diff options
author | Jörg Frings-Fürst <debian@jff-webhosting.net> | 2020-08-08 11:53:00 +0200 |
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committer | Jörg Frings-Fürst <debian@jff-webhosting.net> | 2020-08-08 11:53:00 +0200 |
commit | b623f5953691b2a0614e6f1f4def86bdbb9a4113 (patch) | |
tree | 18102bd36f7e22eb2ba2b9f880e4cb29346f4cb8 /app/doc/addm.but | |
parent | 359b557176b9bb2ff1aed2082641eed39c358d0d (diff) |
New upstream version 5.2.0Beta2.1upstream/5.2.0Beta2.1
Diffstat (limited to 'app/doc/addm.but')
-rw-r--r-- | app/doc/addm.but | 312 |
1 files changed, 232 insertions, 80 deletions
diff --git a/app/doc/addm.but b/app/doc/addm.but index 724e5fd..f2caf26 100644 --- a/app/doc/addm.but +++ b/app/doc/addm.but @@ -12,63 +12,63 @@ \H{addM}\i{Add Menu} -\G{png.d/madd.png} +\G{png.d/madd.png} -The \f{Add Menu} has all the actions related to adding track pieces to the layout. +The \f{Add Menu} has all the actions related to adding track pieces to the layout. \dd \f{Circle Track} - place a circle of track by selecting radius, tangent and or center (\K{cmdCircle}). \u000 -\dd \f{Curved Track} - lay curved track pieces using different modes for selecting start and endpoints and radius (\K{cmdCurve}). +\dd \f{Curved Track} - lay curved track pieces using different modes for selecting start and endpoints and radius (\K{cmdCurve}). \u000 -\dd \f{Hand-laid Turnout} - lay a turnout in place on the layout. +\dd \f{Hand-laid Turnout} - lay a turnout in place on the layout. (\K{cmdHandLaidTurnout}) \u000 -\dd \f{Helix} - Add a helix. +\dd \f{Helix} - Add a helix. (\K{cmdHelix}) \u000 -\dd \f{Parallel} - create parallel track to existing flex-track, straight or curved. +\dd \f{Parallel} - create parallel track or line to existing flex-track, straight or curved track. (\K{cmdParallel}) \u000 -\dd \f{Straight Track} - lay straight track pieces of arbitrary lengths +\dd \f{Straight Track} - lay straight track pieces of arbitrary lengths \u000 -\dd \f{Structure} - Add a predefined structure to the layout. +\dd \f{Structure} - Add a predefined structure to the layout. \u000 -\dd \f{Turnout} - select a turnout or a piece of fixed track and place on layout. +\dd \f{Predefined Track} - select a turnout or a piece of fixed track and place on layout. \u000 -\dd \f{Turntable} - Place a turntable. +\dd \f{Custom Turntable} - Place a turntable. (\K{cmdTurntable}) \u000 -\dd \f{Block} - Create a block. +\dd \f{Block} - Create a block. (\K{cmdBlock}) \u000 -\dd \f{Switchmotor} - Create a switchmotor. +\dd \f{Switchmotor} - Create a switchmotor. (\K{cmdSwitchmotor}) \u000 -\dd \f{Signal} - Create a signal. +\dd \f{Signal} - Create a signal. (\K{cmdSignal}) \u000 -\dd \f{Control} - Create a control. +\dd \f{Control} - Create a control. (\K{cmdControl}) \u000 -\dd \f{Sensor} - Create a sensor. +\dd \f{Sensor} - Create a sensor. (\K{cmdSensor}) \S{cmdCircle} Circle Track @@ -76,17 +76,23 @@ The \f{Add Menu} has all the actions related to adding track pieces to the layou A circle track is a special form of a curved track that extends 360\u00B0 and has no endpoints. The three methods (with their Shortcut keys) used to create a Circle Track are: -\dd \G{png.d/bcircl1.png} (\c{Control-8}) Use the Fixed Radius specified on the \e{Circle Radius} control displayed on the Status Bar (\K{mainW}). Drag the Circle track into position. +\u000 + +\dd (\K{cmdCircleFixedRadius}). Use the Fixed Radius specified on the \e{Circle Radius} control displayed on the Status Bar (\K{mainW}). +\c{Left-Drag} the Circle track into position. \u000 -\dd \G{png.d/bcircl2.png} (\c{Control-9}) Drag from tangent point (Edge) of the Circle track to the Center. +\dd (\K{cmdCircleTangent}). \c{Left-Drag} from tangent point (Edge) of the Circle track to the Center. \u000 -\dd \G{png.d/bcircl3.png} (\c{Control-0}) Drag from the Center of the Circle track to the edge. +\dd (\K{cmdCircleCenter}). \c{Left-Drag} from the Center of the Circle track to the edge. + +\u000 -A drop down menu, which allows selection of the Circle Track creation method, is invoked from the down arrow button (\G{png.d/bmenu.png}) located on the right side the Circle track button. Dependent upon previous selection, the Circle Track