home *** CD-ROM | disk | FTP | other *** search
-
- MainActor Documentation V 1.1, 1993 Markus Moenig
- -------------------------------------------------
-
- Content
- -------
-
- Introduction
-
- 1.1 Disclaimer
- 1.2 Credits
- 1.3 Introduction to MainActor
- 1.4 Features of MainActor
-
- The Menus
-
- 2.1 The Project Menu
- 2.2 The Text Buffer Menu
- 2.3 The Miscellaneous Menu
- 2.4 The Arexx Menu
- 2.5 The Windows Menu
-
- The Windows
-
- 3.1 The Project Windows
- 3.2 The Project Control Panel Window
- 3.3 The Project View Settings Window
- 3.4 The System Preferences Window
- 3.5 The MainActor Preferences Window
-
- 1.1 Disclaimer
- --------------
-
-
- MainActor is shareware. The program may be freely distributed and
- copied, as long as the following conditions are fulfilled:
-
- -The sales price must not be higher than the cost of an (empty)
- disk plus a nominal copying fee plus costs for shipping. The total
- price must not be higher than 6 US$ or 10 DM.
-
- -All parts of the program and the documentation must be complete.
- The distribution of single parts is not allowed.
-
- -MainActor or parts of it must not be sold in combination with
- commercial software or as parts of it.
-
- -Program and documentation must not be changed in any ways.
- The repacking of this distribution with different packers
- is however allowed.
-
- -The author is not responsible for misuse, or damage caused
- by MainActor.
-
- I ask everybody who uses MainActor on a regulary basis to register
- by paying the shareware fee ($50).
-
- See the Registration.doc file for more info.
-
- NOTE THIS MANUAL ONLY COVERS THE ENGLISH VERSION, IF YOU RUN MAINACTOR
- ON AN LOCALIZED SYSTEM, THE GADGET AND MENU NAMES MAY DIFFER.
-
-
- 1.2 Credits
- -----------
-
-
- This package was developed by usage of the following products:
-
- -Dice, from Obvious Implementation Corp
-
- -Devpac 3.04, from HiSoft
-
- -WShell2.0 and Arexx, from Wishful Thinking Corp
-
- -TurboText from Oxxi
-
- -MultiTool II from Boris Jakubaschk
-
- and finally ToolManager from Stefan Becker.
-
- Thanks for producing high quality software for the best computer around.
-
- Thanks to all GAMMA and BETA testers, which are:
-
- Stefan Becker, Boris Jakubaschk, Klaus Melchior, Per Flodin and Joerg Gutzke.
-
- Special thanks to Sefan Becker for his Amiga knowledge, without
- him this project would not have been become possible.
-
- Thanks to Norbert Bogenrieder for the icons.
-
-
- 1.3 Introduction to MainActor
- -----------------------------
-
-
- MainActor is a modular animation package for the Amiga. There exist four
- different kinds of modules
-
- 1) Animation Loaders
- 2) Animation Savers
- 3) Picture Loaders
- 4) Picture Savers
-
- this can change in the future.
-
- You can handle up to five projects; every project can have an animation or
- picture loader, as well as an animation or picture saver. This makes it
- possible to convert everything in any ways, the number of
- available modules can be easily upgraded.
-
- Look at the Modules.Doc for information and the capabilities of the
- different modules included in this release.
-
-
- 1.4 Features of MainActor
- -------------------------
-
-
- Here is a list of the general features of the modules and MainActor, note
- that some specific features are only possible on specific module types.
-
- -Intelligent caching/tracking, MainActor can cache your animations and
- picture lists, if you have not enough memory it will directly access
- your data from any device. This makes it for example possible to
- create/edit/play a 400MB animation on your 2MB Amiga.
-
- -If you run OS 3.0 or higher, you will get an extra speed bonus on
- animations through the use of the new graphics routines.
- For OS2.0/2.1 users there are specific routines in the modules, which
- will give them the best playback speed possible on their system
- (and my knowledge :)).
-
- -Under OS 3.0 you will get the extra features of showing pictures or
- playing animations in a scrollable, resizable window on your MainActor
- or Workbench screen. The colors will be properly adjusted to your screen
- attributes.
