컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 5 - DRAWING EXAMPLES 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 Start out using the program by experiment- ing. Try using the various functions and actions and noting the results. With a little time and practice, using the pro- gram becomes very fast and efficient. For major works, take time to plan out the order in which you will create the draw- ing. It is generally best to start with the details, shrink these down and combine them to produce the final drawing. If you want the printed drawing to look like the screen, the reverse video action should be chosen from just before printing. This is useful for showing things like planetoids, paintings, etc, because the black background is more natu- ral. Mechanical drawings should be printed out without reversing the screen so that they correspond to the standard method of viewing, black print on white. [GIRLNC] [GIRLRC] Figure 5-1 shows GIRL.SCN in normal and reverse video. In this case the reverse video should be used before printing for the best results. DRAWING EXAMPLES 5-1 Since many of the actions take place inside of boxed areas it is advisable to create parts of a drawing separately and then combine them at the end. This can be accomplished by drawing the various compo- nents on different parts of the screen or by using a screen for each component and combining screens using the copy action of . Alternately, layers can be used to keep portions of the drawing separate. The following contains a number of simple examples to help get you started. The examples are written out in long form. Elsewhere in this manual the examples are provided in a MaCRo file form. To draw box: Move the cursor to one of the corners of the box. Select desired color of box with . Select and ectangle to display the box as it is drawn. Move the cursor to form the box as desired. Use the keys to adjust the start point of the box if needed. Hit either , , or to complete function and draw box. Respond to the "Correct (y/n)?" prompt to keep the box or to return to the drawing as it was. To draw a circle: Move the cursor to the desired center of the circle. Select desired color of the circle with F8. Select and for circle. Move the cursor to the desired radius and hit either , , or to complete function and draw circle. If the circle is not properly centered simply hold down the key while using the cursor keys. Respond as desired to the "Correct (y/n)?" prompt. DRAWING EXAMPLES 5-2 To draw a line: Move the cursor to the start of the line. Select and . Move cursor to position line as desired. Use a or to mark next point on line. Continue drawing lines. To stop momentarily use the . If you make an error, can be use to erase the last line and redraw up to where you are. Line width can also be set using the idth command of the CURSOR MODE and changed at will while drawing the line. The color can be varied as the line is drawn and you can switch back and forth with ot,

arallel line, and poked line. When last point of line has been marked, select and either or to end the line. If is chosen the line is not only drawn on the screen, but saved to disk under user specified name. It can be retrieved at any angle and any scale using . Even if you did not save the drawing to disk, it is still available for reuse, continuation or modification. Select to redraw the last vector. Built in Objects: PC-KEY-DRAW contains a number of objects built into the program. Figure 5-2 shows a number of the built in objects, including rectangle, circle and line. The objects can be combined to create more complex images or modified with the commands like lide, irror, lip and more. Objects can be created with and stored as vector images to disk. DRAWING EXAMPLES 5-3 [primitiv] Figure 5-2. Object primitives; from -rectangle,

-polygon with 3 sides (triangle),

-polygon with 4 sides (square),

-polygon with 5 sides (pen- tagon),

-polygon with 6 sides (hexa- gon), and

-polygon with 7 sides (hep- tagon); from -circle, -ellipse, -arc, -pie shape arc, -rose curve, -trig (sine curve), -spiral, and -b-spline curve; and from -line and -spoke. Figure 5-2 was created in the high resolution mode. The prompt line shows that "parallel line" is about to be selected. To erase an area: Move the cursor to a position at one of the corners of the area to be erased. Select to mark the corner. Move the cursor to enclose the desired area with the display box. As with box the keys can be used to modify the initial corner position. Select or to mark the opposite corner. Copy works the same way. DRAWING EXAMPLES 5-4 [planet] Creating 3-D looking spheres or planetoids is easy using the spray paint feature of . Start by drawing a circle of desired size, next paint it with as desired. Move the cursor to a location on the now painted circle and select to spray paint one of the colors in the circle or if you prefer use to spray paint all foreground colors. Next move the cursor to one corner of the square containing the circle and select to mark that corner. Next enclose the circle in a box by moving the cursor and select a third time to begin spray painting. Figure 5-3 shows what a simple planetoid might look like. This is a fun operation to use with the key macro, since by varying the cursor speed before calling the macro a different size plane- toid will result. Very complex and interesting patterns can be created by copying and area and then moving off the screen with nimate. Try this with the file KD-PTRN.PIC, which can be retrieved with ld. When you obtain a particular pattern you want to use leave it on the screen with and then copy it again. Next move over the object you wish to paint with this new color pattern. Select to paint the object. (Note the object should be in color 3 for best results.) DRAWING EXAMPLES 5-5 [3dbox] 3-D oblique drawings can be made quickly from 2-D drawings. In high resolu- tion, draw a box with ; copy the box with ; set the cursor speed to 1; move one space to the left and one space up; select ; move alternately one step left and one step up until cube is of desired size; select ; and the cube is com- plete. Figure 5-4 shows just such a cube. Schematics and flow charts can be readily created from predefined symbol libraries. Creating your own symbol libraries is easy and straight forward. For objects that you want to bring in at different sizes and angles the features of are ideal. As an illustration, lets consider creating symbols of furniture to use in laying out an office. Start by setting the scale of the screen so that the furniture will nearly fill the screen when drawn to get the maximum resolution. Move to 0,0 with , select to start drawing the item. When you have completed drawing the item select to end line drawing save the vector image to disk. Give the item an appropriate name and go to the next item. When you are working on the room layout simply call up the required object from disk using , rotate it if desired, and place it where you want. See Figures 5-5 and 5-6 for a sample hydraulic schematic. DRAWING EXAMPLES 5-6 [hydro] Figure 5-5 Schematic Sample [fluid2] Figure 5-6 Schematic Sample Special effects can be created by setting the background attribute to something other then the actual background. Try setting the background with to <1>. Now draw a box or circle or line. Note how the object is left behind as you move the DRAWING EXAMPLES 5-7 cursor. When you hit the key the screen is refreshed and then the final box/circle/line is drawn, but sometimes it is desirable to use to create pat- terns and other effects much quicker than otherwise possible. At any time you wish to preserve what the screen shows, select eep and it will be saved. 16 Colors: If you have a composite color monitor or TV set you can obtain sixteen colors instead of the normal 4 available in RGB. Set the color palette to the sec- ond palette where color 1=Green, color 2=Red and color 3=Yellow. Draw several boxes, circles, or polygons on the screen. Move the cursor to within one of the fig- ures and select aint. A color bar will appear showing 16 color choice, but these won't look that great. Select a and the colors change to 16 distinct, vibrant colors on a composite monitor. Select the number you desire and specify the color of the figure and the object is painted. Most of the other drawing func- tions only recognize the four primary col- ors so some care must be taken when creat- ing a composite picture. Macros included with PC-KEY-DRAW can be an ideal method of learning how to use the program. By watching the macros you can get a feel for what can be done. By read- ing the macro files you can learn the exact key strokes required to create a given effect. See the following section on editing macros for more information. Try entering the key strokes as they are and see what happens. Note that some macros start with a lot of initialization, while others get right down to drawing. DRAWING EXAMPLES 5-8 Several things can be done to slow macros down so that what is happening is more visible. Try turning on the Help menu by setting the program to Novice mode in the tatus Screen. Remove the *|2 or *|1 line in the macro so that the cursor and prompt are shown when the macro is run. This makes it run a lot slower. You can even add ause commands at vari- ous places in a macro so that it stops for awhile before proceeding. DRAWING EXAMPLES 5-9 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 6 - KEY MACRO 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 Perhaps one of the most powerful functions of PC-KEY-DRAW is the key macro command, because it has so many different uses. I have yet to fully explore all of the uses of the key macro, but they include saving entire drawings, creating slide shows, saving commonly used routines/figures, and performing repetitive operations. The key macro command works by recording all of the key strokes you make and saving them to disk in a sequential ASCII file. The program keeps track of the same key being hit a multiple number of times and records not only the key, but its repetition num- ber. Key macro files can be very small and still do quite a lot. Saving Entire Drawings: PC-KEY-DRAW pro- vides numerous ways to save a drawing, which way you use depends on a variety of factors. The key macro offers a way to save a drawing that is rather different from the rest, because, instead of saving a completed drawing, you are saving the steps to create that drawing. When the key macro is used to save a drawing it should start by properly initializing the pro- gram, so that each time it is called the result will be the same. After selecting create macro with and naming it, initialize the program. Initialization should start with refreshing the screen with , setting the cursor to 0,0 with , setting the cursor speed to one with , and setting the color to 1 with . Then proceed to create the drawing. When the drawing is KEY MACRO 6-1 complete, end the key macro with . The drawing can then be redrawn with and the macro name. IRIS2.MCR (on Library Disk #2) is an excellent example of saving an entire drawing. IRIS2.MCR must be drawn from the medium resolution mode and started with both SCreen 1 and SCreen 2 clear. Slide Shows: Very interesting slide shows can be created quickly and easily using the key macro command. The complete draw- ing capability is available to be used in the slide show. Slide shows are created simply by starting the macro and then per- forming the desired steps. This might be as simple as calling up a series of already completed drawings and pausing in between them or may include the actual creation of the drawing as part of the show. The DEMO.BAT (formally SAMPLE) macro included on the program diskette was created simply by drawing what was wanted. As with the saving of a drawing, slide shows should be initialized for best results. Portions of a slide show can be done separately and then combined by link- ing or merging. Linking is performed by calling the next sequence from the end of the first. In this way