button will look like \G{png.d/bcircl1.png}, \G{png.d/bcircl2.png} or \G{png.d/bcircl3.png}. +A drop down menu, which allows selection of the Circle Track creation method, is invoked from the down arrow button (\G{png.d/bmenu.png}) located on the right side the Circle track button. +Dependent upon previous selection, the Circle Track button will look like \G{png.d/bcircl1.png}, \G{png.d/bcircl2.png} or \G{png.d/bcircl3.png}. \dd \G{png.d/bmcircle.png} @@ -100,57 +106,171 @@ You can join to and from circles, after which they become curved tracks. \rule +\S2{cmdCircleFixedRadius} Circle Fixed Radius + +\G{png.d/bcircl1.png} + +(\c{Control-8}) Use the Fixed Radius specified on the \e{Circle Radius} control displayed on the Status Bar (\K{mainW}). +\c{Left-Drag} the Circle track into position. + +\rule + +\S2{cmdCircleTangent} Circle Fixed Tangent + +\G{png.d/bcircl2.png} + +(\c{Control-9}) \c{Left-Drag} from tangent point (Edge) of the Circle track to the Center. + +\rule + +\S2{cmdCircleCenter} Circle From Center + +\G{png.d/bcircl3.png} + +(\c{Control-0}) \c{Left-Drag} from the Center of the Circle track to the edge. + +\rule + \S{cmdCurve} Curved Track \G{png.d/bcurve.png} -Creating a curve is a two step operation. The four methods (with their Shortcut keys) used to create a Curved Track are: +Creating a curve is a two step operation. + +The five methods (with their Shortcut keys) used to create a Curved Track are: + +\dd -\dd \G{png.d/bcurve1.png} (\c{Control-4}) Drag from one endpoint in the direction of the Curve at that point and release. Click and Drag the red arrows to position the second endpoint. -If Shift is held down when the first endpoint is being placed and the cursor is on a track, the new curve end will "Snap" to the nearest open track endpoint and you can drag out the second end aligned to that track. After a track is competed, the new track will be connected to this first track. +\dd \K{cmdCurveEndPt}. Drag out the end and then set its radius by dragging the endpoint. \u000 -\dd \G{png.d/bcurve2.png} (\c{Control-5}) Drag from one of the endpoints to the Center of the Curved track and release. Click and Drag to position the second endpoint. -If Shift is held down when the first endpoint is being placed and the cursor is on a track, the new curve end will "Snap" to the nearest open track endpoint and you can drag out the center at right angles aligned to that end. After a track is competed, the new track will be connected to this first track. +\dd \K{cmdCurveTangent}. Drag from the an endpoint to the center and then drag the second enpoint around that center. \u000 -\dd \G{png.d/bcurve3.png} (\c{Control-6}) Drag from the Center of the Curved track to one of the endpoints and release. Click and Drag to position the second endpoint. -Shift has no effect. +\dd \K{cmdCurveCenter}. Drag from the Center of the Curved track to one of the endpoints. Position the second endpoint around the center. \u000 -\dd \G{png.d/bcurve4.png} (\c{Control-7}) Drag from one endpoint to the other endpoint to form the Chord of the Curve and release. Click on the center of the track and Drag to form the Curve. -Shift has no effect. +\dd \K{cmdCurveChord}. Drag from one endpoint to the other endpoint to form the Chord of the Curve. Drag the arc out to form the Curve. \u000 -\dd \G{png.d/bezier.png} Place one endpoint and drag out the first control point and release, Place the second Endpoint and drag out the second control point and release. Once all 4 points are placed, you can pick one at a time and drag it to move it. Complete the Curve by pressing Enter, or Reject it with Esc. -If Shift is held down when either endpoint is being placed it will "Snap" to an open track endpoint of the track underneath the cursor and you can only drag out the control point aligned to the end of the track. After the new track is competed, it will be connected to this existing track. +\dd \K{cmdBezier}. Construct a Bezier by placing its four control points. \u000 -A drop down menu, which allows selection of the Curved Track creation method, is invoked from the down arrow button (\G{png.d/bmenu.png}) located on the right side the Curved track button. Dependent upon previous selection, the