-
- -The modules have play routines of their own, so it will be possible
- to redirect the input/output of special modules to graphic cards or other
- hardware.
-
- -The play routines support a timecode per frame option. A Sound Module
- (per frame) option will be there in one of the next releases.
-
- -MainActor has a totally user reconfigureable GUI. The settings of your
- sessions can be saved, this includes the size/position of windows
- as well as the status of the projects.
-
- -MainActor has an arexx port, nearly all functions can be accessed through
- it. You can for example scale or dither whole animations on the fly through
- the use of an image processor, scripts are included.
-
- -MainActor lets you setup and save nearly everything concerning the
- display mode for playing an animation or showing a picture.
- For example you can set the X/Y offsets, the display mode ID
- of your screen (view) and so on.
-
- -MainActor supports localization.
-
-
- New features of Version 1.1
- ---------------------------
-
-
- -You can now map your arexx scripts to the function keys.
-
- -New IFF-Anim8_32, IFF-Anim8_16, PCX modules.
-
- -The new Universal modules allow you to easily load all of the supported
- graphic formats.
- The Universal_Picasso-II modules remap the output of all modules
- directly to the Picasso-II graphics board from Village Tronic.
-
- -MainActor has now an powerful external player named 'MainView', it
- can view all animations/pictures for which MainActor has the proper
- loader module.
- It is executeable from the wb or cli and supports, per tooltypes or
- cli arguments, all of MainActors view options.
-
- -MainActor now (optionally) saves icons for your newly created animations
- or pictures, enabling you to view the animations/pictures by selecting
- their icons. These icons support the same tooltypes as MainView.
-
- -You can now control how many times MainActor/MainView plays
- animations.
-
- -The new 'Flash' option allows you to profile your animations.
-
-
- 2 The Menus
- ------------
-
- Many of MainActors functions can be accessed through the menus, some
- function can only be accessed through them. When functions belong
- to a certain window, there will be a pointer to the appropiate
- section of the documentation.
-
-
- 2.1 The Project Menu
- --------------------
-
-
- "Open Project"
-
- will open a new project window. There are five possible
- project windows; if all windows have already been opened, a
- requester will inform you about it. -> "Project Windows"
-
- The attributes of the project windows will be set, according to the
- defaults selectable in the -> "MainActor Preferences Window".
-
- "Project"
-
- consists of several submenu items, their functions
- are identical to the gadgets of the -> "Project Control Panel Window"
-
- "Open Prefs"
-
- will open an asl-requester which lets you choose an MainActor
- Preferences file, saved with one of the two following menu items.
-
- When you have choosen a prefs file, the display AND all projects and
- their contents will be closed, MainActor will then be reopend with
- the settings of the preferences file.
-
- NOTE that you can also activate MainActor by simply clicking on the icons
- of the prefs files.
-
- "Save Prefs As ..."
-
- saves your current setup of MainActor; nearly everything will
- be saved : the projects informations( All view settings,
- the actual project name, the size and position of all windows, the settings
- of the system preferences).
-
- An icon will be created for the preferences file.
-
- NOTE, you should save every setup used frequently !
-
- "Save Prefs As Defaults"
-
- This will save your setup as the default preferences file, which will
- be automatically loaded when you start MainActor.
- The default preferences file is "MainActor:Prefs/Default_Prefs".
- Replace the default by your most used setup.
-
- "Iconify"
-
- MainActor will be terminated and the MainActor icon will be placed on your
- workbench. If you want to reactivate MainActor, just click on the icon.
-
- "About"
-
- Gives you some informations of the current version of MainActor.
-
- "Quit"
-
- Will quit MainActor.
-
- NOTE, when you have projects loaded, they will be closed automatically.
-
-
- 2.2 The Text Buffer Menu
- ------------------------
-
-
- MainActor uses the -> "Text Buffer Window" for presenting feedback to the
- user.
-
- "Print Buffer"
-
- Prints the informations stored in the Text Buffer Window.
-
- "Save Buffer As ..."
-
- Let you choose a file, in which the contents of the Text Buffer Window
- will be saved.
