writes the value of the named variable.
-
- You can also enter a + symbolizing a concatenation of a vari-
- able or string following the +. This is shown in example 2.
-
- Note that if you start the text to be written with an " sign
- you can have ' signs in the text. Everyhing is written until
- another " is seen, symbolising the end of the text to be wri-
- tten. On the other hand, if you start with an ' sign, the
- text to be written must end with an ' sign. The latter makes
- it possible to put " in a text to be written. See example 3.
-
- Example 1:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; move position to 10,10
- WRITE "Here" ; print text at position
- WAIT 2 ; pause to see cursor position
- GOXY 20 18 ; move to line 18,20 places in
- WRITE "Now here" ; print text at position
- WAIT 2 ; pause to see cursor position
-
- Example 2:
-
- VARIABLE CREATE testnum TYPE NUMBER 1
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; move position to 10,10
- WRITE "Number is "+testnum ; print text at position
- WAIT 2 ; pause to see text
-
- Example 3:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; move position to 10,10
- WRITE "This is a 'test'" ; print text at position
- GOXY 10 12 ; move position to 10,10
- WRITE 'This is a "test"' ; print text at position
- WAIT 2 ; pause to see text
-
-
-
-
- --- Page: 79 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- COLOR
-
- Syntax.: COLOR <BACKGROUND | FOREGROUND | ATTRIBUTE>
-
- Modes..: + text, + graphic
-
- This command sets the colors that are used in many places in
- conjunction with different types of screen writes.
-
- Here beneath the two distinct functions are shown separately,
- as BACKGROUND, FOREGROUND and ATTRIBUTE.
-
-
-
-
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- --- Page: 80 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- BACKGROUND
-
- Syntax.: COLOR BACKGROUND < <number> | <variable name> >
-
- Modes..: + text, + graphic
-
- This command sets the background color, that determines which
- color some texts are to be written in. Only the background,
- not the letter itself is given the color set by this command.
- Commands that are affected by this command are the following:
- SCREEN CLEAR, WRITE, and DRAW. These background colors are
- available:
-
- 0 is black 1 is blue
- 2 is green 3 is cyan
- 4 is red 5 is magenta
- 6 is brown 7 is light grey
-
- Instead of entering an exact number as shown above, you can
- also use a variable name as a parameter to this command. The
- value of the variable will then be used to set the color.
-
- Example:
-
- COLOR BACKGROUND 2 ; set a green background color
- SCREEN CLEAR ; empty screen, cursor at 1,1
- COLOR BACKGROUND 4 ; set a red background color
- WRITE "Fantastic!" ; write text in color
- WAIT 2 ; pause to see text
-
-
-
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-
- --- Page: 81 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- FOREGROUND
-
- Syntax.: COLOR FOREGROUND < <number> | <variable name> >
-
- Modes..: + text, + graphic
-
- This command sets the foreground color, that determines which
- color some texts are to be written in. Only the foreground,
- not whats behind the letter, gets the color by this command.
- Commands that are affected by this command are the following:
- WRITE and DRAW. The following foreground colors are available:
-
- 0 is black 1 is blue
- 2 is green 3 is cyan
- 4 is red 5 is magenta
- 6 is brown 7 is light grey
- 8 is dark grey 9 is light blue
- 10 is light green 11 is light cyan
- 12 is light red 13 is light magenta
- 14 is yellow 15 is white
-
- Instead of entering an exact number as shown above, you can
- also use a variable name as a parameter to this command. The
- value of the variable will then be used to set the color.
-
- Example:
-
- COLOR BACKGROUND 2 ; set a green background color
- SCREEN CLEAR ; empty screen, cursor at 1,1
- COLOR FOREGROUND 4 ; set a red foreground color
- WRITE "Fantastic!" ; write text in color
- WAIT 2 ; pause to see text
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
-
- --- Page: 82 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- ATTRIBUTE
-
- Syntax.: COLOR ATTRIBUTE < <number> | <variable name> >
-
- Modes..: + text, + graphic
-
- This command sets the colors that some commands will be using
- when they are called. Commands affected are MOTION and DRAW.
- The command has no effect in graphic mode, where all commands
- are printed in the colors set by FORE- and BACKGROUND, except
- the EFFECT GLITTER glitter command that also in both text and
- graphics mode is affected by the ATTRIBUTE setting.
-
- The attribute number can be between 0 - 255. The attribute
- consist of both fore- and background colors. The table goes
- like this:
-
- 0 - 15: black background, with varying foreground color,
- 16 - 31: blue background, with varying foreground color,
- 32 - 47: green background, with varying foreground color,
- 48 - 63: cyan background, with varying foreground color,
- 64 - 79: red background, with varying foreground color,
- 80 - 95: magenta background, with varying foreground color,
- 96 - 111: brown background, with varying foreground color,
- 112 - 127: lt grey background, with varying foreground color.
-
- Then from there the table is more intense (or blinking on mo-
- nochrome screens. The default value for attribute is 31 for
- blue background with white foreground.
-
- The varying foreground colors follow the codes that are shown
- in the COLOR FOREGROUND command.
-
- Instead of entering an exact number as shown above, you can
- also use a variable name as a parameter to this command. The
- value of the variable will then be used to set the color.
-
- Example:
-
- COLOR BACKGROUND 0 ; set a black background color
- SCREEN CLEAR ; empty screen, cursor at 1,1
- COLOR ATTRIBUTE 79 ; set red back + white fore
- BOX 15 15 ; draw a box (frame)
- WAIT 2 ; pause to see box
-
-
-
-
-
-
-
-
- --- Page: 83 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- GOXY
-
- Syntax.: GOXY <x-coordinate> <y-coordinate>
-
- Modes..: + text, + graphic
-
- This command places the cursor at the specified position. The
- screen starts at upper left corner, with coordinates 1,1. The
- lower right corner is 80,25. So picture the screen as a lar-
- ge coordinate system, where you can place the cursor where
- ever you wish within the boundaries.
-
- Instead of entering an exact number as shown above, you can
- also use a variable name as a parameter to this command. The
- value of the variable will then be used to go to.
-
- This GOXY command can be immidiately followed by one of the
- WRITE, DRAW, READ commands on the same line. This makes
- scripts a bit smaller so they are more manageable within the
- Script Center. See example 2 here beneath.
-
- Example 1:
-
- SET CURSOR ON ; make sure cursor is visible
- SCREEN CLEAR ; cursor position is now 1,1
- GOXY 80 25 ; now in rightmost corner
- WAIT 2 ; pause to see cursor position
- GOXY 30 12 ; approximately screen center
- WAIT 2 ; pause to see cursor position
- WRITE "Whaouu" ; write text at position
- WAIT 2 ; pause to see text on screen
-
- Example 2:
-
- SET CURSOR ON ; make sure cursor is visible
- SCREEN CLEAR ; cursor position is now 1,1
- GOXY 30 12 WRITE "Whaouu" ; position cursor and write
- WAIT 2 ; pause to see text on screen
-
- Note that the GOXY command works the same way in both text
- and graphics mode. This can sometimes make it a bit difficult
- exactly to figure out, where in graphics mode writing will be
- written, since graphics writes can have bigger size letters.
- Try out different settings until you're satisfied, it isn't
- hard at all - you usually get it right the first time around.
-
-
-
-
-
-
-
- --- Page: 84 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- WAIT
-
- Syntax.: WAIT [<seconds> | "<text>"]
-
- Modes..: + text, + graphic
-
- This command stops the script for a given amount of time. It
- is useful to stop without asking the user to press any key,
- when for example you're using DataShow to demonstrate your
- own program demo. Then when showing screens you can make them
- roll continuously on the screen. As you can see in the syntax
- there are a number of ways the command works.
-
- You can issue the command without parameters in which case
- script execution stops until a key is struck. You can specify
- to stop script execution for a given number of seconds. Or
- you can stop the execution specifying a text to be written at
- the current coordinates and waiting for a key to be pushed.
-
- Whenever a key is waited upon, script execution is stopped.
- This is not always a good idea (eg. when running nonstop pre-
- sentations), so therefor you can use the WAIT command in con-
- junction with the SET TIMEOUT command.
-
- Wait in seconds can also be a decimal value. Thus the command
- WAIT 0.5 halts script execution for 1/2 a second. The minimum
- value for seconds is 0.1.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- SHOW SCREEN "s1.scr" TXT ; show file s1.scr
- WAIT 4 ; pause to see screen
- SHOW SCREEN "s2.scr" TXT ; show file s2.scr
- WAIT 4 ; pause to see screen
- SCREEN CLEAR ; start on a new fresh screen
- GOXY 5 24 ; go to bottom of the screen
- WAIT "Push any key" ; wait for a key to be pushed
- CONTINUE ; make script run forever
-
- Note that the script can be set to be halted temporarily with
- the SET DEBUG command. This enables you to see a page with
- status information.
-
- Example:
-
- SET DEBUG ON ; make ready for debugging
- VARIABLE CREATE n1 TYPE NUMBER 1 ; create variable
- VARIABLE CREATE n2 TYPE NUMBER 2 ; create variable
- VARIABLE CREATE n3 TYPE NUMBER 3 ; create variable
-
-
- --- Page: 85 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- MATH n1 = n1 + 3 ; do calculation
- WAIT ; wait until keypressed
-
- Now in the last command you could hit <alt> + <d> and you can
- see the content of all the variables. This makes it easier to
- find errors in assignments to variables.
-
-
-
-
-
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-
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- --- Page: 86 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SPEAK
-
- Syntax.: SPEAK <number> | <name> | "<text>"
-
- Modes..: + text, + graphic
-
- This command sends the number or the text given, to the PC
- speaker. It must be either a number, a variable name or a
- string of text, since they require different handling.
-
- NB: This command needs to figure out the speed of your compu-
- ter. Therefor it runs a test. This test reveals a wrong speed
- for your system, if network or other resident software is in
- use. To obtain a maximum sound, unload any resident software.
-
- The number that can be spoken is a positive integer between 1
- and 32765.
