Dec 182017
 
QuickBasic Screen routines including source code for QB4+ by Tony Martin a local shareware author. These routines are fabulous and really worth registering. These routines include exploding windows, pull down menu's, etc
File QBSCR16.ZIP from The Programmer’s Corner in
Category BASIC Language
QuickBasic Screen routines including source code for QB4+ by Tony Martin a local shareware author. These routines are fabulous and really worth registering. These routines include exploding windows, pull down menu’s, etc
File Name File Size Zip Size Zip Type
ASCII.CLR 4007 1199 deflated
ASCII.MON 4007 1225 deflated
COLCONST.BAS 223 110 deflated
COLOR.BIN 4007 732 deflated
DEMO.BAS 40218 9724 deflated
DEMO.CLR 4007 616 deflated
DEMO.EXE 127790 60813 deflated
DEMO.MON 4007 545 deflated
DEMO_2.BAS 13719 3600 deflated
DEMO_A.CLR 4007 390 deflated
DEMO_A.MON 4007 351 deflated
DEMO_B.CLR 4007 240 deflated
DEMO_B.MON 4007 394 deflated
MENU.CLR 4007 430 deflated
MENU.MON 4007 404 deflated
MONO.BIN 4007 629 deflated
QBSCR.BAS 167088 23699 deflated
QBSCR.INC 2128 655 deflated
QBSCR1.DOC 62364 13605 deflated
QBSCR2.DOC 43146 8476 deflated
QBSCR3.DOC 63921 12620 deflated
QBSCR4.DOC 74099 15457 deflated
REF.BAS 38786 5746 deflated
REF.EXE 83600 43503 deflated
REF_BS.CLR 4007 379 deflated
REF_BS.MON 4007 415 deflated
RUNME1ST.BAT 4082 1206 deflated
SB.DOC 70664 15805 deflated
SB.EXE 173926 76991 deflated
SB_CAP.CLR 4007 511 deflated
SB_CAP.MON 4007 477 deflated
SHOW.DOC 1404 641 deflated
SHOW.EXE 9529 6139 deflated
TPCREAD.ME 199 165 deflated
WHATS.NEW 10928 3183 deflated

Download File QBSCR16.ZIP Here

Contents of the QBSCR1.DOC file









Q B S C R

S C R E E N R O U T I N E S



for the

QuickBASIC 4.0+ Programmer


V e r s i o n 1 . 6










Conceived and Created by

Tony Martin

of

The BAD SOFTWARE Company
1611 Harvest Green Ct.
Reston, VA 22090

April 11, 1990
















Software and Documentation (C) Copyright 1990 by
Tony Martin




T A B L E O F C O N T E N T S
-------------------------------------------------------------

Welcome to the QBSCR Screen Routines . . . . . . 1

A Few Notices . . . . . . . . . . . . . . . . . 2

Files Included with QBSCR . . . . . . . . . . . 3

A QBSCR Glossary . . . . . . . . . . . . . . . . 4

A Synopsis of the QBSCR Screen Routines . . . . 9

The SCREEN BUILDER Program . . . . . . . . . . . 14

The DEMO Program . . . . . . . . . . . . . . . . 15

The REF Program . . . . . . . . . . . . . . . . 16

The COLCONST.BAS file . . . . . . . . . . . . . 19

Incorporating the Screen Routines
into Your Own Programs . . . . . . . . . . 20

The QBSCR Routines Detailed Descriptions . . . . 24

Subprogram BANNER . . . . . . . . . . . . . . . 25

Function BLOCKSIZE . . . . . . . . . . . . . . . 27

Subprogram BLOCKRESTORE . . . . . . . . . . . . 29

Subprogram BLOCKSAVE . . . . . . . . . . . . . . 31

Subprogram BUILDSCREEN . . . . . . . . . . . . . 33

Subprogram CENTER . . . . . . . . . . . . . . . 35

Subprogram CLRSCR . . . . . . . . . . . . . . . 36

Function COLORCHK . . . . . . . . . . . . . . . 37

Subprogram EDITSTRING . . . . . . . . . . . . . 38

Function GETBACKGROUND . . . . . . . . . . . . . 42

Function GETFOREGROUND . . . . . . . . . . . . . 43

Subprogram GETSCREEN . . . . . . . . . . . . . . 44

Function GETVIDEOSEGMENT . . . . . . . . . . . . 46



page ii




T A B L E O F C O N T E N T S ( c o n ' d )
-------------------------------------------------------------