Curved Track button will look like \G{png.d/bcurve1.png}, \G{png.d/bcurve2.png}, \G{png.d/bcurve3.png} or \G{png.d/bcurve4.png}. +A drop-down menu, which allows selection of the Curved Track creation method, is invoked from the down arrow button (\G{png.d/bmenu.png}) located on the right side the Curved track button. Dependent upon previous selection, the Curved Track button will look like \G{png.d/bcurve1.png}, \G{png.d/bcurve2.png}, \G{png.d/bcurve3.png}, \G{png.d/bcurve4.png}, \G{png.d/bezier.png} or \G{png.d/bcornu.png}. \dd \G{png.d/bmcurved.png} \dd \e{Curved Track Button Menu} -In all but the bezier case, two Red arrow heads will be drawn after the first step to indicate where you can Drag to complete the second step. +For all but the Bezier Curve, two Red arrow heads will be drawn after the first step to indicate where you can \c{Left-Drag} to complete the second step. -A straight track will be created if the second endpoint is lined up with the first endpoint. +A straight track will be created if the second endpoint is lined up with the first endpoint except for Bezier tracks. -If the Snap Grid (\K{cmdGrid}) is enabled then the endpoints will be constrained to the grid. +If the Snap Grid (\K{cmdGrid}) is enabled then the endpoints will be constrained to the grid if they are not snapped to another object. \c{Shift} ensures that other objects will be ignored. + +Optionally, the curve center point and radius can be displayed for the Curve. This is enabled by the Move Label (\K{cmdMoveLabel}) command. + +For Beziers, the active control point will be drawn in red and the available endpoints are shown with circles. + + +\f{Note:} You can also create Straight and Curved tracks using \k{cmdModify} by \c{Left-Drag}ing out extra track from an open end-point. + +\rule + +\S2{cmdCurveEndPt} Curved Track from End Point + +\G{png.d/bcurve1.png} + +(\c{Control-4}) Drag from one endpoint in the direction of the Curve at that point and release. \c{Left-Drag} the red arrows to position the second endpoint. + +While the first endpoint is being placed, and \f{MagneticSnap} is enabled, unless \e{Alt} is held, if the cursor is on a track, the new curve end will "Snap" to the nearest open track endpoint and you will drag out the second end in aligned to that track, once you are dragging the second end it will be restricted to an arc that has the same end angle as the first endpoint. After a track is competed, the new track will be connected to this first track. +This will also happen with \f{MagneticSnap} if \e{Alt} is held. + +\rule + +\S2{cmdCurveTangent} Curved track from Tangent + +\G{png.d/bcurve2.png} + +(\c{Control-5}) Drag from one of the endpoints (which will behave like the first point in "CurvedTrack From End" to the Center of the Curved track and release. +\c{Left-Drag} on the arrows to position the second endpoint. + +While the endpoints are being placed, if \f{MagneticSnap} is enabled, unless \c{Alt} is held down, they will "Snap" to an open track endpoint of the tracks underneath the cursor and you can only drag out the control point aligned to the end of those tracks. +After the new track is completed, it will be connected to these existing track. +If \f{MagneticSnap} is disabled, the snap will only happen if \e{Alt} is held. + +\rule + +\S2{cmdCurveCenter} Curved Track From Center + +\G{png.d/bcurve3.png} -Optionally, the curve center point and radius can be displayed for the Curve. This is enabled by the Move Label (\K{cmdMoveLabel}) command. +(\c{Control-6}) Drag from the Center of the Curved track to one of the endpoints and release. \c{Left-Drag} to position the second endpoint. -For Beziers, the active control point will be drawn in red and the available endpoints are shown with circles. +While the endpoints are being placed, if \f{MagneticSnap} is enabled, unless \c{Alt} is held down, they will "Snap" to an open track endpoint of the tracks underneath the cursor and you can only drag out the control point aligned to the end of those tracks. +After the new track is completed, it will be connected to these existing track. +If \f{MagneticSnap} is disabled, the snap will only happen if \e{Alt} is held. -\f{Note:} You can also create Straight