-
- In the text string you can use the following phoneme codes to
- create the right sounds:
-
- CODE SOUND (capitalized in sample word)
- ---- -----
- A mAke = m-A-k
- AE bAt = b-AE-t
- AH cAr = k-AH-r
- AW dOg = d-AW-g
- B Bat = B-ae-t
- CH CHeese = CH-ee-z
- D Dog = D-aw-g
- EE bE = b-EE
- EH bEt = b-EH-t
- F raFt = r-ae-F-t
- G Go = G-oh
- H Hive = H-i-v
- I tIme = t-I-m
- IH sIt = s-IH-t
- J Jet = J-eh-t
- K Kill = K-ih-l
- L Love = L-uh-v
- M Map = M-ae-p
- N Nab = N-ae-b
- OH gO = g-OH
- OO gOO = g-OO
- P Pat = P-ae-t
- R Rat = R-ae-t
- S Sat = S-ae-t
- SH SHe = SH-ee
- T Tap = T-ae-p
- TH THin = TH-ih-n
-
-
- --- Page: 87 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- TZ THis = TZ-ih-s
- U wOrd = w-U-r-d
- UH bUt = b-UH-t
- V Vat = V-ae-t
- W With = W-ih-th
- WH WHich = WH-ih-ch
- Y Yes = Y-eh-s
- Z Zap = Z-ae-p
- ZH viSion = v-ih-ZH-eh-n
- - inter-phoneme separator
- space inter-word pause
-
- We know it can be a tedious job to get the sounds right, but
- if you try and try and try, hopefully the time spent will be
- worth it.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "Keep quiet" ; write text
- SPEAK "N-O W-A-Y" ; speak text through speaker
- WAIT 1 ; pause before ending
-
-
-
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-
- --- Page: 88 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- MUSIC
-
- Syntax.: MUSIC
- < SOUND <notechar> <number> <number> > |
- < PROCESS "<filename>" <SND | WAV> >
-
- Modes..: + text, + graphic
-
- This command has two separate functions, both of which makes
- it possible to play music or make sounds however.
-
- Beneath here the two are mentioned separately. Choose either
- of PROCESS or SOUND.
-
-
-
-
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- --- Page: 89 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- PROCESS
-
- Syntax.: MUSIC PROCESS "<filename>" SND |
-
- MUSIC PROCESS "<filename>" <WAV|VOC> <frequency> |
-
- MUSIC <QUIT|SUSPEND|RESUME>
-
- Modes..: + text, + graphic
-
- This command either starts or stops a process that on the ba-
- sis of a file keeps on playing music, while other commands
- are being executed. It is an alternative to the SOUND command
- where you directly can create your own music via notes and
- specify durations, but can't execute them in the background.
-
- The .SND DataShow music files can be created with an ordinary
- ASCII editor. Save the file you create to disk, and give this
- command from DataShow, and the music can be heard via the PC
- speaker while other commands in your script are executed. See
- the syntax for ASCII file below.
-
- .SND files can only be played on the built in PC speaker, and
- no frequency has to be supplied (since it is given in the SND
- file itself).
-
- WAV and VOC type files are raw sound files and they can be
- played on the PC speaker, an Adlib or Sound Blaster according
- to the setting of the INSTALL SOUND command.
-
- The .WAV Windows music files can be created via some programs
- that you can get for MicroSoft Windows v. 3.x (tm). You have
- to supply a frequency with this command. You can try out se-
- veral values until you find the right value, where the sound
- is the best it can be on the internal PC speaker, to an Adlib
- or Sound Blaster Card. Usually the Wave files that comes with
- Windows has a frequency of 12MHz.
-
- The .VOC music files are files that exists in abundance. They
- include music and speach. As is the case with .WAV files you
- must supply a frequency. Trial and error is the best way. If
- the sound sounds slow like a record running at too slow speed
- you must increase the frequency. You must decrease the freq-
- uency if the sounds goes too fast.
-
- PLEASE NOTE, This has been changed from Version 4.2A:
- -----------------------------------------------------
- Frequencies can be in the range 20-44400, so examples of of-
- ten used frquencies looks like this:
-
-
-
- --- Page: 90 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- For 8MHz the value is 8000
- For 12MHz the value is 12000
- For 23MHz the value is 23000
-
- With the registered version of DataShow you get a large bunch
- of .WAV files ready for you to play!
-
- Example 1:
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "Playing music.." ; write text on the screen
- MUSIC PROCESS "m1.snd" SND ; start a music file
-
- Example 2:
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "Playing music.." ; write text on the screen
- MUSIC PROCESS "beback.wav" WAV 12000 ; start a music file
-
- This command is still under construction. The syntax shown a-
- bove is correct, but the command doesn't work as a background
- process. You can only issue the command, and then wait for
- the process to stop. A utility is supplied to create DataShow
- sound files from PianoMan v. 4 files, look further below!
-
- The syntax for the .SND file goes like this; On the first li-
- ne there has to be a semicolon followed directly by the word
- DataShow. Then there has to be one or more lines, where each
- line represents a sound (frequency) and the time the sound is
- to be played (duration). An example is the following:
-
- ;DataShow music file: Noise.snd
- Freq: 1564 Dur: 360
- Freq: 1315 Dur: 360
- Freq: 1756 Dur: 540
- Freq: 1756 Dur: 180
- Freq: 1394 Dur: 360
- Freq: 1172 Dur: 360
- Freq: 1564 Dur: 540
- Freq: 1564 Dur: 180
- Freq: 1315 Dur: 360
- Freq: 1044 Dur: 360
- Freq: 1394 Dur: 360
- Freq: 1172 Dur: 360
- Freq: 1564 Dur: 540
- Freq: 1564 Dur: 180
- Freq: 1044 Dur: 720
-
- The example music file shown above is supplied with the SHOW-
- UTIL pack. It is shipped together with DataShow when you re-
- gister by following the method described in the enclosed
- INFO.TXT text file.
-
-
- --- Page: 91 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
-
- To calculate the frequency used in DataShow you can use this
- formula:
-
- Frequency is set to 32.625
-
- For 1 to Octave
- Frequency is set to Frequency times 2
-
- For 1 to NoteValue-1
- Frequency is set to Frequency times 1.059463094
-
- The Duration is supplied in milliseconds
-
- NoteValues are:
-
- C=1, CF=2, D=3, DF=4, E=5, F=6, FF=7,
- G=8, GF=9, A=10, AS=11, B=12.
-
- Alternatively you can use the SHOWUTIL pack to create a .SND
- file by entering notes, octaves and durations.
-
-
-
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- --- Page: 92 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SOUND
-
- Syntax.: MUSIC SOUND <notechar> <number> <number>
-
- Modes..: + text, + graphic
-
- This command makes it possible to generate sounds. When cal-
- led the command requires a character symbolizing a note (A-G,
- AS,CF,DF,GF,FF). Then a number for the octave, and finally a
- number giving the duration of the sound. So by making loops
- you can create music on your own.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 1 3 ; move to new location
- WRITE "TELEPHONE.." ; write text
- VARIABLE CREATE loop 1 TYPE NUMBER ; to control loop
- MARK 1 ; set a mark to jump to
- MUSIC SOUND G 4 70 ; sound G in octave in m.secs.
- MUSIC SOUND D 4 70 ; sound D in octave in m.secs.
- VARIABLE INCREASE loop 1 ; increment control variable
- IF loop EQ 8 DO JUMPMARK 2 ; test the variable
- JUMPMARK 1 ; if we're here, go to mark 1
- MARK 2 ; set a mark to jump to
- VARIABLE RELEASE loop ; clean up after us
- WAIT 1 ; pause before returning
-
-
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-
- --- Page: 93 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- EFFECT
-
- Syntax.: EFFECT <SCROLL | FADE | GLITTER | TEXTTYPE | POINT>
-
- As you can see, there are several different types of parame-
- ters to this command. Choose the one you wish to have more
- information about.
-
- SCROLL FADE GLITTER
-
- TEXTTYPE POINT
-
-
-
-
-
-
-
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- --- Page: 94 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- EFFECT SCROLL
-
- Syntax.: EFFECT SCROLL <UP | DOWN>
-
- Modes..: + text, + graphic
-
- This command scrolls the entire screen one line UP or DOWN,
- with all text on the screen being moved. The new line at the
- bottom or at the top of the screen, will have the color set
- by the COLOR command.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; move position to 10,10
- WRITE "Here" ; print text at position
- VARIABLE CREATE loop 1 TYPE NUMBER ; variable for loops
- MARK 1 ; mark a place to jump to
- EFFECT SCROLL UP ; move all screen one place up
- IF loop EQ 10 DO JUMPMARK 2 ; test the variable
- VARIABLE INCREASE loop 1 ; increment loop variable
- JUMPMARK 1 ; if reached here, goto mark 1
- MARK 2 ; jump to here if loop is 10
-
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- --- Page: 95 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- EFFECT FADE
-
- Syntax.: EFFECT FADE <IN | OUT | BOTH>
-
- Modes..: + text, + graphic
-
- This command either fades the screen in, fades the screen out
- or does first a fade out and then a fade in (this is the BOTH
- command).
-
- Example:
-
- SET GRAPHICS EGA1 ; initialize graphics
- SHOW SCREEN "g1.gra" GRA ; show file called g1.gra
- WAIT 2 ; pause to see picture
- EFFECT FADE OUT ; slowly clear out the screen
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "Text again" ; continue as usual
- WAIT 2 ; pause to see text
-
- Please note that this command requires a VGA or better screen
- but on such a screen it will work in text and all graphics
- modes.
-
-
-
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- --- Page: 96 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- EFFECT GLITTER
-
- Syntax.: EFFECT GLITTER
-
- Modes..: + text, + graphic
-
- This command works equally well in text and graphics mode. It
- fills the screen with blanks and the COLOR ATTRIBUTE setting.
-
- The effect is that the screen is blanked out in a "firework"
- sort of way. You can then continue with the next command.
-
- Example:
-
- SHOW SCREEN "s1.scr" TXT ; show file s1.scr
- WAIT 2 ; pause to see screen
- EFFECT GLITTER ; make the image disappear
- SHOW SCREEN "s2.scr" TXT ; show file s2.scr
- WAIT 2 ; pause to see screen
-
-
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- --- Page: 97 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- EFFECT TEXTTYPE
-
- Syntax.: EFFECT TEXTTYPE <font-number> <size-number>
-
- Modes..: + text, + graphic
-
- This command makes it possible for you to change the style in
- which graphic writes are to be done. The command have no in-
- fluence on textmode writes.
