#BGH 000 000 000

 BubbleGEM Help-File by RSM2OUT v1.97 for ResourceMaster v2.06 & up by ARDISOFT

#Dial 000 53
#Dial 001 10
#Dial 003 Please wait
#Dial 005 Legal
# 018 >001
#Dial 006 Resource information
# 004 Shows the number of trees.
# 006 ^
# 061 >001
#Dial 007 Tree information
# 003 Index of object trees.
# 004 ^
# 005 Name for this object tree.
# 006 ^
# 007 Comments for this object tree.
# 008 ^
# 013 The menu should be edited in the menu editor.
# 014 The menu should be edited in the dialog editor.
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#Dial 008 
# 004 The resource is to be a standard resource.
# 005 The resource is to be an extended resource (AES4).
# 006 The resource is to be an Interface resource (longer header).
# 007 All CICON objects will be saved as normal icons. This is so that the resource can be used on older systems as well.
# 008 >002
# 009 >004
#Dial 009 
# 005 Here you can choose which layer, or if all layers, are to be saved.
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# 007 >003
# 008 If this option is active, a resource is automatically generated for every layer (see also "Settings/Miscellaneous").
#Dial 010 Multi-layer/Edit layer...
# 002 Name of the multi-layer resource.
# 004 Name of the selected layer. The name can be changed and/or a new layer created.
# 005 ^
# 006 The selected layer will be deleted.
# 007 The selected layer's name can be changed.
# 008 >001
# 010 Back to layer selection.
# 011 The new layer name will be adopted.
# 012 New name of the layer.
# 013 ^
#Dial 011 Settings/Output files...
# 003 >031
# 004 >030
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# 038 >004
#Dial 012 Settings/Naming rules...
# 003 >031
# 004 >030
# 005 Sets the maximum number of characters of a tree name that are to be placed in front of an object name.
# 006 ^
# 007 Sets the characters that may be used to connect a prefix to an object name.
# 008 ^
# 009 Sets the permitted characters for the first character in a name.
# 010 ^
# 011 ^
# 012 ^
# 013 ^
# 014 ^
# 015 ^
# 016 ^
# 017 ^
# 018 ^
# 019 Sets which characters are permitted for all other characters.
# 020 ^
# 021 ^
# 022 ^
# 023 ^
# 024 ^
# 025 ^
# 026 ^
# 027 ^
# 028 ^
# 030 Sets the character string that should be attached to every name.
# 031 ^
# 032 The maximum length of a name can be set here.
# 033 ^
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#Dial 013 Settings/Grids...
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#Dial 014 Settings/Miscellaneous...
# 003 >031
# 004 >030
# 005 ResourceMaster zooming procedure should be used.
# 006 ResourceMaster moving procedure should be used.
# 008 Ensures that menu shortcuts align automatically below one another.
# 009 Sets the maximum number of characters before an attempt is made to shorten the menu, or a warning issued.
# 010 ^
# 011 The shortcut position for MagiC buttons can be marked with '['. Characters no longer need to be counted.
# 012 If, say, the button text is extended then the button width is extended if necessary.
# 013 Here you can extend the limit at which the warning in the alert editor is activated.
# 014 Sets the maximum length of an alert string line.
# 015 ^
# 016 Sets the highest alert icon number.
# 017 ^
# 020 No automatic menu border.
# 021 The right menu border will be automatically enlarged by one character.
# 022 The right menu border will be automatically enlarged two characters.
# 024 If all layers are to be saved automatically, then for each layer a folder (Layername) is created.
# 025 If all layers are to be saved automatically, then a folder is created (Resource-name), and for every layer a resource (Layername) is saved.
# 027 Static option: This option is not saved. It must be set each time anew.
# 028 Trees will not be resorted, even if an object is deleted.
# 029 >002
# 030 >004
# 032 If overlays were loaded, then one can be activated here.
# 036 With multi-layer resources the standard layer can be saved as well.
# 038 If the standard layer is to be saved as well, it is saved according to the settings in "Auto-save layers".
# 039 If the standard layer is be saved as well, it will be saved in the parent directory.
# 040 With multilayer resources each layer can be automatically saved.
# 041 Creates in the standard RSC part of an AES-4 resource a copy of the b/w parts of a colour icon. That way with AES < 4 one can at least reach the b/w parts.
# 042 Creates a CRC check-sum for the ctructure of the RSC and stores is as a free string. With it a program can check whether it has loaded a matching resource file.
#Dial 015 Settings/Settings...
# 002 >002
# 011 The resource window will be opened after loading.
# 012 The UNDO buffer must be refreshed with the Space bar.
# 013 Opening a dialog will open a new window.
# 014 The dialog editor popup offers the "New object" function.
# 015 With a proportional system font it is difficult to align menu shortcuts. With this setting RSM uses a non-proportional font.