and Curved tracks using \k{cmdModify} by dragging out extra track from an open end-point. +\rule + +\S2{cmdCurveChord} Curved Track from Chord + +\G{png.d/bcurve4.png} (\c{Control-7}) Drag from one endpoint to the other endpoint to form the Chord of the Curve and release. \c{Left-Click} on the center of the track and Drag to form the Curve. +The first end point acts like "CurvedTrack From End". If an exitsing track end is selected, the Chord will only move along line orthogonal to the track. + +While the endpoints are being placed, if \f{MagneticSnap} is enabled, unless \c{Alt} is held down, they will "Snap" to an open track endpoint of the tracks underneath the cursor and you can only drag out the control point aligned to the end of those tracks. +After the new track is completed, it will be connected to these existing track. +If \f{MagneticSnap} is disabled, the snap will only happen if \e{Alt} is held. \rule +\S2{cmdBezier} Curved Bezier Track + +\G{png.d/bezier.png} + +\c{Left-Click} to place one endpoint and \c{Left-Drag} out the first control point and release, \c{Left-Click} to place the second Endpoint and \c{Left-Drag} out the second control point and release. +Once all 4 points are placed, you can pick one at a time and drag it to move it. +Complete the Curve by pressing \c{Enter|, or Reject it with c\{Esc}. + +While the endpoints are being placed, if \f{MagneticSnap} is enabled, unless \c{Alt} is held down, they will "Snap" to an open track endpoint of the tracks underneath the cursor and you can only drag out the control point aligned to the end of those tracks. +After the new track is completed, it will be connected to these existing track. +If \f{MagneticSnap} is disabled, the snap will only happen if \e{Alt} is held. + +\rule + +\S{cmdCornu} Create Cornu Track + +\dd \G{png.d/bcornu.png} \c{Left-Click} to place each endpoint on an open track end or just on the layout. +During the move to the click, if \f{MagneticSnap} is enabled, an anchor will show when the cursor is near an open end point. This can be inhibited with \e{Alt}. +If \f{MagneticSnap} is disabled this will only happen if \e{Alt} is held. + +\c{Left-Drag} if the endpoint not on an existing track drags out the end angle of the new track. This is shown by the Cornu endanchor. + +\G{png.d/cornuendanchor.png} + +The anchor is only drawn for Cornu ends that are not joined to existing tracks and it shows the position, direction and radius of the track, and has anchors for altering these properties. +When the Cornu is joined to a track, it uses the properties of the end of that track instead. +Anchor point handles are drawn outside the end of the Cornu track to allow track-pins to be edited on the track itself. +\c{Left-Click} to place the second Endpoint either on a track endpoint or not. \c{Left-Drag} sets the second end angle like the first for unconnected end-points. + +Complete the Curve by pressing \c{Enter}, or Reject it with \c{Esc}. + +The radius and angle of the selected open Cornu end can also be set with text entry boxes in the Status Bar. + +When either endpoint is being moved it will "Snap" to an open track endpoint of the tracks underneath the cursor unless \c{Shift} is held. +You can then only move the endpoint along that track if it is splitable, or in an extension of it. After the new track is completed, it will be connected to these existing tracks. + +Cornu Track Pins are further explained in \K{joinCornu} - they constrain the Cornu curve to smoothly pass through thier position as well as satisfying the end conditions. You can place them by clicking on the Cornu and select, \e{Drag} to move them around or hit \e{Delete} to remove them. + +If the end is not connected, an anchor will enable the end-angle and radius to be set by dragging. Initially the end radius is set to be zero and the angle will be picked to create a smooth curve given the end angle. Altering the end angle with the anchor resets the radius to zero. + +\u000 + \S{cmdHandLaidTurnout} Hand-laid Turnouts @@ -166,7 +286,7 @@ Hand-laid turnouts are created by specifying 3 values: First select the position for the Frog (\K{generalTerms}) on an existing track and then \e{Drag} away to specify the