-
- The first parameter you specify is a number that tell which
- character font you wish to have displayed. Choose between:
-
- 0 Default (8x8 Bitmapped font)
- 1 Triplex (stroked font)
- 2 Sansserif (stroked font)
- 3 Script (stroked font)
- 4 - User installed font
-
- The command can be used in conjunction with the INSTALL FONT
- if you want to install a font yourself, and then make it the
- current one. (That is the "4" parameter above).
-
- With the second parameter you tell which size you want the
- font displayed in. You can have numbers between 1 and 10 with
- 1 being the smallest and 10 the largest.
-
- Example:
-
- SET GRAPHICS EGA1 ; make sure we're in graphics
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; set current coordinates
- EFFECT TEXTTYPE 1 6 ; change font and size
- WRITE "IMPORTANT" ; print text on blank screen
- WAIT 2 ; pause to see text
- GOXY 10 20 ; set current coordinates
- EFFECT TEXTTYPE 0 1 ; change default font and size
- WRITE "This is normal" ; print text on blank screen
- WAIT 2 ; pause to see text
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 98 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- EFFECT POINT
-
- Syntax.: EFFECT POINT <x-coordinate> <y-coordinate>
-
- Modes..: + text, + graphic
-
- This command is used to show an arrow on the screen. So if
- you wish to point out a specific place on the screen, you is-
- sue this command, with similar coordinates as the GOXY
- command. But the x, and y coordinates set by GOXY are not as-
- fected by the POINT command.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; set current coordinates
- WRITE "IMPORTANT" ; print text on blank screen
- WAIT 2 ; pause to see text
- EFFECT POINT 10 9 ; print arrow on screen
- WAIT 2 ; pause to see text
-
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- --- Page: 99 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- DRAW
-
- Syntax.: DRAW <BOX | LINE | CIRCLE | BAR>
-
- Modes..: + text, + graphic
-
- This command has several different parameters. Choose the
- one you wish to have more information about.
-
- BOX LINE CIRCLE BAR
-
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- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- DRAW BOX
-
- Syntax.: DRAW BOX <length> <height>
-
- Modes..: + text, + graphic
-
- This command draws a frame from the current x and y coordina-
- tes with the length and height specified on the command line.
- The box must fit within the coordinates of the screen set by
- the current settings of the x-coordinate and y-coordinate,
- which are set by the GOXY command. The command can be useful
- in cases where you wish to have a box (frame) printed around
- a WINDOW. The color is set by COLOR.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; move position to 10,10
- DRAW BOX 5 10 ; print frame at position
- WAIT 2 ; pause to see box
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- --- Page: 101 ---
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- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- DRAW LINE
-
- Syntax.: DRAW LINE <length-number>
-
- Modes..: + text, + graphic
-
- This command prints a line on the screen, with the length gi-
- ven at the command line. The line can be a single line or a
- double line according to the setting of the SET DOUBLELINE
- command. The line is drawn in the current back- and fore-
- ground colors.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- SET DOUBLELINE OFF ; set single lines writes
- DRAW LINE 10 ; write single line
- WAIT 2 ; pause to see cursor position
- GOXY 1 3 ; move to new location
- SET DOUBLELINE ON ; write double lines
- DRAW LINE 10 ; write double lines
- WAIT 2 ; pause to see cursor position
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- --- Page: 102 ---
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- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- DRAW CIRCLE
-
- Syntax.: DRAW CIRCLE <radius-number>
-
- Modes..: - text, + graphic
-
- This command draws a circle in the color defined by the cur-
- rent COLOR setting. The middle point of the circle is set by
- the GOXY command. The radius is a positive number that auto-
- matically is scaled according to the current size of the
- screen. So a number of 1 will make a small circle an a number
- of 10 will make a large circle in any graphics mode.
-
- The command only has meaning in graphic scripts (since it is
- impossible to make circles in text mode), but no error will
- occur is you give this command in text mode.
-
- Example:
-
- SET GRAPHICS EGA2 ; make sure we're in graphics
- GOXY 10 10 ; current position is set
- DRAW CIRCLE 1 ; draw small circle at place
- WAIT 2 ; pause to see picture
- DRAW CIRCLE 10 ; draw large circle at place
- WAIT 2 ; pause to see picture
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- --- Page: 103 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- DRAW BAR
-
- Syntax.: DRAW BAR <length> <height>
-
- Modes..: - text, + graphic
-
- This command draws a bar from the current x and y coordinates
- with the length and height specified on the command line. The
- bar must fit within the coordinates of the screen set by the
- current settings of the x-coordinate and y-coordinate, which
- are set by the GOXY command. The command can be useful
- in cases where you wish to have an area blanked out with the
- current foreground color set by COLOR.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; move position to 10,10
- DRAW BAR 5 10 ; print bar at position
- WAIT 2 ; pause to see bar
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- --- Page: 104 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SET
-
- Syntax.: SET <parameter>
-
- This command has many parameters, that can be switched on or
- off. Beneath here, the different parameters are shown, toge-
- ther with their default states. Simply choose which parameter
- you wish to see described.
-
- GRAPHICS DELAYFACTOR SHADOW
-
- CURSOR TIMEOUT ESCAPEKEY
-
- TEXTSOUND DOUBLELINE DEBUG
-
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- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SET GRAPHICS
-
- Syntax.: SET GRAPHICS <OFF | CGA | EGA1 | EGA2 | VGA1 |
- VGA2 | SVGA1 | SVGA2>
-
- Modes..: + text, + graphic
-
- This command either starts or stops the use of the graphics
- mode. Many commands work in the same way regardless of the
- video mode. However many texts looks more interesting in gra-
- phics mode, since they are more easy to see.
-
- So by specifying a graphicsmode as the parameter to this com-
- mand, you'll switch DataShow into that graphics mode if it is
- possible given your graphics adapter.
-
- The possible values are:
-
- Value: Adapters supported: Resolution:
-
- CGA CGA, EGA, VGA, SVGA, XGA 320x200x16
- EGA1 EGA, VGA, SVGA, XGA 640x200x16
- EGA2 EGA, VGA, SVGA, XGA 640x350x16
- VGA1 MCGA, VGA, SVGA, XGA 640x480x16
- VGA2 MCGA, VGA, SVGA, XGA 320x200x256
- SVGA1 SVGA/VESA 640x480x256
- SVGA2 SVGA/VESA 800x600x256
-
- The default value that is used for the SHOW SCREEN <filename>
- GRA command is EGA1, except if DataShow finds that you only
- have a CGA monitor in which case the default will be set to
- CGA.
-
- Note: Since some of the SHOW SCREEN commands (PCX and GIF)
- manipulates the colors on the graphics screen quite a bit,
- DataShow has to switch back and forth between text- and
- graphicsmode to reset the screen.
-
- The default setting for SET GRAPHICS, at the beginning of
- DataShow is OFF however, since many programs still use text-
- mode screens only.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- SET DELAYFACTOR 4 ; set for slow writes
- GOXY 10 10 ; move position to 10,10
- WRITE "NOW TEXTMODE" ; print text at position
- WAIT 2 ; pause to see cursor position
- SET GRAPHICS EGA1 ; switch into graphics mode
-
-
- --- Page: 106 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- GOXY 10 10 ; move to line 18,20 places in
- WRITE "NOW GRAPHICS" ; print text at position
- WAIT 2 ; pause to see cursor position
-
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-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SET DELAYFACTOR
-
- Syntax.: SET DELAYFACTOR <number>
-
- Modes..: + text, + graphic
-
- This command controls various output to screen. By setting
- the delayfactor you control how long time in 1/10 of a second
- the is between writes with the WRITE command.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 1 8 ; set coordinates
- WRITE "Now fast" ; print text at position
- WAIT 4 ; wait to see text
- GOXY 1 10 ; show file screen2.scr
- SET DELAYFACTOR 5 ; make text slower on screen
- WRITE "Now slow" ; same result as above
- WAIT 2 ; wait to see text
-
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- --- Page: 108 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SET SHADOW
-
- Syntax.: SET SHADOW <OFF | <number>>
-
- Modes..: + text, + graphic
-
- This command makes it possible for you to have several of the
- write functions to display a shadow. This makes an effectfull
- presentation.
-
- The command has no effect in text mode.
-
- The number that is used is the same as COLOR FOREGROUND for
- all screens that has 0-15 different colors, and in the range
- 0-255 for screens that has modes up to 256 different colors.
-
- Example:
-
- SET GRAPHICS EGA1 ; switch into graphics mode
- GOXY 10 10 ; move to line 10,10 places in
- WRITE "NOW NO SHADOW" ; print text at position
- WAIT 2 ; pause to see cursor position
- SET SHADOW 3 ; set the shadow attribute
- GOXY 10 20 ; move to line 20,10 places in
- WRITE "NOW A SHADOW" ; print text at position
- WAIT 2 ; pause to see cursor position
-
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- --- Page: 109 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SET CURSOR
-
- Syntax.: SET CURSOR ON | OFF
-
- Modes..: + text, + graphic
-
- This command controls the cursor. When turned on, the cursor
- is shown as a small blinking line in the current location se-
- lected by GOXY. When turned off, the cursor is not shown
- on the screen. Default (at the start of DataShow) the cursor
- is ON.
-
- The command can be issued in both text and graphics mode. In
- textmode the function is as described above. In graphics mode
- however the command is just ignored. In graphics mode there
- is no visible cursor.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- SET CURSOR ON ; make sure we see the cursor
- GOXY 10 10 ; move position to 10,10
- WRITE "NOW HERE" ; print text at position
- WAIT 2 ; pause to see cursor position
- SET CURSOR OFF ; turn cursor off
- GOXY 20 18 ; move to line 18,20 places in
- WRITE "NOW GONE" ; print text at position
- WAIT 2 ; pause to see cursor position
-
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- --- Page: 110 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SET TIMEOUT
-
- Syntax.: SET TIMEOUT <number>
-
- Modes..: + text, + graphic
-
- This command lets you set a time for which the WAIT command
- will wait for a key to be pressed. If the number is 0, the
- command will always wait for any key to be pressed. A number
- greater than 0 will wait for that number of seconds, and then
- continue the next command in the script file. This is useful
- when you do not want a script to stop running, just because
- nobody has touched the keyboard. Default (at program start),
- the value for TIMEOUT is 0, which means that when a WAIT com-
- mand is issued, the script will await a key press.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- SET TIMEOUT 5 ; set timeout time to 5 secs.
- WAITKEY "Any key" ; wait for any key for 5 secs.