slide shows can be very long or continuous. Merging is accom- plished using a word processor and actu- ally combining files. See Editing Macros for more information. KEY MACRO 6-2 The <*> (star) command is useful for slide shows and you may want to include it as part of the initialization. Normally the prompts for the program will be displayed as a macro is run, but by using a single <*> at the beginning of the command all printed prompts can be suppressed. This not only improves the appearance of the slide show, but it greatly speeds the execution time. Entering <*> twice will stop printing of prompts and will hide the cursor. From a text editor put the follow- ing line in to stop the prompts: *|1 or use the following to stop the prompts and hide the cursor: *|2 or to hide the prompts, cursor, object capture lines, and most cursor related actions, such as circle, arc, and rectan- gle rubberbanding until sizing is complete use: *|3 or to hide the prompts, cursor, object capture lines, and all cursor line rubber- banding use: *|4 Future versions may use higher valves of <*> for various special effects. KEY MACRO 6-3 Star commands take effect immediately and absolutely. Generally the first line of a macro is a star command. A star command, once started, remains in effect until the macro ends or until another star command takes effect. Star commands are provided as a means to speed up macro execution and hide some of the behind scenes action from the viewer. To display all activity during a macro use: *|0 Note that with *|3 and *|4 some special effects are lost, in particular those that use ackground to leave behind color as the cursor is moved will not behave the same if the cursor drawing is turned off. Saving Commonly Used Routines/Figures: Certain operations can be saved for later use in another drawing. These saved oper- ations can be called from disk as needed to perform the required task, and save having to manually do the task. Generally, routines should include minimal initial- ization for the maximum flexibility. Vari- ous figures that are commonly used can also be saved with the key macro command, as they will probably require less disk space then if saved with one of the other methods. The penalty for doing so is the time required to create the figure on the screen will be longer than that required to simply call the completed drawing from disk. However, for saving border patterns and the like, the key macro command is ideal. KEY MACRO 6-4 Repetitive Operations: Key macros can be used to automate certain repetitive actions and save you significant time. An example of such is the creating of concen- tric circles or ellipses using all of the available colors. Try the following: 1. Locate the cursor in the screen center. 2. Set the cursor speed to 1 and the color to one. 3. Start the key macro with the name CIRCLE. 4. Draw a circle of radius one pixel. 5. End the circle and confirm that it is correct. 6. Move the cursor to the center of the circle using . 7. Step the cursor speed up one using the <+> key. 8. Step the color up one using the key. 9. Select and run the macro CIRCLE from itself. At this point the program should start drawing circle after circle, each time incrementing the color and the size by one. To stop the macro use . Try some other short drawings and linking them to themselves. Configuration: While PC-KEY-DRAW provides a Configuration Screen, it does not remem- ber everything that you may want it to remember the next time you run the pro- gram. A simple solution is to create a key macro that does the desired configuration, such as adjusting the screen. Version 3.1 or later allow macros to be called from DOS when the program is called, by simply entering the name of the macro on the com- mand line after the program name, followed by a space. KEY MACRO 6-5 Editing Macros: The editing of macros created from version 3 is limited to using a word processor. The file is straight ASCII, but beware that what may look like a common space CHR$(32) is actually an ASCII zero CHR$(0). Also beware that cur- sor position is relative, not absolute. The use of a background editor, such as Sidekick, can be of great benefit, since it can be called up while you are working in PC-KEY-DRAW. Be sure that the particu- lar background program you are using works when the screen is in a graphics mode! The macro files are set up so that each line is a command followed by a separator (|) and the number of repetitions. The command is the actual key stroke code. While MaCRo files can be edited directly it is easier to first convert them to TeXT files using KD-TRANS.EXE. Since errors you may make are recorded you may want to edit them out of a slide show. This can be done easily to the ASCII file by removing only the commands and not the cursor movement that may occur as part of the command. One of the most common editing method will be the merging of files together to create one big file. When merging files care must be taken to ensure that all parameters are set to the value needed by consecutive parts of the macro. For example the cursor position at the start of a macro will determine the actual end result. KEY MACRO 6-6 One handy feature of a key macro is the ability to call a second macro at the end of the first, allowing unlimited macros to be chained together when run, but to reside separately on disk. To avoid having to edit the macro, work in reverse, start- ing with the last section first and be sure that each macro includes its own ini- tialization. Macro files contain the key strokes used, followed by a separator (|) and a number to indicate the number of times the key was hit in a row. If the key was a command it will only appear once while something like a cursor movement key may have been hit many times in a row. Text can be added after the repeat number for the purpose of placing remarks in a macro. This is espe- cially convenient for including notes to others on what the macro does and how to use it. The following is a short example of what a