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XMRED(6)			 Games Manual			      XMRED(6)

NAME
       xmred - garden editor for xmris

SYNOPSIS
       xmred [-option ...] [-toolkitoption ...]

DESCRIPTION
       Mr  Ed  is a tool for creating and editing alternate gardens for	Mr Is.
       Hopefully its user interface is intuitive enough	that most of this man-
       ual page	need not be read by a casual user.

       In the default configuration, the main window presents a	 garden	 image
       on  the left, a control panel on	the right and a	list of	gardens	under-
       neath. Gardens can be loaded and	saved using the	menu, these  then  ap-
       pear  in	 the list below.  The insert option loads a file into the copy
       buffer. It can then be dragged to the desired place in the garden list.

       To edit a garden	(or comment, or	include), either select	it with	a but-
       ton press and release, or with a	drag and drop into the edit box	at the
       lower right. The	drag and drop will remove it from the garden list, se-
       lection will copy it, and the source garden will	 be  updated  too.  To
       delete  gardens,	drag them to the copy buffer.  The main	garden display
       will be updated,	if it was a garden being moved to the  edit  box.  The
       box on the lower	right is a copy	buffer.	You can	drag and drop into and
       out  of this to the garden list or one of the edit boxes. Similarly you
       can drag	and drop from the edit boxes to	the garden  list,  and	within
       the  garden  list  itself.  Note	 that drag and drop always removes the
       source, if it is	within the garden list,	 whereas  selection  does  not
       delete the source.

       The  control  panel  shows a set	of options, which can be bound to but-
       tons. This can be done either by	press and release  with	 the  required
       button,	or drag	and drop onto the required button's icon. You can bind
       an option to more than one button. However, press and  release  on  the
       apples option will simply change	the currently selected explicit	apple,
       not  necessarily	bind that option to a new button. The fill pattern and
       color can be select by pressing on them.	The current garden will	be up-
       dated. The list of buttons shows	which options are bound	to which  but-
       tons.  You  can also change button bindings by pressing the destination
       button with the pointer over the	 button	 with  the  required  option's
       icon, or	by drag	and drop from button to	button.

       The six options are,

       Apple  This  selects where apples from one of the four sets of explicit
	      apple locations are placed. To select which set  is  being  con-
	      trolled,	press  on  the	relevant  quadrant of the icon.	One of
	      these sets is used when Mr Is is used with the  +random  option.
	      You can place apples anywhere there isn't	a path,	even in	an un-
	      stable  location,	 which	will  immediately fall.	Placing	an ex-
	      plicit apple on a	path, will fill	the path.

       Random This controls where apples may be	placed randomly, if Mr	Is  is
	      started  with  the -random option. Apples	will only be placed on
	      the specified locations, or where	ever an	explicit  apple	 could
	      be  located.  Unless you specify otherwise, random apples	may be
	      located anywhere there isn't a  path,  even  unstable  locations
	      which  will  immediately fall. Placing a random apple on a path,
	      will fill	the path.

       Cherry This controls where cherries are located.	There must be at least
	      one cherry on a garden. Cherries may be located anywhere on  the
	      board.

       Path   This  controls  where  the initial path is. Each location	on the
	      board consists of	a centre and four edges. Depending on the  ex-
	      act  location of the pointer, you	will select either the centre,
	      or an edge. Filling a path will place  a	random	apple  in  the
	      filled  location.	The four locations immediately below the EXTRA
	      letters must be clear.

       Player This controls where the player starts from. There	 must  be  ex-
	      actly one	such location.

       Den    This  controls  where  the monsters start	from. There must be at
	      least one	den.

       The list	of totals show the counts for the explicit  apples,  cherries,
       random  apples  required,  apple	spaces,	unstable apple positions, dens
       and player positions. A warning is shown	on the left of any  which  are
       inconsistant, or	out of range. The number of apples for a garden	can be
       set  by	moving the scroll bar at the left of the apple icon. Note that
       when you	change the number of apples, or	add or remove explicit apples,
       a warning will change on	on some	or all of the explicit	apple  counts.
       This  is	just to	remind you that	you must do some more work on the gar-
       den, before it is consistant. There  are	 two  types  of	 random	 apple
       spaces,	stable and unstable. The unstable space	count is shown with an
       arrow in	it, the	other apple space count	shows the total	number of  ap-
       ple  spaces. The	hazzard	warning	on the unstable	count, just shows that
       you have	some unstable apple positions (this may	be intentional on your
       part). The hazzard on the total apple space count indicates that	 there
       are less	spaces than the	number of apples you specified for the garden.

       Below  this is a	comment	box for	the garden. Selecting this will	pop up
       a dialog	which you can enter information	about the garden.

       At the lower right of the control panel is  a  display  mode  selector.
       There  are  three display modes.	The first shows	all the	explicit apple
       positions, 4 to a cell when required. The second	shows only one set  of
       explicit	apples,	the set	selected using the apples option quadrant. The
       final  mode  shows  none	 of the	explicit apples, just the random apple
       spaces.