- GOXY 10 10 ; position cursor on screen
- WRITE "Here we go" ; key pushed or 5 secs. passed
- SET TIMEOUT 0 ; resets, to force key input
- WAIT "Any key" ; wait for any key (will wait)
-
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- --- Page: 111 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SET ESCAPEKEY
-
- Syntax.: SET ESCAPEKEY OFF | <number>
-
- Modes..: + text, + graphic
-
- This command makes it possible to turn on or off the possibi-
- lity to interrupt scriptfiles with a given key. If a script
- should continue to run no matter which key is pressed, speci-
- fy OFF. If you wish to have the possibility to stop the exe-
- cution of a script at any time, the number you write in the
- command is the ASCII number associated with a key, eg. 27 is
- the <Esc> key.
-
- By default (at the beginning of DataShow) it is possible to
- stop a script by using the <Esc> key.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- SET ESCAPEKEY 81 ; script can stop with Q key
- WRITE "NOW ON" ; print text at position
- GOXY 10 10 ; write at new location
- WRITE "Use key <Q>" ; print text at new location
- WAIT 2 ; pause to see cursor position
- SCREEN CLEAR ; blank out entire screen
- SET ESCAPEKEY OFF ; script cannot be stopped
- WRITE "NOW OFF" ; print text at position
- WAIT 2 ; pause to see cursor position
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- --- Page: 112 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SET TEXTSOUND
-
- Syntax.: SET TEXTSOUND ON | OFF
-
- Modes..: + text, + graphic
-
- This command control sound when text is written on screen. If
- turned on, a sound will be heard when each letter is written.
- If turned off, no sound is heard. See also WRITE. Default (at
- the start of DataShow) textsound is OFF. Textsound is con-
- trolled together with the SET DELAYFACTOR setting. Textsound
- is not related to the MUSIC SOUND command.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- SET DELAYFACTOR 4 ; setup for slow printing
- SET TEXTSOUND OFF ; set silence first
- GOXY 10 10 ; move position to 10,10
- WRITE "Silence" ; print text at position
- WAIT 2 ; pause to see cursor position
- SET TEXTSOUND ON ; turn writing sound on
- GOXY 20 18 ; move to line 18,20 places in
- WRITE "Hear this" ; print text at position
- WAIT 2 ; pause to see cursor position
-
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- --- Page: 113 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SET DOUBLELINE
-
- Syntax.: SET DOUBLELINE ON | OFF
-
- Modes..: + text, + graphic
-
- This command specifies that lines written by certain commands
- are to be printed with or without double borders. The default
- setting is OFF, and then only one line will show. If set to
- ON, two lines next to each other will be shown. See also the
- DRAW LINE command.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- SET DOUBLELINE OFF ; set single lines print
- LINE 10 ; print line at position
- WAIT 2 ; pause to see cursor position
- GOXY 1 3 ; move to new location
- SET DOUBLELINE ON ; write double lines
- LINE 10 ; write double lines
- WAIT 2 ; pause to see cursor position
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- --- Page: 114 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SET DEBUG
-
- Syntax.: SET DEBUG ON | OFF
-
- Modes..: + text, - graphic
-
- This command let you halt a script with the <alt+d> keys. You
- simply set this command to ON and then with the <alt> and the
- <d> keys pressed together, a page of current information will
- be shown. After you press enter, you will be returned to the
- exact same spot, where you interrupted the script. This makes
- it easy to trace the value of variables at certain places in
- your script. Once you have completed your script and it works
- as it should you could just remove this line from the script
- before sending it out. The default setting is OFF.
-
- Note that when you are in a READ command, you cannot halt the
- script with <alt+d>. The best way to make "breakpoints" in a
- script is to issue eg. a WAIT command and at that point hit
- the <alt+d> key combination.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- SET DEBUG ON ; make script debugable
- VARIABLE CREATE test TYPE NUMBER 1 ; make a variable
- WAIT 10 ; now <alt+d> will show status
-
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- --- Page: 115 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- DO
-
- Syntax.: DO "<filename>"
-
- Modes..: + text, + graphic
-
- This command executes another scriptfile. You thereby get the
- chance to branch into a submodule from your program. Once in
- another submodule, you cannot branch from that submodule into
- other submodules. You are restricted to only branch into one
- submodule at a time. Back in the main program you can again
- branch to another or the same submodule.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "Main file" ; print text at position
- WAIT 2 ; pause to see text
- DO "file2.shw" ; branch to other scriptfile
-
- ; File 2
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; move position to 10,10
- WRITE "In file2" ; print text at position
- WAIT 2 ; pause to see text
- ; End file 2
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "I am back" ; print text at position
- WAIT 2 ; pause to see text
-
- Note that when a script is tokenized, the extension of all
- .SHW files are changed to .TOK. This is also done in all DO
- commands automatically.
-
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- --- Page: 116 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- MARK
-
- Syntax.: MARK <name | number>
-
- Modes..: + text, + graphic
-
- This command sets a marker in a script file. Then you can
- jump to that location with the JUMPMARK command. It is easy
- to control the sequence of transactions in the script with
- this command. Marks can be any name or number. Eg. gotohere1
- or just 1.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 20 10 ; position place to write text
- WRITE "Hello there" ; display text
- MARK 1 ; set a marker
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; position place to write text
- WRITE "Hello here" ; display text
- JUMPMARK 1 ; next command is executed
-
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- --- Page: 117 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- JUMPMARK
-
- Syntax.: JUMPMARK <name | number>
-
- Modes..: + text, + graphic
-
- This command together with the MARK command, lets you control
- the execution flow of a program. When a marker has been set
- you use this command to jump to that location. The command
- can only be issued to a MARK within the same command file.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 20 10 ; position place to write text
- WRITE "Hello there" ; display text
- MARK 1 ; set a marker
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; position place to write text
- WRITE "Hello here" ; display text
- JUMPMARK 1 ; next command is executed
-
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- --- Page: 118 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- VARIABLE
-
- Syntax.: VARIABLE <CREATE | RELEASE |
- INCREASE | DECREASE |
- VALUE | LOAD | SAVE>
-
- With this command you can manipulate values of variables. You
- start by creating a variable and then increase or decrease it
- to control eg. loops in you scripts. When you don't need the
- variable any more, you simply issue the release command.
-
- For more specific information on each of the items, choose:
-
- CREATE INCREASE DECREASE
-
- RELEASE VALUE LOAD
-
- SAVE
-
-
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- --- Page: 119 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- VARIABLE CREATE
-
- Syntax.: VARIABLE CREATE <name> TYPE
- <STRING "<text>" | NUMBER <value>>
-
- Modes..: + text, + graphic
-
- This command creates a variable with a given name and a given
- type. At the same time the variable is assigned a value.
-
- If the variable is of a string type, a text value has to be
- assigned. The string variable can then be used in a number of
- other commands such as: IF and SPEAK.
-
- If the variable is of a number type, the variable can then be
- manipulated with the INCREASE and DECREASE commands. This is
- useful to control eg. loops, and to setup other control se-
- quences in a script file. A number type variable can also be
- used in the MATH command.
-
- A variable can be removed with the RELEASE command.
-
- Note that once a variable has been created with a certain na-
- me, the value of that variable will not be effected if a new
- CREATE variable is encountered. That makes it easier to con-
- trol loops. If you wish to reassign a given value to a given
- variable name you must first release the variable.
-
- A maximum of 15 variables can be active at the same time.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- VARIABLE CREATE test TYPE NUMBER 1 ; create variable
- MARK 1 ; mark a place to jump to
- GOXY 1 1 ; go to location on screen
- WRITE "Test is" ; write text at location
- GOXY 10 1 ; go to location on screen
- WRITE test ; write variable at location
- IF test EQ 4 DO "file1" ; check the variable
- IF test EQ 8 DO JUMPMARK 2 ; check the variable
- IF test EQ 10 DO BREAK ; check the variable
- VARIABLE INCREASE test 1 ; increase variable
- JUMPMARK 1 ; go top the marked position
- MARK 2 ; mark a place to jump to
- VARIABLE RELEASE test ; delete variable
- CONTINUE ; reset script
-
-
-
-
-
- --- Page: 120 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- VARIABLE INCREASE
-
- Syntax.: VARIABLE INCREASE <name> <number>
-
- Modes..: + text, + graphic
-
- This command increases a named variable with a given number.
- First the variable must be created with the CREATE command.
- Then it can be increased with a positive number. This is use-
- full to control eg. loops, and to setup other control sequen-
- ces in a script file.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- VARIABLE CREATE test TYPE NUMBER 1 ; create variable
- MARK 1 ; mark a place to jump to
- GOXY 1 1 ; go to location on screen
- WRITE "Test is" ; write text at location
- GOXY 10 1 ; go to location on screen
- WRITE test ; write variable at location
- IF test EQ 4 DO "file1" ; check the variable
- IF test EQ 8 DO JUMPMARK 2 ; check the variable
- IF test EQ 10 DO BREAK ; check the variable
- VARIABLE INCREASE test 1 ; increase variable
- JUMPMARK 1 ; go top the marked position
- MARK 2 ; mark a place to jump to
- VARIABLE RELEASE test ; delete variable
- CONTINUE ; reset script
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 121 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- VARIABLE DECREASE
-
- Syntax.: VARIABLE DECREASE <name> <number>
-
- Modes..: + text, + graphic
-
- This command decreases a named variable with a given number.
- First the variable must be created with the CREATE command.