macro file would look like after being translated with KD-TRANS.EXE to a TeXT file: KEY MACRO 6-7 SHFT-F10 |1 Force Color to Color 1 SHFT-F9 |1 Force Cursor Speed to 1 + |4 Add 4 to the Cursor Speed F2 |1 Select Function 2 p |1 Select polygon 5 |1 5 sided RIGHT |9 Move right 9 times [ |3 Rotate the polygon F9 |1 Drop speed to 1 [ |1 Rotate the polygon ENTER |2 End and indicate correct. F9 |1 Toggle speed back to 5 LEFT |5 Move into polygon F5 |1 Select F5 Paint & Pattern ALT-P |1 Select Alternate paint 8 |1 Choose Color 8 for fill 1 |1 Choose Color 1 for border ENTER |1 Confirm correct. ALT-K |1 Select Key Macro e |1 End You can duplicate the above by simply entering in the above keys the number of times indicated. The remarks to the right of the repeat number should not be entered. Note that KD-TRANS expects the key stroke name to be exactly 10 charac- ters and spaces. KEY MACRO 6-8 DOS and Macros: Macros can be called from DOS as follows: KD-DRAW FILENAME where FILENAME is the name of the macro file to be called once KD-DRAW is loaded. A MCR extension is assumed. If another extension is used it must be specified or the file will not be found. This capabil- ity allows the slide shows to be run by a user knowing nothing about PC-KEY-DRAW or allows set-up routines to be run to cus- tomize PC-KEY-DRAW to your particular application. Macros can be called from BATch files or macros can be DOS BATch files. It is pos- sible to create a macro that is both a BATch file and a PC-KEY-DRAW macro. This allows for lots of possibilities with a minimum of extra files on the disk. Some care must be taken in setting up BATch file and MaCRo file combinations. Use the samples on the program disk as a guide. Basically the BATch file is the first part and the MaCRo the second. Since no action is taken in a macro file until the separa- tor (|) is located the BATch file is ignored by the macro. KEY MACRO 6-9 Run Time Mode: Starting with version 3.24 PC-KEY-DRAW can be set to work in a Run Time Mode, so that the end user can view and run macros without any knowledge of PC-KEY-DRAW. To turn PC-KEY-DRAW into the run time mode simply remove or rename KD- DRAW.HLP. When KD-DRAW is called, if it does not find KD-DRAW.HLP, it only allows a macro to be run. In normal operation when a macro is exited by , normal end of the macro, or an error control returns to the CURSOR MODE. In a run time mode when the macro is exited control returns to DOS. If KD-DRAW.DFT is not found the default drive is assumed to con- tain everything required by the macro to run unless a drive is specified in calling the desired macro, in which case that drive is assumed to contained the primary files needed by the macro. There are no restrictions to distributing PC-KEY-DRAW as a Run Time program, ie. without KD- DRAW.HLP, except if a charge for the disk is made. If you wish to charge for a Run Time version of PC-KEY-DRAW you must have prior written permission. KEY MACRO 6-10 Hot Keys: 27 keys can be assigned a macro file name so that when the key is struck the appropriate macro file is run immedi- ately. The Hot keys are the following: If KD-DRAW.HOT is found on the program disk or in the program directory on the hard disk the Hot keys are activated. KD- DRAW.HOT contains the listing of the key macro files that correspond to the appro- priate function keys. KD-DRAW.HOT can be edited with any text editor that produces pure ASCII files. There are two primary applications for Hot keys. The first is to assign commonly used routines so that they can be called up quickly as needed. A number of such rou- tines are supplied on library disk #2 and #3. For example BOLD.MCR produces bold faced text from any text brought in with or . The second use of the Hot keys is for creating a tutorial using the function keys with an on screen menu. The default HOT key file is KD-DRAW.HOT, but HOT key files can have any name and any number of HOT key files can reside on a disk, up to the limit of disk space. To change to a different HOT key use unction to specify the name of the HOT key file. KEY MACRO 6-11 MAKe HOT LIBrary: HOT key files can be in two forms, raw and compiled. A raw HOT key file consists of the names of MaCRo files next to the associated key strokes as in Figure 6-1. [hotraw] Figure 6-1 Sample HOT key file header with direct call of MaCRo files. When a defined HOT key is pressed the appropriate MaCRo file is run from disk. While this method of HOT key operation works fine, it can be very wasteful of disk space since each MaCRo is a separate file. MAKHOTLIB.EXE allows you to compile or library a HOT key file so that all of the MaCRo files become part of the HOT key file. The first time MAKHOTLIB is run from DOS it creates a blank HOT key file that can be edited with a word processor or text editor. If MAKHOTLIB is run when KD- DRAW.HOT already exists it will combine the KD-DRAW.HOT with the MaCRo files into one file. The header of the HOT key file is changed slightly to reflect that the macros are located in the HOT key file and not in a separate file. Figure 6-2 is the same HOT key file header after being com- piled with MAKHOTLIB.EXE. KEY MACRO 6-12 [hotcomp] Figure 6-2 Sample HOT key file header in compiled form. The ">" symbol is the GOTO command in PC- KEY-DRAW. It is used to tell the macro read routine to jump to the corresponding label in the file. A label in this case is the file name preceded with ":". This would be all that is needed to operate a HOT key, but in a large file searching for the appropriate label can be rather slow. The number following the macro file name is the location of the beginning of the appropriate macro in the file, allowing the macro read routine to jump directly to the appropriate place in the HOT key file to begin the macro execution. The GOTO symbol (>) and the file offset value are added by MAKHOTLIB.EXE when it is run. KEY MACRO 6-13 Supplied Macros: Numerous macros are sup- plied with PC-KEY-DRAW. Some are for dem- onstration of the programs capability, some are more entertaining