#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. # 039 >002 # 041 >004 #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. # 006 >002 # 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 # 037 >002 # 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 ^ # 034 >002 # 035 >004 #Dial 013 Settings/Grids... # 003 >031 # 004 >030 # 014 >002 # 015 >003 #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. # 043 >041 # 044 >040 # 063 >041 # 064 >040 # 073 >041 # 074 >040 # 053 >041 # 054 >040 # 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. # 013 >004 # 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 ^ # 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 >021 # 040 >020 # 042 >022 # 043 >023 # 045 Characters for BOXCHAR objects. # 046 ^ # 047 Colour of the characters for BOXCHAR objects. # 048 For BOXCHAR objects - write mode for characters. # 049 >006 # 050 >003 # 051 >007 #Dial 034 Button 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 Here you can enter the button text. # 039 ^ # 040 >006 # 041 >003 # 042 >007 #Dial 035 Text 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 >021 # 040 >020 # 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 # 036 >017 # 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