- Then it can be decreased with a positive number. This is use-
- full to control eg. loops, and to setup other control sequen-
- ces in a script file.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- VARIABLE CREATE test TYPE NUMBER 1 ; create variable
- MARK 1 ; mark a place to jump to
- GOXY 1 1 ; go to location on screen
- WRITE "Test is" ; write text at location
- GOXY 10 1 ; go to location on screen
- WRITE test ; write variable at location
- IF test EQ 4 DO "file1" ; check the variable
- IF test EQ 8 DO JUMPMARK 2 ; check the variable
- IF test EQ 10 DO BREAK ; check the variable
- VARIABLE INCREASE test 1 ; increase variable
- JUMPMARK 1 ; go top the marked position
- MARK 2 ; mark a place to jump to
- VARIABLE RELEASE test ; delete variable
- CONTINUE ; reset script
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 122 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- VARIABLE RELEASE
-
- Syntax.: VARIABLE RELEASE <name> | ALL
-
- Modes..: + text, + graphic
-
- This command deletes a variable that previously has been
- created with the CREATE command. If you specify the ALL para-
- meter, all variables will be deleted.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- VARIABLE CREATE test TYPE NUMBER 1 ; create variable
- MARK 1 ; mark a place to jump to
- GOXY 1 1 ; go to location on screen
- WRITE "Test is" ; write text at location
- GOXY 10 1 ; go to location on screen
- WRITE test ; write variable at location
- IF test EQ 4 DO "file1" ; check the variable
- IF test EQ 8 DO JUMPMARK 2 ; check the variable
- IF test EQ 10 DO BREAK ; check the variable
- VARIABLE INCREASE test 1 ; increase variable
- JUMPMARK 1 ; go top the marked position
- MARK 2 ; mark a place to jump to
- VARIABLE RELEASE test ; delete variable
- CONTINUE ; reset script
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 123 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- VARIABLE VALUE
-
- Syntax.: VARIABLE VALUE <name> <value>
-
- Modes..: + text, + graphic
-
- This command forces a value to a variable that previously has
- been created with the CREATE command. You can force values to
- string, number and key type variables. For number type vari-
- ables you can also force a new value with the MATH command.
-
- For strings this is useful, if you have just read one value
- into the variable and the want to read another. By forcing a
- value, the previous string will be erased and you can read
- an all new string into the variable. You can also make "defa-
- ult" values ready in string commands.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- VARIABLE CREATE str TYPE STRING "" ; create variable
- GOXY 1 1 ; go to location on screen
- WRITE "Type 'TEST'" ; write text on screen
- MARK 1 ; make place to jump to
- GOXY 12 1 ; go to location on screen
- READ STRING str 8 ; read string into variable
- CASE STRING UPPER str "TEST" DO JUMPMARK 2 ; test string
- JUMPMARK 1 ; string is not right
- MARK 2 ; string is right
- ; /// Note ///
- VARIABLE VALUE str "" ; make string empty
- GOXY 1 3 ; go to location on screen
- WRITE "Type 'QUICK'" ; write text on screen
- MARK 3 ; make place to jump to
- GOXY 12 3 ; go to location on screen
- READ STRING str 8 ; read string into variable
- CASE STRING UPPER str "QUICK" DO JUMPMARK 4 ; test string
- JUMPMARK 3 ; string is not right
- MARK 2 ; string is right
-
- If you didn't reset the variable at the place where the
- /// Note /// is placed, when you made the next READ STRING,
- the prior content of string would be shown (TEST that is).
- Now an empty string will result in a blank field.
-
-
-
-
-
-
-
-
- --- Page: 124 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- VARIABLE LOAD
-
- Syntax.: VARIABLE LOAD <name> FROM "<filename>"
-
- Modes..: + text, + graphic
-
- This command loads a variable that previously has been
- created with the CREATE command, and then saved with the
- SAVE command.
-
- This is a means of saving variables from one run of a script
- to another.
-
- Example:
-
- SCREEN CLEAR ; empty screen
- VARIABLE CREATE test1 TYPE NUMBER 1 ; make variable
- WRITE test1 ; write variable value
- WRITE " " ; write separator
- VARIABLE SAVE test1 TO "test1.var" ; save variable
- VARIABLE INCREASE test1 1 ; increase variable value
- WRITE test1 ; write variable value
- WRITE " " ; write separator
- VARIABLE LOAD test1 FROM "test1.var" ; load variable
- WRITE test1 ; write variable value
- WRITE " " ; write separator
- WAIT 2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 125 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- VARIABLE SAVE
-
- Syntax.: VARIABLE SAVE <name> TO "<filename>"
-
- Modes..: + text, + graphic
-
- This command saves a variable that previously has been
- created with the CREATE command. You can then load it again
- with the LOAD command.
-
- This is a means of saving variables from one run of a script
- to another.
-
- Example:
-
- SCREEN CLEAR ; empty screen
- VARIABLE CREATE test1 TYPE NUMBER 1 ; make variable
- WRITE test1 ; write variable value
- WRITE " " ; write separator
- VARIABLE SAVE test1 TO "test1.var" ; save variable
- VARIABLE INCREASE test1 1 ; increase variable value
- WRITE test1 ; write variable value
- WRITE " " ; write separator
- VARIABLE LOAD test1 FROM "test1.var" ; load variable
- WRITE test1 ; write variable value
- WRITE " " ; write separator
- WAIT 2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 126 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- READ
-
- Syntax.: READ CHOISE <number> <number> |
- STRING [UPPER] <variable name> <length number> |
- KEY <variable name>
-
- Modes..: + text, + graphic
-
- This command has three ways of working.
-
- In the first way, the command let the user enter a number.
- The number must be in the range between the two numbers given
- in the command. A key is then awaited to be pressed. The num-
- ber entered by the user can then be further examined with the
- CASE CHOISE command.
-
- In the second way, a variable can be read. It doesn't matter
- if the variable is of type string or type number. The current
- content (if any) is shown in an edit field and the user can
- edit the variable quite easily. After the Carriage Return key
- has been hit, the variable will have the new content. A READ
- STRING variable can not be longer than 80 characters. The va-
- riable can be further examined by the CASE STRING command.
- If you add the word UPPER to the command, any letter you type
- will be forced to upper case.
-
- In the third way, a key variable can be read. A single key is
- awaited, and that key can then be further evaluated by the
- CASE KEY command.
-
- Example 1 (READ CHOISE...):
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 20 10 ; position place to write text
- WRITE "1: test1" ; display text
- GOXY 20 12 ; position place to write text
- WRITE "2: test2" ; display text
- GOXY 20 14 ; position place to write text
- WRITE "3: Exit" ; display text
- GOXY 20 16 ; position place to write text
- WRITE "[1..3]:" ; display text
- READ CHOISE 1 3 ; get input from user
- CASE CHOISE 1 DO "test1" ; do the file test1
- CASE CHOISE 2 DO JUMPMARK 4 ; jump to a new location
- CASE CHOISE 3 DO QUIT ; halt DataShow
- ; handle the error situation with eg. jumpmark command
-
- Example 2 (READ STRING...):
-
- VARIABLE CREATE name TYPE STRING "" ; create variable
-
-
- --- Page: 127 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 20 10 ; position place to write text
- WRITE "Enter your name:" ; prompt user for input
- GOXY 20 11 ; position place to read text
- READ STRING name 20 ; read the input
- GOXY 20 13 ; position place to write text
- WRITE "Hello" ; write text
- GOXY 20 14 ; position place to write text
- WRITE name ; write variable
-
- Example 3 (READ KEY...):
-
- ; Main file:
- VARIABLE CREATE test TYPE KEY ; create variable
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 20 10 ; position place to write text
- WRITE "Hit any key" ; prompt user for input
- GOXY 20 11 ; position place to read text
- READ KEY test ; read the input
- CASE KEY test 113 DO JUMPMARK 1 ; q
- CASE KEY test 81 DO JUMPMARK 1 ; Q
- DO "testkey"
- CONTINUE
- MARK 1
-
- ; Testkey file:
- GOXY 20 12 ; position place to write text
- CASE KEY test 472 DO JUMPMARK 1
- CASE KEY test 480 DO JUMPMARK 2
- WRITE "Unknown key" ; write text
- JUMPMARK 3
- MARK 1
- WRITE "You hit the UP key"
- JUMPMARK 3
- MARK 2
- WRITE "You hit the DN key"
- MARK 3
- WAIT 2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 128 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- IF
-
- Syntax.:
-
- IF <<variable name> <EQ | NE | LT | LE | GT | GE | IN>
- <<number> | <variable name>> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
-
- IF [NOT] GRAPH <VGA | EGA | CGA> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
-
- IF [NOT] MOUSE DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
-
- IF [NOT] FILE <"filename"> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
-
- IF [NOT] SOUND <ADLIB | BLAST> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
-
- IF [NOT] VERSION <EQ | NE | LT | LE | GT | GE | IN>
- <number> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
-
- Modes..: + text, + graphic
-
- This command has five meanings. The first command variant
- executes a given command if a named variable compares with an
- operator to a given number or to a given variable. The second
- variant uses some predefined commands to determine which kind
- of graphic adapter the user of a script has. The third vari-
- ant let you test if a mouse driver and mouse can be detected.
- The fourth variant let you test if a file with a given name
- can be found. And finally the fifth variant let you check for
- the presence of certain sound cards.
-
- See the syntax for each of the commands that follow the DO
- in the appropriate individual sections.
-
- You have the possibility to not just execute one command af-
- ter the DO statement. On several new lines you can execute a
- lot of commands, as long as the last line in the list is END.
- This makes it easier to execute a number of commands if a gi-
- ven criteria is fulfilled. You can not however issue a JUMP-
- MARK command from within a IF ... DO ... END number of state-
- ments.
-
- The meaning of the operators in the first command variant are
- as follows:
-
-
-
- --- Page: 129 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- EQ Equals
- NE Not equal
- LT Less than
- LE Less than or equal
- GT Greater than
- GE Greater than or equal
-
- The IN operator requires one more number or variable to com-
- pare with:
-
- IN <<number> | <variable name>> <<number> | <variable name>>
-
- If a number or a variable is in the range specified after the
- IN command, the command following the DO will be executed.
-
- All command variants are useful to control the sequence of
- execution of a script file. A variable can be manipulated
- through the VARIABLE command.
-
- The GRAPH function let you check the graphic adapter card on
- a computer. The function will return true with the VGA para-
- meter on a VGA or better adapter. It will return true with
- EGA if any EGA adapter is found. And it will return true for
- CGA if a CGA or MCGA card is detected.
-
- So if the GRAPH function returns false in all the above cases
- you know that you're dealing with an unsupported adapter. See
- the PROMOTE1.SHW file for an example.
-
- The IF VERSION function makes it possible for you to test the
- version of DataShow. From version 5.0A of DataShow this func-
- tion will always return a hole number representing the Data-
- Show version. Eg. version 5.0A will return 50 and 6.0A will
- return 60. This makes it easy for you to make sure that a
- script is run under the proper DataShow version.