-
- "Clear Buffer"
-
- Will clear the Text Buffer Window and its buffer.
-
-
- 2.3 The Miscellaneous Menu
- --------------------------
-
- The menu items of this menu will only be accessable when a
- project is loaded in the source project. The "Set Timecode" Item
- will only be activated if an animation project is loaded in the
- Source.
-
- "Select All"
-
- This item will select all items (==frames/pictures) in your source project.
-
- "Select Range"
-
- A requester will pop up, just enter the start/stop frame for the range of
- items to be selected.
-
- "DeSelect All"
-
- This item will deselect all Items (==frames/pictures) in your source project.
-
- "DeSelect Range"
-
- A requester will pop up, just enter the start/stop frame for the range of
- items to be deselected.
-
- "Set Timecode"
-
- Enter the timecode in the requester which you want to be applied to
- all selected frames in the source project. Remember to hit return
- after you typed a new value into the integer gadget.
- The new timecode will be set immediately.
- All timecodes are entered in 1/60 of a second, MainActor calculates
- the right timecode for your vertical beam frequency itself.
-
-
- 2.4 The Arexx Menu
- ------------------
-
-
- Look at the Arexx.Doc for more informations of MainActors arexx capabilities.
-
- "Install Arexx Scripts"
-
- This menu item will open a window through which you can map your most
- used arexx scripts to the function keys.
- The cycle gadget in the upper part of the window will let you choose
- the function key on which you want to install an arexx script.
- The function keys are displayed as F1 ... F20, F10 ... F20 mean the
- function key + one of the shift keys.
- You can choose the function key by clicking on the gadget or
- (the faster method) by simply pressing the appropriate function key.
- (Remember that you have to press F1 together with the shift key to
- get the F11 key).
-
- Below the cycle gadget are the "Select Script ..." gadget and a string
- gadget. The arexx script which is currently associated to the actual
- function key displayed in the cycle gadget is visible in the string gadget.
- You can enter a new arexx script or edit the name of the
- existing one through the string gadget.
- You can use the "Select Script ..." gadget to choose the arexx script via
- an asl requester.
-
- The three gadgets in the lower part of the window are labeled "Save",
- "Use" and "Cancel".
- "Save" saves your definitions of the function keys, they will
- be automatically reloaded the next time you start MainActor.
- "Use" will keep the definitions, but will not save them, "Cancel"
- ignores the changes you made to the definitions.
-
- "Start Arexx Script"
-
- Will let you choose an Arexx script, which will then be executed.
-
-
- 2.5 The Windows Menu
- --------------------
-
-
- This menu will let you open/close the different MainActor windows
- by simply selecting the desired Menu Item.
-
-
- 3 The Windows
- -------------
-
-
- All windows, except the project windows, can be opened/closed
- using the windows menu.
-
-
- 3.1 The Project Window
- ----------------------
-
-
- A new Project Window will be opend by selecting the "Open new Project" Item
- in the Project Menu.
-
- You can open up to five Project Windows, the number of your Project Window
- will be displayed in the title bar, in front of the project name, like
- "1: HAM8_Animation". If no project is loaded, the title is "Unused Project".
-
- If you have loaded a project, you can find further informations about it
- in the screens title bar (when the Project Window is activated).
- (CPF stands for Color per Frame, CPA for Color per Animation).
-
- The Project Windows are mainly controlled by the ->"Project Control Panel"
- Window.
-
- The first Gadget is the
-
- "Project Mode Gadget"
-
- Depending on your projects mode, it will be labeled "Source Project",
- "Destination Project" or "DeActivated Project".
-
- -The Source Project
-
- You can only have one source project. This is the project on which all
- actions from the -> "Project Control Panel" will be executed. The gadgets
- of the Project Control Panel and the Project View Settings will be
- setup, according to the source project.
-
- -The Destination Project
-
- This is the project into which all selected data from the source project
- will be appended through the "Append" gadget of the Project View Settings
- Window.
-
- There can only be one Destination Project.
-
- -The DeActivated Projects
-
- These projects are waiting to be switched into the source or destination
- mode. There can be more than one DeActivated Project.