Function MAKEMENU . . . . . . . . . . . . . . . 47

Subprogram MAKEWINDOW . . . . . . . . . . . . . 53

Subprogram MULTIMENU . . . . . . . . . . . . . . 60

Subprogram OFFCENTER . . . . . . . . . . . . . . 70

Subprogram PUTSCREEN . . . . . . . . . . . . . . 71

Subprogram QBPRINT . . . . . . . . . . . . . . . 72

Function SCREENBLANK . . . . . . . . . . . . . . 74

Subprogram SCRNRESTORE . . . . . . . . . . . . . 76

Subprogram SCRNSAVE . . . . . . . . . . . . . . 79

Function SELECTLIST . . . . . . . . . . . . . . 82

Subprogram VIEWLIST . . . . . . . . . . . . . . 86

Subprogram WIPE . . . . . . . . . . . . . . . . 90

Techniques for Using QBSCR . . . . . . . . . . . 92

Displaying and Popping a Window . . . . . . . . 93

Visual Effects with BUILDSCREEN and CLRSCR . . . 97

Window Making Techniques . . . . . . . . . . . . 98

Menu Techniques . . . . . . . . . . . . . . . . 99

Cross Reference - Routine Dependencies . . . . 101

Closing Notes . . . . . . . . . . . . . . . . 102

Registration Form . . . . . . . . . . . . . . 103












page iii




Welcome to the QBSCR Screen Routines
-------------------------------------------------------------

The QBSCR Screen Routines is a collection of
utilities for the discriminating QuickBASIC
programmer. As the name implies, they are screen
and display oriented. With these routines and very
little effort, your own programs can be extremely
professional in appearance. They are quite easy to
use and incorporate into your own programs.

The Screen Routines are especially useful if you
are in a hurry. The QBSCR package can cut
development time of any project in half, since all
the display routines are already written for you.
Incorporate the QBSCR routines into your program
with a single line of code, and all of the QBSCR
resources are at your disposal.

The screen routines are more than just a toolbox,
however. They can also fill the role of tutor. By
reading through the source code of these routines,
you will quickly find yourself learning how to do
new things with QuickBASIC.






























page 1




A Few Notices
-------------------------------------------------------------

The QBSCR Screen Routines are made available to you
through the concept of shareware. Shareware is
software that authors encourage others to
distribute among friends and colleagues. In this
way the author's software not only becomes widely
known, but consumers may "try before they buy."
Once they decide to keep and use the software, they
send in a registration fee, or payment for the
software, to the author.

The Screen Routines have a registration fee of
$15.00. If you decide to actually use the routines
in any of your programs, you should register them.
As it can be very easy to forget to register, or
simply ignore it, I provide you with an incentive.
To any who register the QBSCR Screen Routines (or
any other software products from BAD SOFTWARE), I
will send an official disk set containing the
latest version of the software, as well as a free
program. The free program is a graphics
entertainment program called LASER. This graphics
program is fun to use and watch, and can also be
a great stress management tool. To all registered
users of the QBSCR Screen Routines will go a copy
of LASER.

If you decide to register the Screen Routines, you
can send a check for $15.00 made out to Tony Martin
to the address at the end of this document. See
the registration form on the last page for details.

This last notice is posted here for legal reasons.
You've probably seen one in every software
package, but it's quite necessary. Bear with me.

The QBSCR Screen routines are (C) Copyright 1989 by
Tony Martin. I retain all rights to the source
code and documentation. I cannot be held
responsible for any consequences arising from the
ability or inability to use this software. You may
not charge money of any kind for this software
without prior written permission from myself. On
the other hand, I don't expect any credits or
royalties if you use these routines in your own
software.

Enough said on that subject!




page 2





Files Included with QBSCR
-------------------------------------------------------------

There are several files included with the QBSCR
Screen Routines. Below is a list of the files and
a brief description of what each is.