-
- Example 1 (IF <variable name> <operator> <number> DO ...):
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- VARIABLE CREATE test TYPE NUMBER 1 ; create variable
- MARK 1 ; mark a place to jump to
- GOXY 1 1 ; go to location on screen
- WRITE "Test is" ; write text at location
- GOXY 10 1 ; go to location on screen
- WRITE test ; write variable at location
- IF test EQ 4 DO "file1" ; check the variable
- IF test EQ 8 DO JUMPMARK 2 ; check the variable
- IF test EQ 10 DO BREAK ; check the variable
- VARIABLE INCREASE test 1 ; increase variable
- JUMPMARK 1 ; go top the marked position
-
-
- --- Page: 130 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- MARK 2 ; mark a place to jump to
- VARIABLE RELEASE test ; delete variable
- CONTINUE ; reset script
-
- Example 2 (IF GRAPH DO ...):
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- IF GRAPH VGA DO JUMPMARK 1 ; check the graphics adapter
-
- WRITE "THIS PRESENTATION ONLY WORKS ON VGA SCREENS!"
- GOXY 1 2
- WAIT "PUSH ANY KEY..."
- QUIT
-
- MARK 1
- SET GRAPHICS VGA1
- ...
-
- Example 3 (IF MOUSE DO ...):
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- IF MOUSE DO JUMPMARK 1 ; check for a mouse driver
-
- WRITE "Sorry - You need a mouse for this presentation!"
- GOXY 1 2
- WAIT "PUSH ANY KEY..."
- QUIT
-
- MARK 1
- ...
-
- Example 4 (IF FILE <"filename"> DO ...):
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- IF FILE "scores.dat" DO JUMPMARK 1 ; look for the file
-
- WRITE "Sorry! A file is missing for this presentation!"
- GOXY 1 2
- WAIT "PUSH ANY KEY..."
- QUIT
-
- MARK 1
- ...
-
- See the file GUESS.SHW in the EXAMPLES file for a more ex-
- tensive example of the IF FILE command.
-
- Example 5: (IF SOUND <ADLIB | BLAST> DO ...):
-
- ; Create variable to control sound output
-
-
- --- Page: 131 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- VARIABLE CREATE soundtype TYPE NUMBER 0
-
- ; Check for presence of sound cards
- IF SOUND ADLIB DO MATH soundtype = 1
- IF SOUND BLAST DO MATH soundtype = 2
-
- IF soundtype EQ 0 DO JUMPMARK 3
- IF soundtype EQ 2 DO JUMPMARK 2
-
- IF soundtype EQ 1 DO
- INSTALL SOUND ADLIB
- END
- JUMPMARK 3
-
- MARK 2
- IF soundtype EQ 2 DO
- INSTALL SOUND BLAST
- END
-
- ; Now play music via selected output device
- MARK 3
- MUSIC PROCESS "beback.wav" WAV 12000
-
- Example 6: (IF VERSION ... DO):
-
- SCREEN CLEAR
- IF VERSION LT 50 DO
- WRITE "Error in version"
- ELSE
- WRITE "OK version"
- END
- WAIT 2
-
- General example (DO ... END):
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- IF NOT FILE "scores.dat" DO ; look for the file
- WRITE "Sorry! A file is missing for this presentation!"
- GOXY 1 2
- WAIT "PUSH ANY KEY..."
- QUIT
- END
- ...
-
-
-
-
-
-
-
-
-
- --- Page: 132 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- CASE
-
- Syntax.:
-
- CASE <CHOISE <number>> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
-
- CASE <STRING [UPPER] <variable name>
- <<"text"> | <variable name>>> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
-
- CASE <KEY <variable name> <key number>> DO
- "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
-
- Modes..: + text, + graphic
-
- This command has three ways of working.
-
- Remember that each command must fit on to one line in a
- script. The above syntax is only written over more than one
- line in order for it to fit into the help window.
-
- See the syntax for each of the commands that follow the DO
- in the appropriate sections.
-
- The first command variant let you test the content of a
- READ CHOISE command. It will then execute a given command if
- the number entered in a prior READ CHOISE command is equal to
- the number in this command.
-
- The second command variant let you examine the content of a
- string variable. String variables can be assigned values with
- either the VARIABLE CREATE or the READ STRING commands. If
- the string value is equal to the text in quotation marks a
- given command is executed. To compare strings you could add
- the UPPER keyword which causes the comparison between the two
- strings to both be in upper case. Example: UtiLiTy matches
- the word UTiliTY. That makes it easier to compare the strings
- no matter how they have been read.
-
- The third command variant let you examine the content of a
- READ KEY command. (Look after example 3 hereunder for all the
- key numbers that you can compare the entered key with).
-
- Example 1 (CASE CHOISE <number> DO ...):
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 20 10 ; position place to write text
- WRITE "1: test1" ; display text
- GOXY 20 12 ; position place to write text
-
-
- --- Page: 133 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- WRITE "2: test2" ; display text
- GOXY 20 14 ; position place to write text
- WRITE "3: Exit" ; display text
- GOXY 20 16 ; position place to write text
- WRITE "[1..3]:" ; display text
- READ CHOISE 1 3 ; get input from user
- CASE CHOISE 1 DO "test1" ; do the file test1
- CASE CHOISE 2 DO JUMPMARK 4 ; jump to a new location
- CASE CHOISE 3 DO QUIT ; halt DataShow
-
- Example 2 (CASE STRING <variable name> <"text"> DO ...):
-
- MARK 1 ; set a mark to jump to
- VARIABLE CREATE name TYPE STRING "" ; create variable
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 20 10 ; position place to write text
- WRITE "Write: TEST" ; prompt user for input
- GOXY 20 11 ; position place to read text
- READ STRING name 20 ; read the input
- CASE STRING name "TEST" DO JUMPMARK 2 ; test the input
- GOXY 20 13 ; position place to write text
- WRITE "Invalid input" ; write text
- WAIT 4 ; pause to see text
- GOXY 20 13 ; position place to write text
- WRITE " " ; write text
- JUMPMARK 1 ; start over
- MARK 2 ; here right input is entered
- GOXY 20 13 ; position place to write text
- WRITE "Fabulous!!!" ; write text
- WAIT 4 ; pause to see text
-
- Example 3 (CASE KEY <variable name> <key number> DO ...):
-
- ; Main file:
- VARIABLE CREATE test TYPE KEY ; create variable
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 20 10 ; position place to write text
- WRITE "Hit any key" ; prompt user for input
- GOXY 20 11 ; position place to read text
- READ KEY test ; read the input
- CASE KEY test 113 DO JUMPMARK 1 ; q
- CASE KEY test 81 DO JUMPMARK 1 ; Q
- DO "testkey"
- CONTINUE
- MARK 1
-
- ; Testkey file:
- GOXY 20 12 ; position place to write text
- CASE KEY test 472 DO JUMPMARK 1
- CASE KEY test 480 DO JUMPMARK 2
-
-
- --- Page: 134 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- WRITE "Unknown key" ; write text
- JUMPMARK 3
- MARK 1
- WRITE "You hit the UP key"
- JUMPMARK 3
- MARK 2
- WRITE "You hit the DN key"
- MARK 3
- WAIT 2
-
- Key Numbers:
-
- Plain Shift Control Alt
- Up 472 --- --- ---
- Down 480 --- --- ---
- Left 475 --- --- ---
- Right 477 --- --- ---
- Home 471 --- --- ---
- End 479 --- --- ---
- PgUp 473 --- --- ---
- PgDn 481 --- --- ---
-
- Plain Shift Control Alt
- Ins 482 --- --- ---
- Del 483 --- --- ---
- Enter 13 13 13 ___
- Esc 27 27 27 ---
- Tab 9 415 --- ---
- BkSp 8 --- --- ---
-
- Plain Shift Control Alt
- F1 459 484 494 504
- F2 460 485 495 505
- F3 461 486 496 506
- F4 462 487 497 507
- F5 463 488 498 508
- F6 464 489 499 509
- F7 465 490 500 510
- F8 466 491 501 511
- F9 467 492 502 512
- F10 468 493 503 513
-
- Plain Shift Control Alt Plain Shift Control Alt
- a 97 65 --- 430 n 110 78 --- 449
- b 98 66 --- 448 o 111 79 --- 424
- c 99 67 --- 445 p 112 80 --- 425
- d 100 68 --- 432 q 113 81 --- 416
- e 101 69 --- 418 r 114 82 --- 419
- f 102 70 --- 433 s 115 83 --- 431
- g 103 71 --- 434 t 116 84 --- 420
-
-
- --- Page: 135 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- h 104 72 --- 435 u 117 85 --- 422
- i 105 73 --- 436 v 118 86 --- 447
- j 106 74 --- 437 w 119 87 --- 417
- k 107 75 --- 438 x 120 88 --- 445
- l 108 76 --- 439 y 121 89 --- 421
- m 109 77 --- 450 z 122 90 --- 444
-
- Plain Shift Control Alt Plain Shift Control Alt
- 1 ! 49 33 --- 520 [ { 91 --- --- ---
- 2 @ 50 64 --- 521 ] } --- --- --- ---
- 3 # 51 35 --- 522 ; : --- --- --- ---
- 4 $ 52 35 --- 523 ' " --- --- --- ---
- 5 % 53 37 --- 524 , < --- --- --- ---
- 6 ^ 54 94 --- 525 . > --- --- --- ---
- 7 & 55 38 --- 526 / ? --- --- --- ---
- 8 * 56 42 --- 527 ` ~ --- --- --- ---
- 9 ( 57 40 --- 528 \ | --- --- --- ---
- 0 ) 48 41 --- 529
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 136 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- MATH
-
- Syntax.: MATH <variable name> = <expression>
-
- Modes..: + text, + graphic
-
- This command let you do mathematic operations with predefined
- mathematic commands, variables and numbers.
-
- An expression can be put together after the following rules:
-
-
- Expression = [+ | -] Term { + Term | - Term }
-
- An expression consist of an optional + or - sign followed by
- a Term. After that, zero or more (symbolized by the {}) Terms
- preceded by a + or - sign can follow.
-
-
- Term = Factor { * Factor | / Factor }
-
- A term consist of a factor. After that, zero or more factors
- preceded by a * (multiplication) or / (division) sign can
- follow.
-
-
- Factor = Value | (Expression) { ^ Factor }
-
- A factor consist of a value or a parenthesis with a expres-
- sion in. After that, zero or more values preceded by a ^
- (raised to the power of) sign can follow.
-
-
- Value = Number | Variable name | Predefined command
-
- A value consist of a number or the value of a variable or a
- predefined command value (see further below).