       The garden display is on	the left  of  this.  It	 shows	the  currently
       edited  garden.	Clicking  or dragging a	mouse button on	this area will
       perform the option currently bound to that button. You will notice  the
       totals change when you do this.

       Mr  Ed  will use	colour sprites,	if the visual permits it (has a	colour
       map size	of more	than 15, and you haven't forced	monochrome).  All  the
       colours	bar  black  and	white are user definable. There	are four sets,
       one for each of the four	combinations of	 gender	 and  swap  flag.  The
       colours	are  allocated	in  reverse  order of their distance in	colour
       space, from currently allocated colours (the most distant  colours  are
       allocated  first). That way, if allocation fails	because	the colour map
       is full,	an allocated substitute	colour,	which is nearest  the  desired
       colour,	can  be	used and the allocated colours are kept	maximally dis-
       tant.  You can limit the	number of distinct colours with	the  -distinct
       option.	 A  warning  message is	sent to	stderr,	if a colour allocation
       fails. The -colours argument shows how these are	allocated,  and	 -help
       -colours	can be used to get the colour resource names.

OPTIONS
       Mr Ed accepts the standard X Toolkit options, as	well as	these.

       -help  Lists  the command options, application resource fields and some
	      other information	to stderr. Does	not start  the	game.  If  the
	      -colours	option	is  supplied  too,  then  the  colour resource
	      classes are listed instead, with their default values. The  for-
	      mat  of  this list is suitable for inclusion in a	resource file.
	      Note, this does not list out the colour values  that  you	 would
	      get  if  you  ran	 the  game,  as	it does	not read the color re-
	      sources.

       -swap
       -rv
       -reverse
	      Normally the foreground is black and the background white,  this
	      swaps  them  round. On colour systems, this may also alter other
	      colours.

       +swap
       -noswap
	      Override a swap resource in your resources, to  force  unswapped
	      colours.

       -mono  Use  black  and  white, even on colour displays. (Unfortunately,
	      the obvious option, '-bw', is already nabbed by the  toolkit  as
	      borderwidth.)

       -mris
       -msit
       -gender gender
	      Mr Ed has	two sets of sprites. Mris selects the classic sprites,
	      while  msit  selects  a more modern set. Valid genders are 'he',
	      'she', 'female', 'male', 'msit', 'mris', 'boy', 'girl'.

       -depth depth
	      Mr Ed will use the default depth of the screen. You may wish  to
	      override	that by	using this option. Selecting a different depth
	      may affect the visual selected.

       -visual visual-class
	      Mr Ed will pick the default visual, but you can override that by
	      specifying a particular visual class. Valid visuals are 'Pseudo-
	      Color', 'DirectColor', 'TrueColor', 'StaticColor',  'GrayScale',
	      and  'StaticGray'.  To  see which	one is picked, you can use the
	      -colours option. If you do select	a non-default visual, you  may
	      have  to specify a private colour	map too, due to	limitations of
	      the server or display.

       -private
	      This forces Mr Ed	to allocate a private colour map. Normally  Mr
	      Ed will share the	default	colour map of the selected visual, but
	      if that does not have enough free	colour cells then some colours
	      will have	to be shared.

       -colours
       -colors
	      Show  how	 the  colours are allocated, and which visual has been
	      selected.	 The allocation	is listed to stdout.  When  allocating
	      each  colour,  its  resource  name and rgb values	are listed to-
	      gether with the nearest already allocated	colour	and  the  dis-
	      tance  between  them in colour space. The	allocated pixel	number
	      is printed last. If given	with the -help option, the colour  re-
	      source classes are listed, and the game does not start.

       -distinct n
	      Sets  the	 number	 of distinct colours used. This	can be used to
	      limit the	number of colours used from the	colour map. Black  and
	      white are	not included, and neither are the two writable colours
	      used  for	 the  garden backgrounds on dynamic visuals. Note that
	      -distinct	0 is different from -mono, even	though both will  only
	      use black	and white.

RESOURCES
       Mr  Ed uses the X toolkit application resource mechanism	for setting up
       the environment.	Application resource items start with 'Xmris', so that
       Mr Ed will pick up your defaults	for Mr Is. The resource	 name  can  be
       derived from the	given resource class by	decapitalizing it. For example
       'cherryStalk'  is  the  resource	 name for the class 'cherryStalk'. The
       following classes are used (choices in '{}' and defaults	in '[]'.)

       Xmris.ReverseVideo: {yes, no} [no]
	      Specifies	whether	to use swapped colours or not.

       Xmris.Mono: {yes, no} [no]
	      Whether the default is for monochrome on colour displays.

       Xmris.Gender: gender [he]
	      Sets the default game gender. Valid genders are 'mris',  'msit',
	      'she', 'he', 'female', 'male', 'boy', 'girl'.

       Xmris.Depth: depth
	      Set the required screen depth to use.