-
-
- You can change the project mode by clicking on the Project Mode Gadget,
- for example if you click on the source projects "Project Mode Gadget",
- it will changed into the destination project and the former destination
- project will changed into the source project.
-
- If you click on a DeActivated Projects "Project Mode Gadget", it will
- change into the source project.
-
- If only one Project Window is open, you cannot change the "Project Mode
- Gadget".
-
- NOTE that everytime you switch on the source project, the gadgets in the
- "Project Control Panel" and the "Project View Settings" Window
- will be adjusted to the settings of the new source project.
-
- "Caching"
-
- This is a simple toggle gadget. If it is checked, it means that your
- Project is cached or is going to be cached in Ram.
-
- If you have not enough Ram, you will have to disable it. That means that
- for example animations will be directly played from your harddisk, which
- will be much slower than playing them directly from Ram.
-
- Note that you can only toggle the status of the "Caching" gadget when
- the project window is unused. As soon as you load a project, it will
- become 'ghosted'.
-
- "Select Load Module"
-
- When clicking on this Button Gadget, a requester will appear in which
- you can select the loader module.
-
- The cycling gadget in the requester will let you switch between "Picture
- Loaders" or "Animation Loaders".
-
- When hitting the "Load" Gadget in the "Project Control Panel" Window,
- MainActor executes the animation/picture loader you have selected for
- the source project.
-
- For further informations look at the "Load" gadget of the "Project Control
- Panel".
-
- The name of the current loader module becomes visible in an text gadget
- directly under the "Select Load Module" gadget.
- Next to the name is a small recessed box with an "A" or "P" in it.
- They stand for "A"nimation or "P"icture loader.
-
- Note that the "Select Load Module" gadget will be ghosted as soon as you
- load a project.
-
- "Select Save Module"
-
- When clicking on this Button Gadget, a requester will appear in which
- you can select the saver module.
-
- The cycling gadget in the requester will let you switch between "Picture
- Savers" or "Animation Savers".
-
- When hitting the "Save" gadget in the "Project Control Panel" Window,
- MainActor executes the animation/picture saver you have selected for
- the source project.
-
- For further information look at the "Save" gadget of the "Project Control
- Panel".
-
- The name of the current saver module you see in an text gadget directly
- under the "Select Save Module" gadget. Next to the name is a small recessed
- box with an "A" or "P" in it. They stand for "A"nimation or "P"icture saver.
-
- Note that the "Select Save Module" gadget will only be accessable when
- a project is loaded.
-
- "The Scrolling Frames/Picture List"
-
- The scroll list will let you choose the frames or pictures you want to
- execute a certain operation on.
-
- If you have an animation loader for this project window, the scroll list
- will show you the numbered Frames of the Animation with their timecodes.
-
- If you have a picture Loader, the scroll list will show you the names of the
- pictures you have loaded without their Path.
-
- Just (de)select the frame/picture by clicking on its text. The scroll list
- will automatically scroll up/down if you select an item at the border.
-
- At the ->"Main Actor Preferences" Window you can select, how many items
- shall be displayed in the scroll list. You can also select a special
- Font for it. (The default is Topaz 8 for the font and 8 for the number
- of items who shall be visible).
-
-
- 3.2 The Project Control Panel Window
- ------------------------------------
-
-
- This window executes its functions on the actual Source Project Window.
-
- "Load"
-
- If you have an animation loader selected for the source project, an
- qequester will appear in which you have to select an animation of
- the appropiate type.
-
- If you have an picture loader selected, the first requester will
- ask you about the first Picture, after selecting this
- picture the second qequester will ask you about the last picture.
- MainActor will now alphabetically sort the pictures and load them.
- For example, if you have a picture list:
- Amiga_Pic.00001
- Amiga_Pic.00002
- .
- .
- Amiga_Pic.00155
-
- and select Amiga_Pic.00055 in the first requester and Amiga_Pic.00100 in the
- next, all pictures from Amiga_Pic.00055 to Amiga_Pic.00100 will be loaded.
- The second requester is optional, that means you can abort it by clicking
- on "Cancel" if you just want to load one picture.