angle of the \e{Frog}. The angle in degrees and equivalent frog number is displayed on the status bar. When you release, the line indicating the angle jumps to one side of the track to show you the center line of the new leg of the turnout. -Next \e{Click} and \e{Drag} to position the Points (\K{generalTerms}) for the turnout. As you \e{Drag}, tracks will be drawn showing the turnout. When you release the turnout is created. +Next \c{Left-Click} and \c{Left-Drag} to position the Points (\K{generalTerms}) for the turnout. As you \c{Left-Drag}, tracks will be drawn showing the turnout. When you release the turnout is created. You cannot place the \e{Frog} or \e{Points} on a turnout, circle or helix. However, you can create overlapping Hand-laid Turnouts. @@ -191,7 +311,7 @@ In the case where different parameters could be affected (for instance changing Changing \e{Vertical Separation} affects \e{Turns} which must be an integer value (no fractions), and this in turn affects the \e{Vertical Separation}. When you set \e{Vertical Separation} you are specifying the minimum separation which is adjusted upwards to the actual value. -Note: only the \e{Radius} and \e{Turns} are used when creating the helix. After joining the helix to other tracks, you will want to establish the heights of the endpoints at each end of the helix. You can use the Elevation (\K{cmdElev}) command to do this. +Note: only the \e{Radius} and \e{Turns} are used when creating the helix. After joining the helix to other tracks, you will want to establish the heights of the endpoints at each end of the helix. You can use the Elevation (\K{cmdElevation}) command to do this. A helix is placed the same way as a Circle Track (\K{cmdCircle}) with the addition that you specify the number of turns as well the as the radius of the helix. Then the helix is dragged into position on the layout. @@ -201,34 +321,66 @@ A label for the helix is drawn at it's the center. If the elevations are set (e \rule +\S{cmdParallel} Parallel Track or Line + +You can pick between two Parallel Commands: + +\dd + +\u000 + +\dd \K{cmdParallelTrack}. You can create a new track parallel to any straight, curved, bezier, cornu or easement track. + +\u000 + +\dd \K{cmdParallelLine}. You can create a line parallel to any straight, curved, bezier, cornu or easement track or straight lines, curved lines and PolyLines. + +\rule + +\S2{cmdParallelTrack} Parallel Track -\S{cmdParallel} Parallel Track +\G{png.d/bparallel.png} -\G{png.d/bparalle.png} +Select the Track you want to parallel with \c{Left-Click}, and the new parallel track will appear beside it. You control which side the new track will be on by \c{Left-Drag}ging the cursor from one side to the other of the selected track before releasing it. -You can create a new track parallel to any straight, curved or easement track. +\G{png.d/statusbarparallel.png} -\G{png.d/satusbarparallel.png} +The \f{Parallel Separation} control (Visible in the Status Bar) displays the intended separation between parallel tracks/line. This value can be changed before selecting a track. The value must be greater than 0.0 if the gauges are equal. + +\b If the gauges are equal, a value of 0.0 means that the rail of the second track is overlaid on the first to simulate dual guage track. The railside that the new track "shares" is set by which side of center the cursor is on when released. +The new track will have NoTies set on. -The \f{Parallel Separation} control (Visible in the Status Bar) displays the current separation between parallel tracks. This value can be changed before selecting a track. The value must be greater than 0.0. +\b The seperation can be automatically increased using the \f{Radius Factor} value. If this is set to 0.0 (default) the seperation value will be used regardless of radius. +If the value is set to 1.0, the seperation will be increased by a scaled 2864 inches per inch of curvature of the paralled track - this is in accordance with North American prototype practice. +Other values of Radius Factor will alter by an equivalent percentage. For example, 0.5 would use 50% of this increase. -Select the track you want to parallel, and the new parallel track will appear beside