then anything else, while others perform various rou- tines that are of use to a serious PC-KEY- DRAW user. The following discusses several of the more significant macros. Most of the supplied macros have remarks that can be read using a text editor or simply TYPEd from DOS to show instructions for the macro. Use from PC-KEY-DRAW to read the macro remarks before running it. Be sure to answer o when asked if correct or the text will become part of your drawing. It is a good idea to add remarks to any macros that you write. In particular you should provide information as to any premacro operations that are needed for successful operation of the macro. Remarks can be added with a text editor. Sample Demo: A sample demo is included on the program disk. It was created in sev- eral sections and then edited together. Note that the prompt line has been turned off for most of the demo for a cleaner look and faster execution. DEMO.BAT (for- mally SAMPLE.MCR) may stop at several points and wait for input from the key- board before continuing. A short line is displayed in the bottom right corner when the macro is waiting for user input. The command could also be used when you want the macro to suspend operation for a specified length of time. DEMO.BAT is both the Batch file and the macro. KEY MACRO 6-14 Slide Show Demo: A demo slide show is included with the numerous screens and pictures on Library Disk #1. SCNSHOW.MCR is a macro that calls previously created screens and partial screens using a vari- ety of display techniques. This method of operation is similar to other Slide Show programs, but far more powerful. [iris] Figure 6-3 IRIS3.SCN created with IRIS2.MCR, Brenda Kidera. Drawing Demo: Library Disk #2 contains the macro IRIS2.MCR that creates a drawing of an iris from scratch. You can watch the moves that the artist made to construct the drawing. Mistakes and changes of mind have been left in to show the process behind the picture. The completed picture is contained in IRIS3.SCN. My wife Brenda drew this picture. She is an artist which becomes very clear seeing the results of IRIS2.MCR. IRIS2 took 4 hours from start to finish to create, edit the macro, and eat dinner. IRIS2.MCR must be started in medium resolution mode for proper results. KEY MACRO 6-15 Routines: Library Disk #2 contains several useful routines. Two of the most useful are OVERLAY.MCR and OVERLAY2.MCR. Both take an object currently being animated and through a series of steps overlay the object onto the background. Which one you use depends on the object that is to be overlaid. OVERLAY will leave a dark out- line around the object which is ideal for many, but not all objects. OVERLAY2 does not leave the outline and is therefore better for certain objects. Both macros were written to make use of SCreen 2 and SCreen F7 as workspaces, so anything in these screens when you call the macro will be lost. It would be easy to write a macro that does not use SCreen 2, but uses the disk for temporary storage instead. A number of text oriented routines have been compiled and included in KD-DRAW.HOT on the program disk. It is recommended that the header for KD-DRAW.HOT be printed out and used as a reference during program operation. For more information on the individual routines see the corresponding files on library disks #2, #3, and #4. Many the macros have instructions in the form of remark statements in the macro. Create your own routines and add them to KD-DRAW.HOT or create another HOT key file for the routines that you commonly use. KEY MACRO 6-16 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 7 - PAGES AND LAYERS 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 PC-KEY-DRAW version 3 allows you the option to draw using up to 64 pages or 64 layers. The two cannot be used at the same time. Pages and layers are saved on the workspace disk, which can either be a RAM disk, hard disk, or floppy. In a page mode a drawing 2560 pixels by 1600 pixels is possible in the medium resolution mode. To use all 64 pages/layers about 1.2 megs of memory is required. In addition, to use more than about 20 pages/layers you must set up a subdirectory for the workspace. See your DOS manual for information on creating and using subdirectories. [work1] Figure 7-1 PC-KEY-DRAW in SCreen 1 and PaGe 00. PAGES & LAYERS 7-1 Screens: There are four screens available for creating drawings. Generally you will use SCreen 1 or SCreen 2 as the main draw- ing screen. You must be in SCreen 1 to access the pages. The other main screen is generally used as a temporary workspace or for holding symbols, shapes, patterns that you need to access quickly and repeatedly. If you are using layers SCreen 2 becomes the visual layer and SCreen 1 is the active layer. Figure 7-1 shows a picture being worked on while in SCreen 1 PaGe 00. SCreen 3 is called F7 and it shows that last object copied, erased, animated, etc. Most of the drawing functions can be used in F7, although some may behave differ- ently. F7 is an ideal screen to use to modify something that was just copied before placing it on the drawing. For example to change the color of a FONT before placing it on one of the main screens. ld, ld sequential, and ave work differently in SCreen F7. Instead of manipulating full screens the partial screens normally associated with the F7 key are retrieved or saved. This makes ld sequential particu- larly useful since it lets you browse through the partial screens as you nor- mally would with the full screens. The final screen is very limited and con- tains the 25th line of the main screens. Screens are different from pages in sev- eral important ways, but perhaps the most significant is where they are stored. Screens are stored within the 192K the program uses, while pages, other then the current page, are stored on the workspace disk. For fast access use a RAM disk. PAGES & LAYERS 7-2 Pages can be used when you want to create a picture that is larger than can be rea- sonably accommodated on a single screen. This might be a large flow