-
- The "Load" gadget is only available if you have not loaded a project into
- the source project yet.
-
- "Unload"
-
- Is the gadget directly under the "Load" gadget. It will unload the current
- project of the source project.
- It is only available when you have loaded a project in the source project.
-
- "Play"
-
- Is next to the "Load" gadget. It is only available when you have loaded
- an animation project in the source project.
-
- If you play your animation on a screen, there are two routines available.
- MainActor checks automatically if you run an OS Version lower than
- OS 3.0 and will play it the old fashioned way. If you have OS 3.0 or
- higher you will profit from the new double buffering routines.
-
- The following keys can be used to control the playing of the animation:
-
- ESCAPE OR A MOUSEBUTTON will abort playing the animation
-
- SPACE will stop playing the animation. While the animation is stopped
- you can use the TAB key to flip to the next frame.
-
- RETURN will enable the timecodes you see in the scroll list of the
- source project and which you can change (These timecodes are default).
-
- The cursor keys scroll the display, the offset changes will be shown in
- the "Project View Settings Window".
-
- The function keys are used to set the frame rate (and override the defaults,
- you can reactivate them by pressing RETURN).
-
- Funtion Key Framerate
-
- F1 1 /60 Second
- F2 2 /60 Second
- F3 3 /60 Second
- F4 4 /60 Second
- F5 5 /60 Second
- F6 10 /60 Second
- F7 20 /60 Second
- F8 40 /60 Second
- F9 60 /60 Second
- F10 120/60 Second
-
- If you have activated the "Frame Info" option in the ->"View Settings
- Control Window", you can cycle the color of the info text using
- the buttons "N" and "M" up and down.
-
- Note that the animation will be played according to the settings of
- the ->"Project View Settings" Window.
-
- "Show"
-
- Is the gadget under "Play". It will display all the frames/pictures you have
- selected in the source projects scroll list.
- This gadget is available for both animation and picture projects.
-
- The following keys can be used to control the showing of the pictures:
-
- ESCAPE OR A MOUSEBUTTON will abort showing the pictures.
-
- SPACE will show the next pictures you have selected
-
- The cursor keys scroll the display, the offset changes will be shown in
- the "Project View Settings" Window.
-
- Note that the frames/pictures will be shown according to the settings of
- the ->"Project View Settings" Window.
-
- "Save" WILL NOT BE USEABLE WITHOUT THE KEYFILE
-
- Is the gadget next to "Play".
-
- If you have an animation saver activated in your source project, it will
- ask you about the name of the new animation. Then it will build up the new
- animation in the appropriate animation Format. It will only save the
- frames you have SELECTED in the source projects scroll list. If you
- just want to convert or resave the animation, you have to select all
- the frames in the scroll list.
-
- If you have a picture saver activated in your source project, a requester
- will appear in which you have to select the directory and the base name
- of the Pictures.
-
- Example, you have activated an animation loader and a picture saver
- and loaded an animation. The animation is called "Example_Anim". Now
- you select the first ten frames of the animation and click on the
- "Save" gadget. In the requester you type "Ram:" for the Directory and
- "Example_Pics" for the Base Name.
- The ten pictures will then be saved as
- Ram:Example_Pics.00001
- Ram:Example_Pics.00002
- .
- .
- Ram:Example_Pics.00010
-
- This is also valid if you have a picture loader and a picture saver.
-
- If you have a picture loader and an animation saver, some more
- gadgets will appear and ask you for some specific attributes
- of the new animation: "Palette per Picture" and "Looping Animation".
- If you have an animation loader and saver the saver module
- will only ask, if you want to have a looping animation, the color
- per frame setting will be set according to the source animation.
- (You could change this by executing the "Save" function through
- an arexx script).
-
- The following combinations are possible:
-
- Animation Loader and Animation Saver
- Animation Loader and Picture Saver
- Picture Loader and Animation Saver
- Picture Loader and Picture Saver
-
- In this way, you can easily convert any picture/animation format into any
- picture/animation format.
-
- "Append" WILL NOT BE USEABLE WITHOUT THE KEYFILE
-
- You can append the frames/pictures you have selected in the source project
- to the destination project. The destination project has to be an animation
- project.