# 016 When a new object is created using the toolbox, the correct object editor is opened at the same time.
# 017 When using time-controlled BubbleGEM, object comments in the tree editor will be displayed as bubbles.
# 018 The rsm.inf file will be saved on exiting RSM.
# 020 The "Resource format" dialog will not appear.
# 021 The "Resource format" dialog will appear only if the format needs to be changed.
# 022 The "Resource format" dialog will always appear on saving.
# 025 Sets the colour for the desktop background.
# 026 Sets the fill pattern for the desktop background.
# 028 Sets the fill pattern for the resource window background.
# 029 Sets the colour for the resource window background.
# 032 When MagiC is installed, the icon will be displayed by MagiC.
# 035 Attempts to draw the icon first in 8 and then in 4 planes.
# 037 Attempts to draw a 4-plane icon only.
# 038 Attempts to draw the icon first in 4 and then in 8 planes.
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# 083 >004
#Dial 022 Resource window
# 003 The tree is to be a menu.
# 004 The tree is to be a normal dialog.
# 009 Tree index
# 010 ^
# 011 The tree should be named ... like this.
# 012 ^
# 013 Comments for the tree.
# 014 ^
# 006 >002
# 008 Closes the dialog ...  The Dialog (Menu) editor dialog will be opened.
# 018 >004
#Dial 023 Free string editor
# 003 It is to be a free text
# 004 It is to be an alert string
# 006 Free text index.
# 007 ^
# 008 Free text name.
# 009 ^
# 010 Comments for the free text.
# 011 ^
# 024 ^
# 025 ^
# 026 ^
# 027 ^
# 028 ^
# 031 ^
# 032 ^
# 033 ^
# 036 Text can be entered here. The 5 lines will be appended to each other.
# 037 ^
# 038 ^
# 039 ^
# 040 ^
# 041 ^
# 042 ^
# 043 ^
# 044 Test the alert.
# 045 >002
# 046 >004
#Dial 024 Free image editor
# 002 Index
# 005 Free image index.
# 006 Free image name.
# 007 Comments for the free image.
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# 014 The dialog will be closed. The settings will be adopted. The image editor will open and the image can be edited.
# 015 >002
#Dial 025 Bubble editor
# 005 Tree index
# 006 ^
# 007 The bubble section should be named ... like this.
# 008 ^
# 009 Comments for the bubble section.
# 010 ^
# 041 >002
# 042 >004
#Dial 030 Sorting
# 023 Manual sorting is possible. The objects must be clicked on one after the other.
# 024 Sorts from upper left to bottom right horizontally.
# 025 Sorts from upper left to bottom right vertically.
# 026 Sorts from upper right to bottom left horizontally.
# 027 Sorts from upper right to bottom left vertically.
# 028 The sort sequence will be reversed.
# 029 The object sequence will be changed.
# 030 Only the sorting order in which objects are to be displayed has been changed.
# 031 Only the sorting order has been changed in which objects appear in the object tree.
# 032 The dialog will be closed. The objects will not be sorted.
# 033 The dialog will be closed. The objects will be sorted.
# 034 The sort options will be applied also to each child object, then to its child objects and so on.
#Dial 033 Box editor
# 003 >010
# 004 ^
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# 006 ^
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# 008 ^
# 014 >013
# 015 ^
# 016 ^
# 017 ^
# 018 ^
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# 020 ^
# 022 ^
# 023 ^
# 025 >014
# 026 ^
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# 028 ^
# 029 ^
# 030 ^
# 031 ^
# 032 ^
# 033 >015
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# 037 ^
# 039 >021
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# 045 Characters for BOXCHAR objects.