chart, mechani- cal drawing, or just a big painting. Basi- cally the pages are arranged on an 8X8 grid although they can be used as 64 ver- tical pages if desired. It is possible to scroll by 1/2 page either horizontally or vertically. To use pages you must be in SCreen 1. Portions of a page can be readily transferred between other pages using the opy function. Pages must be saved separately to disk. While in page mode the cursor line will show SC1 PG00 when in SCreen 1 & PaGe 00. To scroll from one page to another use to display current position and then use the arrow cursor keys to scroll/pan in the direction of the arrow by one half screen. Use or to move a full page at a time. returns you to PaGe 00 and takes you to the maximum page that has been created. When scrolling the current screen is saved to the workspace disk, if anything has been added, and the disk is searched for the existence of the page you are moving to. If the page was previously created it is shown, otherwise a blank page is shown. Selecting twice displays PaGe 00 without saving the page you are cur- rently on. This is how multiple pages pre- viously created are restored. PAGES & LAYERS 7-3 Version 3.50 has added the ability to show a map of the pages by selecting followed by , , or for help. With the map displayed the cursor will move the active screen window around on the virtual page until is selected to select the desired portion of the page to work on. Figure 7-2 shows how the map looks while working in medium res- olution. [pagemap] Figure 7-2 PAGE map of pages. The current active page is PaGe 11. Use cursor keys to move around and then select with . The ability to use multiple screens allows some very detailed printed output on laser printers. Consider drawing on just four pages then printing them out side by side on a laser printer for a 1280X800 dot res- olution picture from a standard graphics card. PAGES & LAYERS 7-4 Layers or overlays are very powerful and useful. Think of them as drawing on sev- eral layers of clear plastic. Only the active layer is effected by the various functions. The other layers can be visual as desired. To use layers you must be in SCreen 1, as it is the active screen. SCreen 2 becomes the visual screen and holds copies of all layers that are visual. To use correctly, start with SCreen 2 being clear. Draw the first por- tion of the graphic on SCreen 1 and then declare a layer with . This trans- fers SCreen 1 to SCreen 2, saves it to disk and clears SCreen 1. With SCreen 2 now being overlaid with SCreen 1 the draw- ing will initially look the same. Continue drawing and as appropriate declare the next layer and so on. There are many uses of layers and many ways that they can be used. Proper use of layers can greatly speed the creation of complex drawings. As with pages, if you want to save the vari- ous layers you must do so separately. When layers are activated the prompt line will show SC1L0* when in SCreen 1 and Layer 0. The * indicates that not only are layers active, but that the visual layer is cur- rently being shown along with the active layer. If the prompt line reads SC1L3 it means that you are in SCreen 1, Layer 3 and only the active layer is being shown. A simpler way of using the layer feature is to load a pattern screen into SCreen 2. For example a screen containing perspec- tive lines might be put in SCreen 2 as the visual layer. Switch to SCreen 1 and acti- vate layer with an , causing the per- spective screen to be shown aiding in cre- ation of a perspective drawing. PAGES & LAYERS 7-5 Another use for layers is to load a com- plex object as the visual layer and use the active layer to trace the visual layer and save it in a vector format. Saving Pages/Layers: As noted the layers and pages must be saved separately from within the program. An alternate method of saving layers/pages can be accomplished from DOS. After completing the various pages exit the program to DOS. If the workspace drive is the same as the drive you save drawings on, then use the follow- ing command in DOS, after switching to the workspace drive: REN PAGE.* FILE.* where FILE is the name that you want the file to have. To recall the file at a later date you must first rename it as follows: REN FILE.* PAGE.* Run the program and select twice to restore the first page. If you use a RAM disk for a workspace then a slightly different procedure is needed to save the drawings from DOS. Instead of RENaming the files COPY them to the desired disk (X:) as follows: COPY PAGE.* X:FILE.* And to retrieve the files use: COPY X:FILE.* PAGE.* Enter the program and retrieve the files using twice. PAGES & LAYERS 7-6 Compressed Saves: A modification of the above technique can be used to not only save the pages or layers, but to compress them and combine them into a single file. Several programs are available such as ARC, LUE/LUU, and PKARC that can compress and library files. At the time of this writing PKARC may be the best all around choice for archiving your files. The graphics screens can be significantly com- pressed and by combining them into one file they can more easily be kept track of. Which library program you use is up to you, but a faster one has some advantage over an more efficient one. By writing the appropriate macro-batch file combination the entire operation can be operated to the point where the user has little knowl- edge of what actually takes place. !REMEMBER! ave will save only the screen you are in and not the pages and layers. Refer to the previous discussion for information on how to save pages and layers. KD-LASER will use the PAGE.