-
- NOTE, the source projects animation saver has to belong to the
- destinations loader module. (For Example the IFF-Anim5 loader and saver).
- The destination project must NOT be cached.
-
- Some Animation Types have to fulfill some other attributes, for example
- the Anim5 format can only append to non-looping animations.
- When you want to append frames to a loop Anim5 animation, just resave it
- and select NO in the loop animation requester, then append the frames.
-
- If you want to add a loop to a non-looping animation, just append
- two pictures which are identical to the first two, then reload the
- animation.
-
- Look at the Modules.DOC information about the specific attributes of
- the modules.
-
-
- 3.3 The Project View Settings Window
- ------------------------------------
-
-
- With the "View Settings Window" you can setup the "Show Pictures" / "Play
- Animation" output; it can be set for every project, its content
- will be saved when saving the preferences.
-
- "Frame Info"
-
- This switch (when activated) will give you informations about the
- current frame while playing animations.
- If playing on a screen you will see the info on the top right edge
- of the screen.
- When you see no info text, use the "M" and "N" keys while playing
- to cycle the color of the info text up and down
-
- When playing in a window, the windows title text will display the
- infos for the current frame when "Frame Info" is enabled.
-
- "Display Mode"
-
- This cycle gadget will let you choose between the screen and window
- mode. In the screen Mode the animation/pictures will be shown on
- a screen (view) of its own.
-
- In the window mode the animation/pictures will be shown in
- a resizeable, scrollable window on your MainActor screen.
- THIS OPTION IS ONLY AVAILABLE ON SYSTEMS RUNNING OS3.0+.
- Note, the more colors the MainActor screen can display
- (->"System Preferences Window"), the better is the dithering of
- your frame/picture. If you show a 256 color picture on a 4 Color
- screen, you will be disappointed by the result.
- The timecodes of the animation will be ignored, the animation
- will be displayed as fast as possible.
-
- "Select Display"
-
- You can choose the resolution/view mode of your animation/picture
- with this gadget (makes only sense in the screen mode).
- Note, this will override the old value, if you resave the animation/
- pictures, the new value will be saved.
-
- "X/Y Offsets"
-
- With these two integer gadgets, you can select the offsets for
- showing animations/pictures (again, this makes only sense in the
- screen mode). If you scroll a frame (while playing an animation or
- showing a picture), the values of the gadgets will immediately be set
- up to the new values.
-
- "Number of Repeats"
-
- This integer gadget controls how often MainActor will play an animation.
- If it contains for example a "1", MainActor will play it one time.
- Possible values are 1 to 9999.
-
- "Flash"
-
- If the flash gadget is enabled, MainActor will flash the display while
- playing animations when the animation format is not fast enough to
- decompress the current picture within the current timeframe.
- This means that you can profile your animations using this gadget
- along with the "Frame Info" option.
- The flash is done by shortly changing color 0 of your animation to red.
-
- Consider:
-
- -Nearly no bigger animation can decompress every picture in 1/60
- of a second, dont worry if your animations flashes much (press
- F1 to get max. speed).
- If the animations flashes VERY much at 2/60 (press F2) or 3/60 (F3),
- you should try another (faster) animation format.
-
- -Flashing slowes the animation down in itself, if you have a lot of
- flashing it will play much slower.
-
- -The "Frame Info" option also slowes animations down, you get less
- flashing if you turn it off.
-
- -Non-Looping animations will often flash while decompressing picture 1
- (IFF-Anim5,IFF-Anim7,IFF-Anim8).
-
- -You can easily find out the weak spots of your animations (much flashing),
- try to smooth the deltas at these points if you use delta compression.
- (IFF-Anim5,IFF-Anim7,IFF-Anim8).
-
-
- 3.4 The System Preferences Window
- ---------------------------------
-
-
- These window will handle everything concerning the outer appearance
- of MainActor.
-
- "Select Font"
-
- Choose your font for MainActor. This font will then be used for
- all windows, gadgets, menus. Only the list items of the
- project windows will be displayed in a different font, you can select
- it in the ->"MainActor Preferences Window".