# 046 ^
# 047 Colour of the characters for BOXCHAR objects.
# 048 For BOXCHAR objects - write mode for characters.
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# 050 >003
# 051 >007
#Dial 034 Button editor
# 003 >010
# 004 ^
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# 028 ^
# 029 ^
# 030 ^
# 031 ^
# 032 ^
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# 037 ^
# 038 Here you can enter the button text.
# 039 ^
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# 041 >003
# 042 >007
#Dial 035 Text editor
# 003 >010
# 004 ^
# 005 >011
# 006 ^
# 007 >012
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# 015 ^
# 016 ^
# 017 ^
# 018 ^
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# 020 ^
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# 026 ^
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# 030 ^
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# 033 >015
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# 037 ^
# 039 >021
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# 042 >022
# 043 >023
# 046 The text should be drawn transparently.
# 047 The text should be drawn opaquely.
# 050 The text should be formatted ranged left.
# 051 The text should be formatted centred.
# 052 The text should be formatted ranged right.
# 053 Sets the text colour.
# 068 >006
# 069 >003
# 070 >007
#Dial 036 Image editor
# 003 >010
# 004 ^
# 005 >011
# 006 ^
# 007 >012
# 008 ^
# 014 >013
# 015 ^
# 016 ^
# 017 ^
# 018 ^
# 019 ^
# 020 ^
# 022 ^
# 023 ^
# 025 >014
# 026 ^
# 027 ^
# 028 ^
# 029 ^
# 030 ^
# 031 ^
# 032 ^
# 033 >015
# 035 >016
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# 037 ^
# 039 Here the image colour can be selected.
# 040 >005
# 041 >006
# 042 >003
# 043 >007
#Dial 037 Icon editor
# 003 >010
# 004 ^
# 005 >011
# 006 ^
# 007 >012
# 008 ^
# 014 >013
# 015 ^
# 016 ^
# 017 ^
# 018 ^
# 019 ^
# 020 ^
# 022 ^
# 023 ^
# 025 >014
# 026 ^
# 027 ^
# 028 ^
# 029 ^
# 030 ^
# 031 ^
# 032 ^
# 033 >015
# 035 >016
# 036 >017
# 037 ^
# 039 Icon data colour.
# 040 Icon mask colour.
# 043 Character in the icon.
# 044 ^
# 046 Enter the text that should go under the icon.
# 047 >005
# 048 >006
# 049 >003
# 050 >007
#Dial 038 Userdef editor
# 003 >010
# 004 ^
# 005 >011
# 006 ^
# 007 >012
# 008 ^
# 014 >013
# 015 ^
# 016 ^
# 017 ^
# 018 ^
# 019 ^
# 020 ^
# 022 ^
# 023 ^
# 025 >014
# 026 ^
# 027 ^
# 028 ^
# 029 ^
# 030 ^
# 031 ^
# 032 ^
# 033 >015
# 035 >016
# 036 >017
# 037 ^
# 038 >006
# 039 >003
# 040 >007
# 042 The 'ub_code' parameter is entered here.
# 043 ^
# 044 The 'ub_parm' parameter is entered here.
# 045 ^
#Dial 039 
# 002 >002
# 003 >003
# 004 >004
# 006 The X position of the object is entered here.
# 007 The Y position of the object is entered here.
# 008 The object's width is entered here.
# 009 The object's height is entered here.
# 014 ^
# 015 ^
# 016 ^
# 017 ^
# 023 ^
# 025 ^
# 026 ^
# 028 ^
# 029 ^
# 031 ^
# 032 ^
# 034 ^
#Dial 041 
# 001 The graphics editor will be closed. All changes made will be lost.
# 002 The changed icon will be accepted.
# 003 Image data will be deleted.
# 004 Switch between set or delete colour.
# 005 Select drawing mode.
# 006 Select between move/enlarge/crop icon.
# 007 The picture is moved one pixel to the left.
# 008 The picture is moved one pixel upwards
# 009 The picture is moved one pixel downwards.
# 010 The picture is moved one pixel to the right.
# 012 Freehand drawing mode.|Points aren't joined if the [Control] key is pressed.
# 013 Fills the clicked area.|The clicked on colour is replaced if the [Control] key is pressed.
# 014 Draw a line.
# 015 Draw connected lines.|Rays are drawn if the [Control] key is pressed.
# 016 Draw a rectangle.|A square is drawn if the [Control] key is pressed.
# 017 Draw a filled rectangle.|A filled square is drawn if the [Control] key is pressed.
# 018 Draw an ellipse.|A circle is drawn if the [Control] key is pressed.
# 019 Draw a filled ellipse.|A filled circle is drawn if the [Control] key is pressed.
# 021 Load (X)IMG
# 022 Cut block.
# 023 Paste block.
# 024 The current colour can be selected here.
#Dial 044 
# 005 Identification for output file(s).
# 007 Parameters for module.
# 010 First extender. The module must stick to this specification.
# 012 Second extender. The module must stick to this specification.
# 014 Third extender. The module must stick to this specification.
# 016 Button text for the module. A "[" marks the keyboard shortcut.
# 017 Whether the module, with automatic export of layers, is to be used for every layer.
#Dial 047 