* files to print from. PAGES & LAYERS 7-7 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 8 - LIBRARIES 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 PC-KEY-DRAW provides 6 methods of saving libraries of commonly used pictures, screens, fonts, vectors, macros, and pat- terns. Line drawings can be saved as vec- tors for later recall at any angle and scale using F6. Portions of the screen can be saved as bitmapped images under F7. Fonts can be created and then saved using F7, as can patterns. Entire screens are saved with F8, while key macros can be created for a wide variety of uses. PC- KEY-DRAW can also save files as a BASICA subroutine. Vector Saves are ideal for creating objects that need to be retrieved at dif- ferent angles and sizes. Possible uses include electrical schematics, flow charts, architectural symbols and more. Each element is saved with its own name, providing easy recall of the elements by name. Artists could use this to create special brush patterns/shapes to paint with. VCT is the default extension. Cur- rently the only objects that can be saved as vectors are those created entirely from lines, dots, parallel lines, or spoke lines. On ending the line drawing with nd the vector can be named and saved to disk for later use. A vector file contains the x and y coordinates of the object along with color and width information. Previously created vector files can be loaded with ld. The scale factor is matched to that of the drawing unless forced to something else. The rotation angle can also be set. LIBRARIES 8-1 Picture Saves are used for complex objects. They are ideal for animation and a whole lot more. One use is to create small patterns to use as brushes for painting with, but a more common use is to save parts of the screen for use in other drawings. opy & save is used to copy an area from the screen and save it to disk. PICtures are ideal for animation. PIC is the default extension. A FIG exten- sion can be specified which results in the file being saved as a series of ASCII num- bers. The files can be retrieved with ld or ld & place. ld brings the file in to animate, while places it directly on the screen. To view all of the PIC files on the drawing disk, move to SCreen F7, select ld, and the files will be brought in one at a time and displayed in the upper left corner of the screen. Font Saves provide a method of saving small commonly used portions of a screen, such as text, but not limited to text. The portions of the screen are created indi- vidually and saved under a common file. They are retrieved with based on the letter assigned to each picture when saved. FNT is the default extension. To save a character use opy and name the file with an FNT extension. You will be prompted for the character that corre- sponds to the one just copied. To ensure that the characters line up properly be sure to be consistent with the location of the top of the character. To modify the default letter and word spacing select when prompted for the charac- ter and enter the desired size in pixels. TYPEMAKE.MCR (on Library Disk #3) creates an unusual looking text font from the pri- LIBRARIES 8-2 mary text fonts. The created font is readily available as KD-FONT3.FNT, but it is interesting to watch as it is created. Directions for TYPEMAKE.MCR are contained in the file. Screen Saves can be used as a library by saving multiple pictures on one screen and then recalled using template of F8. This lets you group commonly used pictures under one name and uses them as desired. Generally saving complete screens will be the most commonly used storage method. SCN is the default extension. SCN files can be view sequentially for either SCreen 1 or SCreen 2 by selecting ld. Pattern Saves are in the same basic format as PICture saves, only arranged as 40 X 23 blocks for retrieval using the pattern fill function of F5. Actually any PIC file can be used as a pattern file. Pattern files can be used for simple painting or definitive patterns used for architecture or cartography can be created. 64 differ- ent patterns can be saved in one file. The screen size is identical to the pattern size. PIC is the default extension. PATMAKE.MCR (on Library Disk #2) will create a blank pattern screen with a grid of 64 blocks that can be replaced with the patterns you are creat- ing. Macro Saves have many, many uses. See sec- tion on KEY MACRO for details as to macro use. MCR is the default extension. LIBRARIES 8-3 BASICA Saves are accomplished in much the same way as PICture or pattern saves using , except that when a BAS extension is added to the file name the file is saved as a subroutine that can be merged into a BASICA program that you are writing. The file will always start a line number 20000 so you will have to RENUMber before merging several together. The sub- routine created can be called and will load an array with the data so that the array can be put on the screen using the PUT command of basic. This is ideal for writing games or for writing programs with graphical interfaces. PUT is an ideal way to get simple animation in a BASICA pro- gram. Any of the files on the library disks can be turned into BASIC subrou- tines. See your BASICA manual for detail information on merging BASICA files, and using graphic commands, like PUT and GET. Creating Libraries: While PC-KEY-DRAW is ideal for creating libraries, it currently comes with a limited supply of libraries. I have created many libraries for my own use, but they include things that would be of little use to anyone else. Most of the libraries I have created relate to motion compensated cranes and there just isn't much call for such symbols. At the time of this writing PC-KEY-DRAW includes twenty- six font libraries, seven pattern librar- ies, and a number of macro libraries. I do not have the time or the talent to create general purpose libraries, but some of you might. Please send any libraries that you create to me for evaluation. Unregistered users can receive credit towards register- ing, while registered users can receive credit towards updates or CA$H back. Yep, I am willing to pay for good libraries in LIBRARIES 8-4 any of PC-KEY-DRAW's formats, including printer configuration. The actual price will depend on the type, quality, and gen- eral use of the library. Please indicate what you think the library is worth. I reserve the right to withdraw this offer at any time. Please send original librar- ies only and not copies