File... ...Description
---------------------------------------------------
QBSCR.BAS The source code for the routines
themselves.
QBSCRx.DOC The documentation files you are
reading now. Four files (x=1 to 4).
QBSCR.INC An Include file that contains all the
necessary DECLARE statements for the
QBSCR routines.
COLCONST.BAS A short file of code to include in
your programs that use colors.
Assigns color values to named
constants.
DEMO.BAS Source code for a sample program that
illustrates how to use all of the
QBSCR routines.
DEMO.EXE The DEMO program compiled, linked,
and ready to run.
SB.EXE The new Screen Builder program, used
to create premade screen displays.
*.CLR Color versions of premade screen
displays, mostly for the DEMO
program.
*.MON Monochrome versions of premade screen
displays, mostly for the DEMO
program.
SHOW.EXE Screen Builder utility program.
SHOW.DOC Documentation for SHOW.EXE.
REF.BAS An example of a real-life application
program that makes good use of the
Screen Routines.
REF.EXE The REF program compiled, linked, and
ready to run.
WHATS.NEW Describes the revision history of the
QBSCR Screen Routines.

Note that the documentation file is split into four
files. The manual has become so large that my
editor is starting to choke on it.








page 3




A QBSCR Glossary
-------------------------------------------------------------

There are a few terms used in this documentation
particular to the QBSCR Screen Routines and the
functions employed within the package. This
section is a short glossary that will hopefully
clarify the meanings of these terms with respect to
this software.


ASCII (characters)
---------------------------------------------------
ASCII is an acronym for American Standard Code
for Information Interchange. It refers to the
standard character set found on computers that
support it. IBM PCs and compatibles are ASCII
machines. The characters are referenced by
number and are limited to 256 possible
characters (0 - 255). The standard only
applies to characters 0 through 127. The
characters 128 through 255 are left open to
the machine builder. IBM chose to create a
set of box drawing characters as part of the
extended characters, and we use them to create
window frames.


Burn-in
---------------------------------------------------
When an image is left on a display screen for
a long period of time, the screen can retain a
permanent ghost of this image. The phosphor
inside your monitor that glows to produce
characters on your screen will have this image
more or less permanently etched into it. This
is called screen Burn-in. It usually requires
the same image to be displayed eight hours a
day over a period of several months. It is
best avoided.


DECLARE Statement
---------------------------------------------------
A DECLARE statement is a standard QuickBASIC
statement. It is not executable, meaning it
tells the compiler something when the program
is compiled, and really does nothing at
runtime. The DECLARE statement is used to
tell the compiler information about
subprograms and functions before it gets to
them. Using the DECLARE statement allows you


page 4




to utilize your subprograms and functions
without the use of the CALL statement. If you
had a subprogram called Clock which displayed
the time in the upper left corner of your
screen, you would have to issue the following
statement in your program:

CALL Clock

You could create a DECLARE statement for it
and place it at the beginning of your program.
It would look like this:

DECLARE SUB Clock ()

It would allow you to use your Clock routine
by simply issuing the statement

Clock

in your program.


Display Memory
---------------------------------------------------
Display memory is the physical memory inside
your computer, specifically on your graphics
card, that stores the contents of the
display. By knowing where this memory begins
in terms of memory addresses, you can peek
there and see what's on the screen. The
SCRNSAVE and SCRNRESTORE routines rely
entirely on the contents of this memory to
save and restore information from and to the
screen.


Explode
---------------------------------------------------
Explode, when used in the context of screen
windows, is a display effect. If a window
explodes onto the screen, it appears to
rapidly expand outward from nothing to its
full size.


Frame
---------------------------------------------------
A frame is simply a border around a window.
It is drawn with standard IBM extended ASCII
graphics characters.



page 5




Highlight(ed)
---------------------------------------------------
Highlight(ed) refers to a character or set of
characters that stand out from others on the
screen. This is generally done by making them
brighter or a different color. Highlighting
is used to call attention to certain
character(s), indicating that they are
especially significant. In the QBSCR
routines, the "Quick Access" keys are
highlighted so they are easily recognized.


Menu
---------------------------------------------------
A menu is a list of 2 or more choices, or
entries, from which a single entry is chosen
by a user. The method of selection varies
from program to program. In the QBSCR Screen
Routines, selection is made either by use of a
selection bar or "Quick Access" keys.


"Quick Access" Key
---------------------------------------------------
A "Quick Access" key is a key you can hit
within a menu to give you direct access to any
given entry. Each menu entry (or choice) will
have associated with it a unique key that will
provide this direct access. The key must be
one of the letters that make up the text of
the entry. The "Quick Access" key for each
entry will be highlighted to indicate which
letter is the "Quick Access" key.