-
-
- Number = Digit { Digit } [. { Digit }] | . { Digit }
-
- Digit = { 0|1|2|3|4|5|6|7|8|9 }
-
- A number consist of one or more digits followed by a an op-
- tional decimal separator and one or more digits. Or a number
- consist of a decimal point followed by one or more digits.
-
-
- Here's a list of predefined commands:
-
-
-
- --- Page: 137 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- MIN(expression 1 {,expression n}):
- Gives the smallest value of numbers specified.
-
- MAX(expression 1 {,expression n}):
- Gives the largest value of numbers specified.
-
- AVERAGE(expression 1 {,expression n}):
- Gives the average value of numbers specified.
-
- SIN <factor>:
- Gives the sine value of a number specified.
-
- COS <factor>:
- Gives the cosine value to a number specified.
-
- TAN <factor>:
- Gives the tangent value to a number specified.
-
- COT <factor>:
- Gives you the cotangent value to a number.
-
- ARCTAN <factor>:
- Gives the arcustangent value of a number.
-
- LN <factor>:
- Gives the natural logarithm value of a number.
-
- LOG <factor>:
- Gives logarithm to a number specified.
-
- EXP <factor>:
- Gives the exponential value of a number specified.
-
- ABS <factor>:
- Gives the absolute (positive) value of a number.
-
- SQRT <factor>:
- Gives the square root of a number as result.
-
- FAC(<expressions>):
- Gives the faculty value of a number specified.
-
- FRAC <factor>:
- Gives you the fractional part of a real.
-
- INT <factor>:
- Gives you the integer part of a real.
-
- ROUND <factor>:
- Gives you the rounded value to a given number.
-
-
- --- Page: 138 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
-
- TRUNC <factor>:
- Gives you the truncated value to a given number.
-
- PI:
- Gives the value of pi which is 3.14...'
-
- RANDOM(<expression>):
- Gives you a randomly generated number, between 1 and the
- the expression given.
-
-
- So here's what it all boils down to. Look also in the accom-
- panying example file called MATHWIZZ.SHW to see a live exam-
- ple of how the MATH command can be used.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- VARIABLE CREATE var1 TYPE NUMBER 0 ; create a variable
- VARIABLE CREATE var2 TYPE NUMBER 0 ; create a variable
-
- GOXY 10 2 ; position place to write text
- WRITE "Enter a value:" ; write text
- GOXY 30 2 ; position to read number
- READ STRING var1 3 ; read number
-
- MATH var2 = SIN(var1) ; do math operation on number
- GOXY 10 4 ; position place to write text
- WRITE "Sine value is:" ; write text
- GOXY 30 4 ; position to write number
- WRITE var2 ; write variable
-
- MATH var2 = var1 * var1 ; do math operation on number
- GOXY 10 6 ; position place to write text
- WRITE "Times itself:" ; write text
- GOXY 30 6 ; position to write number
- WRITE var2 ; write variable
-
- GOXY 10 10 ; position to write text
- WAIT "Press any key" ; wait for any key
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 139 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- DEFINE
-
- Syntax.: DEFINE
-
- Modes..: + text, + graphic
-
- This command is used to mark lines. Together with the MOTION
- and the END commands it is possible to define texts to be mo-
- ved around the screen. This command marks the start of the
- definition area.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- DEFINE ; start defining text
- // ; first defined line
- //// ; second defined line
- // // ; third defined line
- // ; fourth line
- // ; fifth line
- //// ; sixth line
- END ; mark end of defined lines
- DELAYFACTOR 4 ; set speed for motion
- GOXY 10 0 ; set place to begin motion
- MOTION RIGHT 0 ; start motion across screen
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 140 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- END
-
- Syntax.: END
-
- Modes..: + text, + graphic
-
- This command is used to mark lines. Together with the MOTION
- and the DEFINE commands it is possible to define texts to be
- moved around the screen. This command marks the end of the
- definition area.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- DEFINE ; start defining text
- // ; first defined line
- //// ; second defined line
- // // ; third defined line
- // ; fourth line
- // ; fifth line
- //// ; sixth line
- END ; mark end of defined lines
- DELAYFACTOR 4 ; set speed for motion
- GOXY 10 0 ; set place to begin motion
- MOTION RIGHT 0 ; start motion across screen
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 141 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- MOTION
-
- Syntax.: MOTION <LEFT | RIGHT> <times>
-
- Modes..: + text, + graphic
-
- This command is used to move lines. Together with the DEFINE
- and the END commands it is possible to define texts to be mo-
- ved around the screen.
-
- This command starts the motion of the defined area. You must
- specify the direction of the motion, and the number of times
- to the left or right that the defined area is to be moved.
-
- If times is equal to zero, the defined text will be moved all
- the way across the screen. The number that times is to be set
- to must lie between 0 and 160, since the motion really starts
- off the screen (which is 80 characters wide).
-
- The speed with which the motion is carried out, is set by
- SET DELAYFACTOR and color is set by the COLOR command.
-
- Note that in graphics mode, this command only works when you
- use the default font with the size 1 (see the EFFECT command).
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- DEFINE ; start defining text
- // ; first defined line
- //// ; second defined line
- // // ; third defined line
- // ; fourth line
- // ; fifth line
- //// ; sixth line
- END ; mark end of defined lines
- DELAYFACTOR 4 ; set speed for motion
- GOXY 10 0 ; set place to begin motion
- MOTION RIGHT 0 ; start motion across screen
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 142 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- MOUSE
-
- Syntax.: MOUSE <ON | OFF> |
-
- MOUSE GOXY <x-coordinate> <y-coordinate> |
-
- MOUSE TRACK <button number> <var1> <var2> |
-
- MOUSE QUERY <variable name> <var1> <var2> |
-
- MOUSE TYPE <number> |
-
- *** MOUSE DRAW under construction
-
- Modes..: + text, + graphic
-
- This command let you control a mouse from a script. First you
- turn the mouse on, then you track the mouse around the screen
- and then the mouse position is returned to you. This can be
- useful eg. if users of a script must point to a certain place
- on the screen before continuing.
-
- The command has slightly different meanings in the two modes.
- In text mode it is not possible to call this command without
- there actually is a mouse present. It is however possible in
- graphic mode.
-
- In both modes you can also use the keyboard to move the mouse
- pointer. By using the arrow keys the mouse will be moved, and
- pressing <ctrl>+L for left, <ctrl>+R for right, or <ctrl>+M
- for middle mouse button. The first variable will hold the X
- coordinate and the second variable will hold the Y coordinate
- of the mouse at the time the <button number> was pressed. The
- <button number> constant can be 1 for left, 2 for right, or 3
- for middle mouse button.
-
- The main diffenrence between the MOUSE TRACK and the MOUSE
- QUERY commands is that the first waits until a specific mouse
- button is pressed, while the second gives you the possibility
- to get any mouse button back.
-
- Note that switching the mouse on and off is your own respons-
- ability. Certain other commands that deal with the screen can
- give weird results, if you haven't turned the mouse off be-
- fore the command is issued.
-
- Example (in text mode):
-
- SCREEN CLEAR ; blank out screen
- IF NOT MOUSE DO ; check for mouse
-
-
- --- Page: 143 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- WRITE "Mouse required" ; write text
- WAIT ; wait for any key press
- QUIT ; halt execution
- END ; end of if
- VARIABLE CREATE MX TYPE NUMBER 0 ; create x coordinate
- VARIABLE CREATE MY TYPE NUMBER 0 ; create y coordinate
- MOUSE ON ; turn mouse on
- MOUSE TRACK 1 MX MY ; track mouse and keyboard
- MOUSE OFF ; hide mouse
- GOXY 1 1 WRITE "X: "+MX ; position cursor and write
- GOXY 1 2 WRITE "Y: "+MY ; position cursor and write
- WAIT ; wait for any key press
-
- Example (in graph mode):
-
- VARIABLE CREATE MX TYPE NUMBER 0 ; create x coordinate
- VARIABLE CREATE MY TYPE NUMBER 0 ; create y coordinate
- SET GRAPHICS VGA1 ; go to graphics mode
- MOUSE ON ; turn mouse on
- MOUSE TRACK 1 MX MY ; track mouse and keyboard
- MOUSE OFF ; turn mouse off
- CLEARSCREEN ; clean screen
- GOXY 1 1 WRITE "X: "+MX ; position cursor and write
- GOXY 1 2 WRITE "Y: "+MY ; position cursor and write
- WAIT ; wait for any key press
-
- Note that in graphic mode, the return value for var1 and var2
- will depend on the graphic mode you're currently in. Eg. mode
- VGA1 will be in the range 640 for var1 and 480 for var 2.
-
- Example (MOUSE GOXY):
-
- SET GRAPHICS VGA1 ; go to graphics mode
- SET DELAYFACTOR 1 ; set step size
- MOUSE ON ; turn mouse on
- MOUSE GOXY 02 02 ; move mouse to location
- WAIT 1 ; wait a little
- MOUSE GOXY 78 20 ; move mouse to location
- WAIT ; wait for any key
-
- Note that this command uses the delayfactor setting to move
- the mouse cursor. The command corresponds to the GOXY command
- in that it uses a scaling factor in graphics mode, so that
- all modes has x values from 1 to 80, y values from 1 to 24.
-
- Example (MOUSE TYPE):
-
- VARIABLE CREATE MX TYPE NUMBER 0 ; create x coordinate
- VARIABLE CREATE MY TYPE NUMBER 0 ; create y coordinate
- SET GRAPHICS VGA1 ; go to graphics mode
-
-
- --- Page: 144 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- MOUSE ON ; turn mouse on
- MOUSE TYPE 2 ; make mouse into checkmark
- MOUSE TRACK 1 MX MY ; track mouse and keyboard
- MOUSE OFF ; turn mouse off
-
- Note that this command only works in graphics mode and that a
- mouse must be present. If no mouse is present the command is
- ignored, and you continue with the default arrow cursor.
-
- These numbers gives you different mouse cursors:
-
- 0 arrow (default)
- 1 stop hand
- 2 check mark
- 3 hour glass
- 4 question mark
-
- The number given to the command must be in the range 0 to 4.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 145 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- BUTTON
-
- Syntax.: BUTTON ...
-
- Modes..: + text, + graphic
-
- THIS COMMAND IS UNDER CONSTRUCTION...
-
- IE. NOT WORKING AT THE MOMENT..