# 001 The graphics editor will be closed. All changes made will be lost.
# 002 The edited icon is accepted.
# 004 Chooses the b/w icon.
# 005 Chooses the selected b/w icon. A double click removes it.
# 006 Chooses the 4-colour icon. A double click removes it.
# 007 Chooses the selected 4-colour icon. A double click removes it.
# 008 Chooses the 16-colour icon. A double click removes it.
# 009 Chooses the selected 16-colour icon. A double click removes it.
# 010 Chooses the 256-colour icon. A double click removes it.
# 011 Chooses the selected 256-colour icon. A double click removes it.
# 013 A double click creates a selected b/w icon.
# 014 A double click creates a selected 4-colour icon.
# 015 A double click creates a selected 4-colour icon.
# 016 A double click creates a 16-colour icon.
# 017 A double click creates a selected 16-colour icon.
# 018 A double click creates a 256-colour icon.
# 019 A double click creates a selected 256-colour icon.
# 021 Increase zoom.
# 022 Reduce zoom.
# 023 Undo
# 024 ReUndo. Restores to before the last Undo.
# 026 Switch preview ON/OFF
#Dial 048 Positions mode
# 025 The dialog will be closed. The objects will not be sorted.
# 026 The dialog will be closed. The objects will be sorted.
#Dial 049 
# 001 Drawing tools
# 002 Mirror, halve etc.
# 003 Block functions.
# 004 Icon, text, character position & size
# 007 Freehand drawing.|Points will not be connected if the mouse button is not held down.
# 008 Fills the area clicked on.|The clicked-on colour will be replaced if the [Control] key is pressed.
# 009 Draw a line.
# 010 Draw rays (multiple lines from starting point).
# 011 Draw connected lines (polyline).
# 012 Draw a Bezier curve. Left-clicks set control-points, with the curve following the mouse. A right-click acts as UNDO. Double-click to fix the drawn curve.
# 013 Draw a filled rectangle.|A filled square is drawn if the [Control] key is pressed.
# 014 Draw a polygon.
# 015 Draw a filled ellipse.|A filled circle is drawn if the [Control] key is pressed.
# 019 Move image one pixel to the left.
# 020 Move image one pixel to the right.
# 021 Move image one pixel upwards.
# 022 Move image one pixel downwards.
# 023 Rotate image 90ø to the right.
# 028 The image data will be deleted.
# 030 Cut block.
# 031 Paste block.
# 032 Load (X)IMG picture
# 035 The image and the icon text will be ranged left.
# 036 The image and the icon text will be centered relative to each other.
# 037 The image and the icon text will be ranged right.
# 038 Directly change image, character and text positions.
#Dial 050 
# 001 The current colour can be selected here.
# 003 Shows the background colour.|A double click makes the background colour transparent.
# 004 Shows the foreground colour.|A double click makes the foreground colour transparent.
# 005 Switch frames ON or OFF.
# 006 Fill.
# 009 Shows the current drawing colour.|A double click sets it transparent.
#Dial 053 Multi-layer/Translate layer...
# 016 The text will not be adopted.
# 017 The text will not be adopted but will be entered in the filter.
# 018 The changed text will be adopted and written to the dictionary.
# 019 The changed text will be adopted.
# 020 The simultaneous translation will be terminated.
#Dial 054 Multi-layer/New layer...
# 002 Name of the multi-layer resource.
# 003 Name of the set layer. The name can be changed, or a new layer can be created.
# 004 ^
# 005 Creates a new layer. The name of the layer is to be entered at the top.
# 006 >002
#Dial 055 Edit/Find...
# 017 IMAGE, BOX, IBOX and BOXCHAR as well as USERDEF objects.
# 031 Case will be ignored (UPPER CASE = lower case).
# 032 >002
# 033 >004
# 034 The search text must be entered exactly as it appears in the object.
#Alert 018 
# 001 ResourceMaster will not be quit.
# 002 The resource will be discarded.
# 003 The resource will be saved.
#Alert 038 
# 001 Stop the dialog test.
# 002 Continue the dialog test.
#More 000 
# 001 Closes the dialog.
# 002 Closes the dialog. All changes will be rejected.
# 003 All settings are accepted.
# 004 Closes the dialog. All settings will be accepted.
# 005 The dialog will be closed. All settings will be accepted. The icon/image editor is opened and the picture can be altered.
# 006 Closes the object editor. All changes will be rejected.|With [Shift] the next object will be opened.|With [Control] the previous object will be opened.
# 007 Closes the object editor. All settings are accepted.|With [Shift] the next object will be opened.|With [Control] the previous object will be opened.
# 010 Object's index.
# 011 Object's name.
# 012 Comments for the object. If you click and press [Control] then the comment will be displayed by BubbleGEM.
# 013 Change the object flags.
# 014 Change the object status.
# 015 Change the object flags 11-15|and object status 8-15.
# 016 The object type can be changed here.
# 017 The extended object type can be entered here (Hi-byte from ob_type).
# 020 The border colour can be set here.
# 021 The border width can be set here.
# 022 The fill colour can be changed here.
# 023 The fill pattern can be changed here.
# 030 Global settings.
# 031 Settings for the resource.
# 040 The overlay can be configured here.
# 041 An overlay can be loaded.|Overlays must be located in the "Modules" folder.|If the [Shift] key is pressed the module can be removed.|To (de)install it permanently, don't forget to "Save project"!
#User 000 
# 000 Desktop
# 001 Main
# 002 Table of Contents
# 003 Index
# 004 Help page
# 010 Resource window
# 020 Dialog editor
# 030 Menu editor
# 040 Graphic editor