Quick Library
---------------------------------------------------
A Quick Library is a collection of routines in
a special format, like the QBSCR Screen
Routines, that can be used to run programs
from inside the QuickBASIC environment. It
has a .QLB extension. Refer to your
QuickBASIC documentation for information on
how to create them.


Parameter
---------------------------------------------------
A parameter is a piece of information that is
passed to a subprogram or a function. For



page 6




example, the QBSCR routine CENTER, which
centers text on any given row of the screen,
must know two pieces of information: the
string of text you want centered, and the row
of the screen on which to center it. Thus, the
CENTER routine requires two parameters.


Premade Display (or screen)
---------------------------------------------------
When you see premade display in this document,
what is being referred to is a screen that was
made using the Screen Builder program included
with this release of the QBSCR Screen
Routines.


Runtime Library
---------------------------------------------------
A runtime library is a collection of routines
in a special format that the Microsoft Linker
uses to create your executable program. While
a Quick Library is used to run your programs
from inside the QuickBASIC environment, a
runtime library is used to run your program
from DOS, or outside the QuickBASIC
environment.


Selection Bar
---------------------------------------------------
A selection bar is a mechanism used to select
entries from a menu. In a menu, one of the
entries will be highlighted in a color
different from the other entries. It looks
like a bar of a different color has been
placed over the entry, so it is called a
selection bar. Hitting the ENTER key causes
the entry that is currently highlighted by the
selection bar to be returned to the calling
routine.


Shadow (window)
---------------------------------------------------
A shadow is simply a dark edging around two
sides of a window. It creates a 3-D effect,
making the window look like it is sitting away
from the screen.





page 7




Window
---------------------------------------------------
A window is an area of the screen that is set
off from the rest in some fashion, usually by
displaying a box around that area. Windows
are excellent tools for isolating ideas on a
common display.















































page 8




A Synopsis of the QBSCR Screen Routines
-------------------------------------------------------------

Before we get into the implementation details of
the QBSCR Screen Routines, take a quick look at the
summary of the routines included with the package.


Subprogram BANNER
---------------------------------------------------
This routine will create a scrolling banner on any
line of the screen. The effect is similar to a
Hollywood theater scrolling marquis, advertising
the latest show.


Function BLOCKSIZE
---------------------------------------------------
The BlockSize function is used as a calculation aid
for the BlockSave and BlockRestore subprograms,
listed below. It will calculate the exact number
of elements required for an array to use with
BlockSave and BlockRestore. This function will
prove its value as you begin to use these two
subprograms.


Subprogram BLOCKRESTORE
---------------------------------------------------
The BlockRestore subprogram will restore a
rectangular portion of the screen that was saved
previously with the BlockSave subprogram (below).
Use BlockSave to save part of the screen before
overwriting it (with a window, perhaps), and then
use BlockRestore to replace the portion of the
screen that was overwritten.


Subprogram BLOCKSAVE
---------------------------------------------------
The BlockSave subprogram will save a portion of the
screen that you wish to overwrite and then later
restore (using BlockRestore, above).


Subprogram BUILDSCREEN
---------------------------------------------------
The BuildScreen subprogram will place a premade
display (created with Screen Builder or saved via
GetScreen) onto the screen in any of 16 different
ways. See the DEMO program for a demonstration.



page 9




Subprogram CENTER
---------------------------------------------------
This routine will center any string of 80
characters or less on any specific row of the
screen.


Subprogram CLRSCR
---------------------------------------------------
Designed as a replacement for the CLS statement,
this routine will clear the display screen in any
of 16 different ways.


Function COLORCHK
---------------------------------------------------
This function is used to determine whether the
display the software is running on has color
capability or not. The function returns TRUE
(Non-Zero) if the machine can display color, or
FALSE (Zero) if it cannot.


Subprogram EDITSTRING
---------------------------------------------------
This subprorgam will allow you to obtain input from
the user while limiting the length of the string
entered. A complete set of editing functions is
provided, including delete, backspace, home, end,
word left, word right, delete word left, and erase
entire line.


Function GETBACKGROUND
---------------------------------------------------
This function will return the BASIC color value of
the background color of any location on the screen.


Function GETFOREGROUND
---------------------------------------------------
This function will return the BASIC color value of
the foreground color of any location on the screen.