-
- ***
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 146 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- WINDOW
-
- Syntax.: WINDOW <length> <height>
-
- Modes..: + text, - graphic
-
- This command splits up the screen, so that you can use parts
- of it without affecting other parts. There is not automatica-
- ly put a frame (DRAW BOX) around the window, so you'll have
- to do that yourself. Also the coordinates must fit within the
- coordinates of the screen set by the current settings of the
- x- and y-coordinate, which are set by the GOXY command.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 10 10 ; move position to 10,10
- BOX 5 10 ; print frame at position
- GOXY 11 11 ; move to 11,11 (within box)
- WINDOW 4 9 ; make window in framed area
- SCREEN CLEAR ; position 1,1 in window
- WRITE "Hey you!" ; print text in window
- WAIT 2 ; pause to see box
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 147 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- CONTINUE
-
- Syntax.: CONTINUE
-
- Modes..: + text, + graphic
-
- This command starts from the beginning of the script file
- again. It cannot however be given from a second commandfile,
- eg. if you have written the command in a scriptfile called
- from another scriptfile with the DO command.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "Testing.." ; print text on blank screen
- WAIT 2 ; pause to see text
- GOXY 10 10 ; move to new location
- WRITE "Moved.." ; print text at new location
- WAIT 2 ; pause to see text
- CONTINUE ; start scriptfile over again
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 148 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- BREAK
-
- Syntax.: BREAK
-
- Modes..: + text, + graphic
-
- This command finds the next CONTINUE command, and resume
- execution of the script from the command following the conti-
- nue statement. This makes it possible to control the sequence
- of execution of a script.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- GOXY 20 10 ; position place to write text
- WRITE "Hello there" ; write text
- BREAK ; look for continue
- WRITE "No more" ; this is not executed
- CONTINUE ; next command is executed
- QUIT ; stop script and end DataShow
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 149 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- CALL
-
- Syntax.: CALL "<command>"
-
- Modes..: + text, + graphic
-
- With this command you can call a operating system command. It
- is possible to execute another program, or a batch file. You
- simply name the command you wish to have executed.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- CALL "command.com" ; start dos again; "EXIT" back
- SCREEN CLEAR ; empty screen after program
- WRITE "Back again" ; write text from DataShow
- WAIT 5 ; wait for 5 seconds to end
-
- In this way you can call executable files (programs), batch
- files, or the OS shell. Eg. you can call another graphic pro-
- gram, and then return to DataShow after it finishes. The com-
- mand you specify must be a valid OS command.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 150 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- INSTALL
-
- With this command you can set up extra features not readily
- and normally available i DataShow. Some of these features are
- taken from external files, and some features are built into
- Datashow, but has to be activated before you can use them.
-
- The commands can be found as:
-
- INSTALL FONT.
- INSTALL SOUND.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 151 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
-
-
- Syntax.: INSTALL FONT "<filename>"
-
- Modes..: - text, + graphic
-
- This command let you install more fonts than the ones that
- are already built into DataShow. This makes it possible to
- display text on the screen that takes on several styles.
-
- With the registered version of DataShow comes some files with
- the extension "CHR". You can use them one at a time with this
- command.
-
- Note that you have to be in graphics mode before you issue
- the command, and if you switch into another mode the font
- installation will be forgotten. Just install one again.
-
- The command is used in conjunction with the EFFECT TEXTTYPE.
-
- Example:
-
- SET GRAPHICS EGA1 ; make sure we're in graphics
- GOXY 1 1 ; set current coordinates
- EFFECT TEXTTYPE 1 2 ; change font and size
- WRITE "FONT: Triplex" ; print text on blank screen
- WAIT 2 ; pause to see text
- INSTALL FONT "EURO.CHR" ; install a user font
- GOXY 1 10 ; set current coordinates
- EFFECT TEXTTYPE 4 1 ; change default font and size
- WRITE "USER FONT: Euro" ; print text on blank screen
- WAIT 2 ; pause to see text
- INSTALL FONT "BOLD.CHR" ; install a user font
- GOXY 1 20 ; set current coordinates
- EFFECT TEXTTYPE 4 1 ; change default font and size
- WRITE "USER FONT: Bold" ; print text on blank screen
- WAIT 2 ; pause to see text
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 152 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
-
-
- Syntax.: INSTALL SOUND <SPEAK | ADLIB | BLAST>
-
- Modes..: + text, + graphic
-
- This command sets the output device with which music files
- are played with the MUSIC PROCESS command. The necessary dri-
- vers are built into DataShow, so this command activates the
- appropriate one.
-
- Note that the MUSIC PROCESS command produce an error if an
- Adlib or Sound Blaster is not found. You should therefore
- check for their presence with the IF SOUND command, before
- executing this command. INSTALL SOUND SPEAK will always work,
- and sets the output device to the internal PC speaker.
-
- The speaker is set to be the output device (default) at the
- beginning of DataShow.
-
- Example:
-
- ; Create variable to control sound output
- VARIABLE CREATE soundtype TYPE NUMBER 0
-
- ; Check for presence of sound cards
- IF SOUND ADLIB DO MATH soundtype = 1
- IF SOUND BLAST DO MATH soundtype = 2
-
- IF soundtype EQ 0 DO JUMPMARK 3
- IF soundtype EQ 2 DO JUMPMARK 2
-
- IF soundtype EQ 1 DO
- INSTALL SOUND ADLIB
- END
- JUMPMARK 3
-
- MARK 2
- IF soundtype EQ 2 DO
- INSTALL SOUND BLAST
- END
-
- ; Now play music via selected output device
- MARK 3
- MUSIC PROCESS "beback.wav" WAV 12000
-
-
-
-
-
-
-
- --- Page: 153 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SPRITE
-
- Syntax.: SPRITE "<name>"
- <LOAD | GOXY | SHOW | HIDE | FRAME | RELEASE>
-
- Modes..: - text, + graphic
-
- This command work with the sprites that can be created in the
- Animation Center.
-
- The LOAD command loads a sprite from a file, that is saved in
- the Animation Center. You can load a total of 10 sprites into
- a sprite buffer at a time. The sprite is not shown by this
- command.
-
- The GOXY command moves the named sprite from one location to
- another on the screen. The sprite is not shown by this com-
- mand, unless the sprite is already visible.
-
- The SHOW and HIDE commands shows or hides sprites if they are
- either hidden or visible.
-
- The RELEASE command let you control the sprite buffer by re-
- leasing a sprite from memory. That way you can load and un-
- load sprites as they are needed.
-
- The FRAME command has no meaning at the moment.
-
- Example:
-
- ; Go into graphics mode
- SET GRAPHICS VGA1
- ; Create variable to control sprite loop
- VARIABLE CREATE loopno TYPE NUMBER 80
- ; Read file into sprite buffer
- SPRITE "mann.spr" LOAD
- ; Position sprite
- SPRITE "mann.spr" GOXY 80 300
- SPRITE "mann.spr" SHOW
-
- MARK 1
- MATH loopno=loopno+1
- SPRITE "mann.spr" GOXY loopno 300
- IF loopno LE 300 DO JUMPMARK 1
-
- ; Clean up after us
- SPRITE "mann.spr" RELEASE
- VARIABLE loopno RELEASE
-
-
-
-
- --- Page: 154 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- QUIT
-
- Syntax.: QUIT
-
- Modes..: + text, + graphic
-
- This command ends script execution immediately, returning to
- the operating system.
-
- Example:
-
- SCREEN CLEAR ; empty screen, cursor at 1,1
- WRITE "Testing.." ; write text
- WAIT 2 ; pause to see text
- QUIT ; stop script and end DataShow
- WRITE "No more" ; this is not executed
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 155 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- SAY
-
- This command has been replaced by the WRITE command. This is
- because there from version 1.2A has been added a SPEAK com-
- mand which could cause confusion because of ambiguity.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- --- Page: 156 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- WAITKEY
-
- This command has been incorporated into the WAIT command.
- There is no reel need to have two separate commands. You can
- use the WAIT command with the same options that you used the
- WAITKEY command. That is, you can enter a text next to it or
- you can enter it without parameters. In both cases the exe-
- cution will be stopped until a key is hit. So all you have to
- do to upgrade is remove the KEY letters in WAITKEY...
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
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-
-
-
-
-
-
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-
-
-
-
-
-
- --- Page: 157 ---
-
- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
-
- GRAPHICS
-
- This command has been incorporated into the SHOW SCREEN com-
- mand. Simply substitute the word GRAPHICS with the words
- SHOW SCREEN.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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- SOUND
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- This command has been incorporated into the MUSIC SOUND com-
- mand. Simply put the word MUSIC in front of the old command.
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- POINT
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- This command has been incorporated into the EFFECT command.
- Simply put the word EFFECT in front of the old command.
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- ESCAPE
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- This command has been incorporated into the SET command. You
- now issue the command SET ESCAPEKEY with either the parameter
- OFF or with a number that signifies the key that can halt the
- execution of a script.
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- ; (Comment)
-
- From version 3.0A a new MATH command has been added. Since a
- star (*) denotes multiplication, a star can no longer also be
- the symbol telling the interpreter that a comment has begun
- and that the rest of the line should be ignored.
-
- Therefore a new comment marker is introduced. From now on a
- comment marker is a semicolon (;).
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- To change your existing scripts, simply replace all stars (*)
- with semicolons (;). This has been done in all the promotion
- scripts and in the examples given here in the help manual.
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- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
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- Screen
-
- The SCREEN command consist of the CLEARSCREEN, GETSCREEN, and
- the PUTSCREEN commands. They have been put together as part
- of the work of making DataShow easier to use. Simply change:
-
- CLEARSCREEN to SCREEN CLEAR
- GETSCREEN to SCREEN GET
- PUTSCREEN to SCREEN PUT
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- --- Page: 163 ---
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- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
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-
- INDEX FOR MANUAL:
- ----------------------------------------------------------------------
-
- CHAPTER: PAGE:
-
- 1 : Help on Help 2
-
- 2 : About DataShow 6
-
- 3 : Capture utility 15
-
- 4 : The Main Menu 17
-
- 5 : The Script Center 21
-
- 6 : The Draw Center 25
-
- 7 : The Text Center 30
-
- 8 : The Slide Center 33
-
- 9 : The Graph Menu 37
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- 10 : Errormessages 38
-
- 11 : Commands 40
-
-
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- *** End of Manual ***
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- --- Page: 164 ---
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- Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
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