it. You control which side the new track will be on by moving the cursor from one side to the other of the selected track. +\u000 -This is very useful for creating sidings and yards. +This command is very useful for creating sidings and yards as well as dual track. -You cannot create tracks parallel to turnouts or sectional track. +\b No parallel to a turnouts or a non-straight piece of sectional track is created. -It is possible to create tracks that abut (the endpoints are very close and aligned). These endpoints will be automatically connected. +\b It is possible to create tracks that abut (the endpoints are very close and aligned). +These endpoints will be automatically connected. \rule +\S2{cmdParallelLine} Parallel Lines + +\G{png.d/bparalleline.png} + +Select the Track or Line you want to parallel with \c{Left-Click}, and the new parallel line will appear beside it. + +\b Note that Lines are not joined - if you wish you can select a series of Lines and turn them into a PolyLine using \K{cmdJoinLine}. + +\rule \S{cmdStraight} Straight Track \G{png.d/bstraigh.png} -Straight track is a created by selecting the first endpoint then dragging the cursor to the point where you want the second endpoint to be. -If Shift is held down when the first endpoint is being placed and the cursor is on a track, the new straight end will "Snap" to the nearest open track endpoint and you can drag out the second end aligned to that track. After a track is competed, the new track will be connected to the existing track. +Straight track is a created by \c{Left-Click} to select the first endpoint then \c{Left-Drag}ing the cursor to the point where you want the second endpoint to be. +Unless \c{Shift} is held down when the first endpoint is being placed and the cursor is on a track, the new straight end will "Snap" to the nearest open track endpoint and you can drag out the second end aligned to that track. After a track is competed, the new track will be connected to the existing track. If the Snap Grid (\K{cmdGrid}) is enabled then the endpoints will be constrained to the grid. @@ -264,7 +416,7 @@ You can use the Parameter File Dialog (\K{cmdPrmfile}) to control what turnouts \G{png.d/turnsel.png} -Select a turnout from the scrolling list. A picture of the selected turnout is drawn in the diagram canvas. You can pick the Active endpoint (\K{generalTerms}) by clicking on an endpoint in the diagram. The Active endpoint (\K{generalTerms}) is indicated by a highlighted square. +Select a turnout from the scrolling list by \c{Left-Click}ing on it. Move to the Layout and \c{Left-Click} where the turnout should be placed. The Turnout will snap to nearby flextracks or open endpoints. By \c{Left-Drag}ing you can move the turnout around. Additional \c{Left-Click}s change the way the turnout is placed. The \f{New} button invokes the Turnout Designer (\K{cmdTurnoutNew}) dialog. This button displays a pop-up-menu list of various types of turnouts and sectional track. @@ -295,14 +447,14 @@ The \f{Turntable Angle} control on the Preferences (\K{cmdPref}) dialog controls \G{png.d/bblock.png} -A block is created by first selecting the track segments in the block and then -selecting \f{Create Block} from either the Add menu \K{cmdAdd} or from the block menu on the -hotbar. A block gets a name and a script. The name is only used for -identification and the script is used by the layout control software. The -script should provide whatever information is needed by the layout control -software to determine block occupancy. This could be a code snippet to -retrieve the state of the block occupancy or it could be the address of the -sensor, etc. +A block is created by first selecting the track segments in the block and then +selecting \f{Create Block} from either the Add menu \K{cmdAdd} or from the block menu on the +hotbar. A block gets a name and a script. The name is only used for +identification and the script is used by the layout control software. The +script should provide whatever information is needed by the layout control +software to determine block occupancy. This could be a code snippet to +retrieve the state of the block occupancy or it could be the address of the +sensor, etc. \G{png.d/block.png} @@ -310,9 +462,9 @@ The create block dialog has spaces for two text strings. One is the name and the other is a block occupancy script. The name identifies the block and the script is information used by the layout control software to detect block occupancy. The script could be a code snippet or I/O device address -information, etc. +information, etc. -\rule +\rule \S{cmdSwitchmotor} Switchmotor @@ -325,7 +477,7 @@ identification and the three scripts are used by the layout control software. The three scripts are for throwing the turnout to its "normal" position, throwing the turnout to its "reverse" position, and a script to read a point position sensor. These scripts could be code snippets or they could be -addresses of I/O devices, etc. +addresses of I/O devices, etc. \G{png.d/switchmotor.png} @@ -344,20 +496,20 @@ could be code snippets or I/O device address information, etc. A signal is created by selecting \f{Create Signal} from either the Add menu \K{cmdAdd} or from the hotbar. Use the mouse to select a location (left button) and then -draging (left button down) the signal to set its orientation. Once the left -button is released, a Create/Edit Signal dialog box is displayed, and you can -fill in the signal's properties: name, fine tune the location and orientation, +draging (left button down) the signal to set its orientation. Once the left +button is released, a Create/Edit Signal dialog box is displayed, and you can +fill in the signal's properties: name, fine tune the location and orientation, number of heads, and the aspects. \G{png.d/signal.png} -The create/edit signal dialog has spaces for the name of the signal, its -location and orientation, the number of heads (1, 2, or 3), and a list of -aspects. Each aspect has a name and a script. The name could be a rule book -name (Clear, Aproach, Stop, etc.) or the actual color(s) displayed (green, -yellow, red, etc.). The script is just some information for the layout -control software to actually effect the display of the aspect -- this could be -the LCC event id to trigger the aspect or it could be a code snippet that +The create/edit signal dialog has spaces for the name of the signal, its +location and orientation, the number of heads (1, 2, or 3), and a list of +aspects. Each aspect has a name and a script. The name could be a rule book +name (Clear, Aproach, Stop, etc.) or the actual color(s) displayed (green, +yellow, red, etc.). The script is just some information for the layout +control software to actually effect the display of the aspect -- this could be +the LCC event id to trigger the aspect or it could be a code snippet that causes the aspect to be displayed. \rule @@ -366,11 +518,11 @@ causes the aspect to be displayed. \G{png.d/bControl.png} -A control is created by selecting \f{Create Control} from either the Add menu \K{cmdAdd} or -from the hotbar. Use the mouse to select a location (left button) and then -dragging (left button down) the control to where you want it. Once the left -button is released, a Create/Edit Control dialog box is displayed, and you can -fill in the control's properties: name, fine tune the location, and the on and +A control is created by selecting \f{Create Control} from either the Add menu \K{cmdAdd} or +from the hotbar. Use the mouse to select a location (left button) and then +dragging (left button down) the control to where you want it. Once the left +button is released, a Create/Edit Control dialog box is displayed, and you can +fill in the control's properties: name, fine tune the location, and the on and off scripts. \G{png.d/control.png} @@ -394,6 +546,6 @@ fill in the sensor's properties: name, fine tune the location, and the script. \G{png.d/sensor.png} -The create/edit sensor dialog has spaces for the name of the sensor, its -location, and a script. The script is just some information for the layout -control software to actually return the state of the sensor (on or off).
\ No newline at end of file +The create/edit sensor dialog has spaces for the name of the sensor, its +location, and a script. The script is just some information for the layout +control software to actually return the state of the sensor (on or off). |