Subprogram GETSCREEN
---------------------------------------------------
The GetScreen routine will save the current
contents of the display to a disk file, in a format
that is compatible with the BuildScreen and
PutScreen routines, as well as the Screen Builder
program. Save is very fast (< 1 second).


page 10




Function GETVIDEOSEGMENT
---------------------------------------------------
This function returns the starting address of the
video card's display memory. Use before calling
SCRNSAVE or SCRNRESTORE (below) to obtain the
proper address. Easy to use, really! See the DEMO
program for a demonstration if you don't believe
me.


Function MAKEMENU
---------------------------------------------------
This function will create a list-like menu on the
screen and allow the user to choose an entry. The
function returns a numerical value equal to the
chosen entry's position in the list. It provides
two mechanisms to select entries: 1) A scrolling
selection bar, and 2) "Quick Access" keys. Both
mechanisms are implemented simultaneously. See the
DEMO program for a demonstration.


Subprogram MAKEWINDOW
---------------------------------------------------
This versatile routine will create windows on the
screen for you. It will display 10 different
window types, 6 different frame types, can explode
windows onto the screen in 3 modes, add window
shadows, and more.


Subprogram MULTIMENU
---------------------------------------------------
The MultiMenu subprogram will create a multiple
menu, pull-down menu interface for your programs,
very much like the pull-down menus in the
QuickBASIC environment. Easy to set up and use.


Subprogram OFFCENTER
---------------------------------------------------
Allows you to center text between two columns on a
line that are not necessarily centered themselves
with respect to the screen. For instance, if you
placed a window on the right side of the screen,
simply tell OFFCENTER the sides of the window, and
it will center text between those two columns.







page 11




Subprogram PUTSCREEN
---------------------------------------------------
This routine will load from disk a premade display
that was created with either the GetScreen routine
(above) or the Screen Builder program. Load and
display is very fast (< 1 second).


Subprogram QBPRINT
---------------------------------------------------
This routine will place a text string on the
display at the position specified in the color
specified. Unlike the PRINT statement, QBPrint
writes directly to video memory and will display
characters like ASCII 7, the round bullet, and
others as well.


Function SCREENBLANK
---------------------------------------------------
This function, when called, blanks the screen of
your display, and shows a short message explaining
that the screen has been blanked. When a key is
pressed, ScreenBlank terminates. To prevent the
short message from "burning-in" to the monitor, it
changes place periodically. This function returns
the key that was pressed to restore the display, in
case you want to use it.


Subprogram SCRNRESTORE
---------------------------------------------------
This routine will restore all or a portion of the
display that has been saved with the SCRNSAVE
routine. When used with SCRNSAVE, this routine
provides unbeatable results.


Subprogram SCRNSAVE
---------------------------------------------------
This routine will save a portion or all of the
current display screen. When used in conjunction
with the SCRNRESTORE routine, SCRNSAVE provides the
capability to "pop" parts of a display, like
windows, error messages, menus, etc., to and from
the screen.


Function SELECTLIST
---------------------------------------------------
This function will accept a string array from the
calling routine and use it to display a scrolling


page 12




list with selection bar. The user's choice is
returned as a string by the function. Extensive
movement capabilities are provided.


SubProgram VIEWLIST
---------------------------------------------------
This function accepts a string array from the
calling routine and creates from it a scrolling
list of text on the screen. A complete host of
movement keys is provided.


Subprogram WIPE
---------------------------------------------------
This routine clears out a programmer-defined
portion of the display. Excellent for erasing the
text from windows.




































page 13




The SCREEN BUILDER Program
-------------------------------------------------------------

Screen Builder is a new companion program to the
QBSCR Screen Routines. With the introduction of
BuildScreen in version 1.4, it was realized that
the concept of placing a premade screen on the
display in interesting ways was a nifty idea. The
problem was in its implementation. Dealing with an
array of 25 lines was unwieldy at best. Neither was
it acceptable to be dealing only with two colors.
Enter Screen Builder.

Screen Builder is an interactive screen editor. It
will allow you to easily create multicolor text
screens as complicated or as simple as you like.
It has tools to let you enter extended ASCII
graphics characters, perform block operations, and
lots of other goodies. It saves your screen files
in a format specific to BASIC, and allows the
BuildScreen (and PutScreen) routines to access your
screen files.

Now with Screen Builder, you can quickly and easily
create attractive screens for your programs, and
display them quickly (using PutScreen) or in an
interesting way (using BuildScreen). Tools like
Screen Builder have sold for much more by
themselves. It is included as part of the QBSCR
Screen Routines package.