-
- The actual font and its size are displayed beneath the gadget.
-
- The "Select Font" gadget is not activated when you clone the workbench
- screen (->"Screen Size").
-
- "Select Display"
-
- ONLY AVAILABLE AT OS 2.1 +
-
- Choose your display mode for your MainActor screen. The current display
- mode is displayed beneath the gadget.
-
- This gadget is only activated when
-
- a) MainActor has a screen of its own
-
- and
-
- b) you dont clone the workbench screen (->"Screen Size").
-
- "Use own Screen"
-
- If enabled, MainActor uses a screen of its own, if not, MainActor
- will use the workbench screen.
-
- "SHANGHAI Windows"
-
- If enabled, MainActor uses the SHANGHAI public screen mode, that means
- that for example shell windows will automatically pop up on the MainActor
- screen.
-
- This gadget is only activated when you run MainActor on a screen of its
- own.
-
- "Screen Size"
-
- You can choose MainActors screen size and its overscan mode with
- this cycle gadget. The screen size of the current mode is displayed
- in the two integer gadgets to the right of the "Screen Size" gadget.
- The screen size depends on the screen mode you selected with the
- "Select Display" gadget.
-
- "WorkBench"
-
- Clones the workbench screen properties (screen size, overscan mode, display
- mode, font).
-
- "Custom"
-
- Enter MainActors screen size in the two integer gadgets to the right.
-
- "Standard"
-
- Use the standard screen size, without overscan ( for Example 640 * 512)
- in Pal: HighRes Interlace).
-
- "Text Overscan"
-
- The normal overscan mode the workbench uses.
-
- "Video Overcan"
-
- Tries to open as big a screen as possible. Flickers on normal displays
- at the right border.
-
- "Max Overscan"
-
- Slightly smaller than the "Video Overscan" mode, but as useless on
- normal displays due to its flicker.
-
-
- This gadget is only available when you have enabled the "Use own Screen"
- gadget.
-
- "Palette Size"
-
- Select the colors of your palette with this gadget. The value left
- to the slider gadget shows the current colors available on your
- MainActor screen.
-
- This gadget only makes sense if you display pictures or play animations
- in the window mode. More colors == better dithering of your frames/
- pictures. (the window mode is only available under OS 3.0 +).
-
- This gadget is only activated when
-
- a) MainActor has a screen of its own
-
- and
-
- b) you dont clone the workbench screen (->"Screen Size").
-
- "Use System Preferences"
-
- If you want to activate the changes you have made to your display,
- just click on this gadget.
-
-
- 3.5 The MainActor Preferences Window
- ------------------------------------
-
-
- This window lets you choose/enter some special MainActor attributes.
-
-
- "Select Default Load Module"
-
- Lets you choose the default load module. Everytime you open
- a new project window, the default load module will be the one
- choosen for this new projects load module.
-
- "Select Default Save Module"
-
- Lets you choose the default save module. Everytime you open
- a new project window, the default save module will be the one
- choosen for this new projects save module.
-
- "Select List Item Font"
-
- Choose the font for your list items in your project windows,
- this font must have a fixed with, the current font and its
- size are displayed to the right of the gadget, (the default
- is topaz.font 8).
-
- "Number of List Items"
-
- You can enter how many list items will be displayed in the
- project windows with this integer gadget.
-
- "Save Icon"
-
- If you enable this gadet, MainActor will save an workbench-icon
- for every animation/picture you create. You can then view them by double
- clicking on their icons. The icons support the same tooltypes as MainView
- (look at the MainView doc).
- The initial settings of the tooltypes clone the settings of the source
- project (from which you create the new animation/picture).
-
- "Use MainActor Preferences"
-
- When activated will enable the changes made to the MainActor
- preferences.
-
-
- 3.6 The Text Buffer Window
- --------------------------
-
-
- This window shows and buffers messages for feedback of the user.
- You can use the cursor up/down keys to scroll the text one line up/down.
- Control+cursor up/down will move to the start/end of the buffer.
-
- You can also use the scrollbar to scroll through the buffer.
-
- Look at the "Text Buffer Menu" for more functions concerning
- the text buffer.
-