of other program libraries. Library Disks: Several library disks are supplied with PC-KEY-DRAW. The library disks contain numerous files saved with many of the possible save techniques offered by PC-KEY-DRAW. Library files available include macros, pictures, screens, fonts and patterns. LIBRARIES 8-5 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 5 - PRINTING 컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 PC-KEY-DRAW currently provides three meth- ods of printing graphics. The primary method a graphics printing is to perform a screen dump to a dot matrix printer that is Epson or IBM graphics compatible. The second method is the zoom printing method which can be set up to work with almost any printer. See Appendix B: for informa- tion on configuring the program for your printer. For those with an HP LaserJet or compatible a third printing method is pro- vided. Alternately, the user can use third party programs to print their graphics. This manual was printed with the aid of a commercial program called INSET. Screen Dump: The most common way to print a graphic screen is the use of a simple screen dump. The key to performing a screen dump is the use of the DOS program GRAPHICS.COM that comes with all versions of DOS. Run GRAPHICS as part of your AUTO- EXEC.BAT, as part of KD.BAT, or directly from DOS. Depending on the version of DOS you are using, when GRAPHICS is run a mes- sage may or may not appear telling you that GRAPHICS is loaded. Most users should be aware that hitting while in a text screen will dump a copy of the screen to their printer. GRAPHICS.COM extends this capa- bility to the graphics modes of your IBM PC. While in PC-KEY-DRAW hitting with GRAPHICS loaded will dump a copy of the screen to the printer. This is a complete copy of the screen including PRINTING 9-1 the cursor, help menu, grid and prompt line. Generally, it is desirable to print the picture and only the picture. how can be used to show only the picture on the screen, thus when a screen dump is invoked the print out will contain only the desired information. PC-KEY-DRAW pro- vides a more direct way of printing by selecting rint, which will allow you to change the 25th line and then print the picture and the picture only. Essentially invokes a so you don't have to. If the drawing covers more than a single screen, each screen will have to be printed individually and then put together manually. A reducing copy machine can be used to provide single sheet size from multiple pages. Some users report success in transferring the multiple pages to blueprints for use in architect and lands- cape design. A screen dump will behave differently depending on the video mode the program is in. To print the screen sideways on the paper, perform printing from the high res- olution mode. To print the screen across the top of the paper, perform printing from the medium resolution mode. GRAPHICS.COM from your DOS disk is not the only screen dump program that can be used with PC-KEY-DRAW. Some printers come with their own drivers, for example the Okidata color printer includes a screen dump rou- tine that lets you print PC-KEY-DRAW images in full color. There are also screen dump programs in the public domain and a number of commercial programs designed to replace GRAPHICS.COM. PRINTING 9-2 Zoom Printing: Banners and posters can be created on a dot matrix printer or even a daisy wheel printer using the zoom print- ing functions of PC-KEY-DRAW. There are many programs design to print banners, but PC-KEY-DRAW is the only one designed to print posters. The zoom printer uses text characters on the printer to repre- sent the colors on the screen, thus in medium resolution four different text characters are used in printing, while in high resolution only two characters are needed. The entire screen can be printed using or just a portion of the screen with . The user must specify the characters to use and the size of the print out. Size 1 is the smallest, printing a single character at 15+CPI for each dot in the image to be printed. Size 2 prints a single character at 12 CPI for each dot. Size 3 uses 10 CPI to print each character. The higher numbers in zoom printing pro- vide multiples of the lower numbers. See Chapter 4 for a zoom printer sizing chart. A number of zoom printer drivers are sup- plied on the program disk and PC-KEY-DRAW provides the capability to create your own drivers for printers not supported. See Appendix B: for configuration information. PRINTING 9-3 LaserJet Printing: The most advanced printing capability of PC-KEY-DRAW is available for the HP LaserJet or any printer that emulates the LaserJet. KD- LASER.EXE can be use to print multiple pages or to combine separate screens together as one. KD-LASER allows the user to specify the resolution to use, the por- tion of the screen to print, and allows inverting the video. To print multiple pages created in the virtual page mode of PC-KEY-DRAW simply specify the workspace drive where the PAGE files reside and enter PAGE as the name of the file. PC- KEY-DRAW's brochure was created in this fashion. Future versions of the program will expand the features of KD-LASER to most dot matrix printers. Alternate Printing: PC-KEY-DRAW can be an ideal tool for creating graphics to be printed with other programs. The pictures in this manual were all created with PC- KEY-DRAW, but were printed with INSET. INSET allows graphics to be mixed with text from a standard word processor. It sits in the background and allows graphics to be positioned and sized on the screen with the text while editing. It then takes over when printing and inserts the pic- tures in text. Pictures created with PC-KEY-DRAW can also be used with various desktop publishing programs, such as Ventura Publisher. Cur- rently the screens must be captured with GEMCAP or translated with one of a number of image file format translators available in the public domain or commercially. Future versions of PC-KEY-DRAW will pro- vide direct read and write of IMG files. PRINTING 9-4