For detailed information on the capabilities and
usage of Screen Builder, refer to the Screen
Builder documentation.





















page 14




The DEMO Program
-------------------------------------------------------------

Included with the QBSCR package is a program called
DEMO. Source code for the program is included as
well.

DEMO is a demonstration program that illustrates
the use of each of the routines in the QBSCR Screen
Routine library. One of the best learning
techniques for using the Screen Routines is to
execute this program, and as it runs, follow along
in the source code to see what's happening and how
it's being done.

To run the DEMO program, make sure that the file
DEMO.EXE and all the *.CLR or *.MON files (CLR if
you have a color display, MON if you have a mono
display) are in the same place (i.e., the same
drive and subdirectory). Then enter the following
command at the DOS prompt:

DEMO

The program will begin executing and you can see in
the source code what's happening. Simply follow
the on-screen directions.

The source code for DEMO is fully documented and
can even be used as a quick reference on the syntax
of each routine. A good thing to keep handy as you
program.






















page 15




The REF Program
-------------------------------------------------------------

The QBSCR Screen Routines are packaged with a free
program called REF. REF is a computer-based tool
that can be used as a reference to the
often-looked-up portions of the Screen Routines. It
will tell you all the window types, frame types,
and explode types for the MakeWindow routine, as
well as all ClrScr and BuildScreen modes. Source
code for REF is also included with QBSCR.

To run REF, make sure the files REF.EXE and REF_BS.*
are in the same place (i.e., the same drive and
subdirectory), and issue the following command at
the DOS prompt:

REF

The program will execute and you will see its menu.
To select one of the menu entries, use the arrow
keys to highlight the selection of your choice, and
hit ENTER. Notice, however, that each menu entry
has a single letter within it highlighted. This is
the "Quick Access" key for that menu entry. You
may use the "Quick Access" keys by hitting the
highlighted letter associated with the selection of
your choice. Each REF function is detailed below.


Window Types
---------------------------------------------------
The Window Types function will display all the
possible values of the WindowType parameter for the
MakeWindow subprogram. Select this function from
the menu by highlighting it with the selection bar
and hitting ENTER, or hitting the W "Quick Access"
key. REF will then show you a screen with ten
different windows and some explanatory text. Within
each window is a number which corresponds to the
value used for the WindowType parameter that will
create that type of window. Once you've finished
looking over the information, you can return to the
menu by hitting any key.


Frame Types
---------------------------------------------------
Frames are what define or draw your windows. On
the IBM PC and its derivatives, you can have
several combinations of single and double line



page 16





frames. This function of REF will show you what
value of the FrameType parameter will result in what
type of frame. Select this function from the menu
by highlighting it with the selection bar and
hitting ENTER, or hitting the F "Quick Access" key.
REF will then show you a screen displaying the six
possible frame types and the FrameType parameter
values used to attain them. Once you've finished
looking over the information, you can return to the
menu by hitting any key.


Explode Types
---------------------------------------------------
The Explode Type parameter of the MakeWindow
subprogram defines how your window will be placed
on the screen. You can simply have it drawn
normally, or have it "exploded" onto the screen in
one of several ways. This portion of REF
demonstrates the three Explode Types and tells you
which parameter value corresponds to which explode
type. Select the Explode Type function of REF from
the menu by highlighting it with the selection bar
and hitting the ENTER key, or hitting the E "Quick
Access" key. REF will demonstrate the three
explode types with sample windows on the screen.
Simply follow the on-screen directions. Once REF
has shown you the last explode type, you may return
to the menu by hitting any key.


ClrScr Modes
---------------------------------------------------
The ClrScr function will clear your screen in any of
nineteen different modes. Each mode clears the
screen in a different way, resulting in a different
sort of "animation". This function of REF will
demonstrate any of the sixteen modes. Select the
ClrScr Modes function of REF from the menu by
highlighting it with the selection bar and hitting
ENTER, or by hitting the C "Quick Access" key. You
will then see the screen filled with the ASCII 176
character (a shaded rectangle), and a small window
in the center of the screen. In this window, enter
a number from 0 to 18 (inclusive), indicating which
ClrScr mode you would like to see. Once you hit the
ENTER key, REF will demonstrate the ClrScr mode you
indicated and then pause. You can then try another
mode by hitting any key. REF will fill the screen
again and allow you to enter another mode.



page 17




If you have finished with the ClrScr Modes
function, you can return to the menu by hitting the
ESC key.


BuildScreen Modes
---------------------------------------------------
The BuildScreen function will place on the screen an
array of strings that define a display. It will
place your display on the screen in any of nineteen
different modes. Each mode displays the screen in a
different way, resulting in a different sort of
"animation." This function of REF will demonstrate
any of the nineteen modes. Select the BuildScreen
Modes function of REF from the menu by highlighting
it with the selection bar and hitting ENTER, or by
hitting the B "Quick Access" key. You will then see
a blank screen with a small window in the center of
the screen. In this window, enter a number from 0
to 18 (inclusive), indicating which BuildScreen mode
you would like to see. Once you hit the ENTER key,
REF will demonstrate the BuildScreen mode you
indicated, and then pause. You can then try another
mode by hitting any key. REF will clear the screen
again and allow you to enter another mode. If you
have finished with the BuildScreen Modes function,
you can return to the menu by hitting the ESC key.
NOTE: The BuildScreen portion of REF requires access
to the file REF_BS.CLR (or .MON). This file must be
in the same place (i.e., same drive and
subdirectory) as the REF program before you start
REF, or the program will terminate ungracefully.


Quit REF
---------------------------------------------------
Once you have returned to the menu from whatever
REF functions you needed to use, you may quit the
REF program by highlighting the Quit function with
the selection bar and hitting ENTER, or by hitting
the Q "Quick Access" key. The screen will clear
and you will be returned to DOS.












page 18




The COLCONST.BAS File
-------------------------------------------------------------

Included with the QBSCR Screen Routines is a short
file of BASIC code that will make your programming
of colors much easier. It's called COLCONST.BAS,
which is short for COLOR CONSTANTS.

What it consists of is a collection of CONSTant
declarations that assign color values to names.
For example, two of the lines look like this:

CONST BLACK = 0
CONST MAGENTA = 5

This would allow you to issue a color statement
that looks like this:

COLOR MAGENTA, BLACK

This will improve the readability of your code
immensely, while also making it easier to code
colors into your program. There are also constants
for the BRIGHT and BLINK attributes that you can
combine with the colors, as in this example that
produces a blinking Blue on a White background:

COLOR BLINK + BLUE, WHITE

or this example that makes bright White on a Red
background:

COLOR BRIGHT + WHITE, RED

There is also a predefined color called YELLOW, so
you don't have to say BRIGHT + BROWN. Just use
YELLOW.

To incorporate these useful constants in your
program, simply use the QuickBASIC MERGE command
from the File menu...

1. Place the cursor at the beginning of
your program...

2. Select the QuickBASIC File menu...

3. Select the MERGE function...

4. Enter COLCONST.BAS in the file field
and hit ENTER.

The code for the color constants will be merged
into your program for easy use.
page 19




Incorporating the Screen Routines
into Your Own Programs
-------------------------------------------------------------

There are several ways you can use the QBSCR Screen
Routines with your own programs. Each method has
its advantages and drawbacks. You must decide
which method is best for you based on your needs.
Each method is detailed below, as well as its pros
and cons.


Method 1: MERGE
---------------------------------------------------
The QuickBASIC editor has a MERGE function on its
Edit menu. Using this function, you can easily
merge the source code file (QBSCR.BAS) into your
own program. Once there, you can delete the
routines you don't plan to use in your program.
Before you go through wantonly deleting routines,
however, make sure that you check the QBSCR cross
reference in the back of this manual, to make sure
you aren't deleting a routine that another routine
depends on. By merging, the routines become a
permanent part of your program. The benefits are
that you don't have to worry about additional files
when moving the source code of your program, and
you can neatly tailor the screen routines to suit
the needs of your particular program. The main
drawback is that you are reducing the possible size
of your own source code by the size of the screen
routines. QuickBASIC has a limited amount of space
available for such things as strings and dynamic
arrays. The more source code you have in your main
module, the more likely it becomes that you will
have to go to multiple modules. This isn't bad,
but it defeats the purpose of merging the QBSCR
routines into your own program. This method is
recommended if your program will not be too large.

To actually perform the merge, start QuickBASIC and
load your own source code if necessary. Then
select the File menu, and the Merge option. You
will be allowed to pick from a menu or enter a name
manually. Select or enter

QBSCR.BAS

and the routines will be merged into your program.
All the DECLARE statements from the Screen Routines
will be placed in your program wherever you had the



page 20




cursor when you performed the merge, so make sure
the cursor is where you want the DECLARE
statements. You may now call any of the screen
routines you like, delete any of the ones you won't
be needing, or change them to suit your needs.


Method 2: LOAD
---------------------------------------------------
The LOAD method is similar to the MERGE method, but
the QBSCR routines don't become a permanent part of
your own program. Using this method, you load the
QBSCR Screen Routines source code (QBSCR.BAS) as a
separate file. When your program is saved,
QuickBASIC will create a .MAK file, which contains
the names of all files in memory when the program
was saved. QuickBASIC then uses this file to tell
it what files to load when you open your program.
Advantages of this method are that you have more
available memory for your own source code and the
Screen Routines are kept in a separate "package" or
file which aids program clarity. You can delete or
change the QBSCR routines as easily as with the
MERGE option above (but make SURE you are working
with a COPY of the QBSCR.BAS file, as the changes
you make become permanent). Problems with this
method are mostly convenience-oriented. Loading
your program into QuickBASIC, compiling your
program, and execution of your program (inside the
environment ONLY) are all slower than the next
method, using the Quick Library.

To load the QBSCR Screen Routines using this
method, start QuickBASIC and load your own program
if necessary. Then select the File menu, and the
Load option. You will then be able to either
select from a list or enter the name manually.
Enter

QBSCR.BAS

and QuickBASIC will load the file as a separate
module. Once this is done, you can see QBSCR and
all its routines by hitting the F2 key. To use the
routines, you will need to make sure your program
has all the appropriate DECLARE statements from the
Screen Routines. You can either copy the DECLARE
statements from the QBSCR module over to your own
program using the environment editor, or you can
place the following statement at the top of your
own program:

REM $Include: 'QBSCR.INC'

page 21




This will cause the compiler to load the file
QBSCR.INC into your module at compile time. This
file contains all the DECLARE statements for the
QBSCR Screen Routines. The file must be in the same
drive and subdirectory as QuickBASIC. You can now
use any or all of the Screen Routines, delete the
ones you don't need, or change them to suit your
needs. If you copy your source code to another disk
or subdirectory, don't forget to copy the files
QBSCR.BAS, QBSCR.INC (if you used the $Include
statement above), and the .MAK file for your
program.


Method 3: Use the Quick Library
---------------------------------------------------
To use the Quick Library method, you must have a
Quick Library form of the QBSCR routines. To
create the QuickLibrary for the QBSCR Screen
Routines, load QBSCR.BAS into QuickBASIC by itself.
Then choose the "Make Library" option from the Run
menu. QuickBASIC will then go through a normal
compile, and then create two library files. The 2
files generated, QBSCR.QLB and QBSCR.LIB, need to
be on the same drive and in the same subdirectory
as QuickBASIC. Using this method, you start
QuickBASIC with a /L parameter, followed by the
library to use. Advantages are mostly convenience
oriented. They include faster loading, compiling,
linking and environment-execution of your program.
The primary disadvantage is that you cannot modify
the QBSCR routines in any way from the environment.

To use the QBSCR Screen Routines in the Quick
Library format, start QuickBASIC using the
following command (where you would replace MYPROG
with the actual name of your program):

QB MYPROG /L QBSCR

This will cause QuickBASIC to load your program
along with the Quick Library QBSCR. Once inside
the QuickBASIC environment, you will also need to
make sure your program has all the appropriate
DECLARE statements from the Screen Routines. You
can place the following statement at the top of
your own program:

REM $Include: 'QBSCR.INC'





page 22




This will cause the compiler to load the file
QBSCR.INC into your module at compile time. This
file contains all the DECLARE statements for the
QBSCR Screen Routines. The file must be in the same
drive and subdirectory as QuickBASIC. Your program
now has access to all of the QBSCR Screen Routines.


Summary of Incorporation Methods
---------------------------------------------------
It has been my experience that method 2, LOAD, is
the most generally useful of the three methods. Use
method 1, MERGE, if your program will be small to
medium sized. Use method 3, the Quick Library, if
you are in a particular hurry to develop your
program, as it loads and compiles faster, as well
as executing inside the environment faster.

As far as the final standalone executable program
is concerned, all three methods create equally fast
code. The first two methods may be better if
executable size is important to you, as you can
edit out the routines your program doesn't actually
use.






























page 23




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