       Xmris.Visual: visual-class
	      Set the required visual class to use. Valid visuals are 'Pseudo-
	      Color',  'DirectColor', 'TrueColor', 'StaticColor', 'GrayScale',
	      and 'StaticGray'.

       Xmris.Private: {yes, no}	[no]
	      Set whether or not to use	a private colour map.

       Xmris.Distinct: n
	      Set the number of	distinct colours  allocated  from  the	colour
	      map.

       In addition, you	have the normal	resources such as '*Font'.

COLOUR RESOURCES
       There are many colour name defaults. For	a full description see the xm-
       ris(6)  manual  page,  but note that not	all the	colors are used	for Mr
       Ed. Provided that you specified the colour resources for	Mr Is  loosely
       enough, Mr Ed will pick up the same overrides. The foreground color for
       the  Icon widgets is copied from	the apple faint	color on color visuals
       (this is	important for the noswap color scheme).

WIDGET RESOURCES
       There are a few resources which are picked up from widgets  within  the
       widget  tree.  They  are	the initial button bindings, colors, fills and
       mode.  The bindings are attached	to the individual button displays. The
       options are 'apple', 'random', 'cherry',	'path',	 'player'  and	'den'.
       The  colors,  fills  and	 mode are attached to the color, fill and mode
       form widgets. The value must be an integer in the correct range.

       There is	an additional composite	resource  for  children	 of  composite
       widgets	(Paned	and  SimpleMenu),  called 'attach'. This allows	you to
       change the ordering of sibling widgets. Mr Ed uses this resource	to de-
       termine the correct order to create the sibling widgets.	For  instance,
       to get the control panel	on the left of the garden widget, use the con-
       straint	'*one.garden.attach:panel'.  In	addition, the widgets are cre-
       ated in such an order that Form constraints 'fromHoriz' and  'fromVert'
       can be specified	in any order.

       There are four new widgets used for Mr Ed, 'Icon', 'Drag', 'Garden' and
       'PixmapList'.

       The  Icon  widget is a subclass of Simple. It displays a	pixmap and al-
       lows its	selection with any button press. If a button is	dragged	on it,
       it may invoke a drag widget to perform a	drag operation.	  It  has  the
       following new resources of interest.

       dragSensitivity:	pixels [4]
	      Sets  the	minimum	drag which must	occur, before a	drag widget is
	      popped up, to take over the dragging. When set to	zero, dragging
	      is disabled.

       flashDelay: delay [100]
	      Sets the time for	which the widget is highlit  after  selection.
	      This time	is in milliseconds.

       highlightThickness: pixels [1]
	      Sets the thickness of the	highlight box.

       foreground: color [default foreground]
	      Sets the color of	the highlight box and block.

       The  Drag  widget is a subclass of OverrideShell. It displays a pixmap,
       and follows the pointer until a button is released. Its use is for drag
       and drop. It has	no additional resources	of user	interest.

       The Garden widget is a subclass of Simple. It performs the garden edit-
       ing.  It	has no additional resources of user interest.

       The PixmapList widget is	a subclass of Simple. It displays  a  list  of
       pixmaps,	 and  permits them to be scrolled. Each	pixmap may be selected
       by a button press on it,	or a drag widget  invoked  by  dragging	 on  a
       pixmap.	 In  addition  to the Icon widget additional resources,	it has
       the following additional	resources of user interest.

       distance: pixels	[4]
	      The distance between each	pixmap.

       pixmapBorderWidth: pixels [1]
	      The border width for each	pixmap.

       pixmapBorderColor: color	[default foreground]
	      The border color for each	pixmap.

ENVIRONMENT
       A few environment variables are used to locate resources.

       DISPLAY
	   The default display to connect to. May be overridden	with the -dis-
	   play	option.

FILES
       ~/.Xdefaults
       .../app-defaults/Xmris.ad
       .../app-defaults/Xmris-color.ad
	      You can place you	favourite key bindings and stuff in an	appli-
	      cation  resource	file, and Mr Ed	will use them, rather than its
	      compiled defaults.  See X	for information	about  how  these  are
	      searched.

       .../app-defaults/xmris/<gardens>
	      Search path for loadable gardens used by Mr Is.

SEE ALSO
       xmris(6)

ERRORS
       If a loaded garden is incorrect,	an error dialog	is displayed, enabling
       you to locate the offending garden and lines.

BUGS
       The  visual  class  name	 conversion is performed by a standard toolkit
       routine.	It accepts only	American spelling,  the	 English  spelling  of
       'grey' and 'colour' are not allowed.

       The  Drag  widget should	perhaps	just be	a shell, having	a single child
       of Icon,	to do the rendering.

       The PixmapList widget should perhaps be a composite  widget  with  Icon
       children.  However when I tried this using a Box	widget,	it didn't work
       with the	insert function.

COPYRIGHT
       Copyright (C) 1993 Nathan Sidwell.

AUTHOR
       Nathan		      Sidwell		       <nathan@pact.srf.ac.uk>
       <http://www.pact.srf.ac.uk/~nathan/>

       Additional sprites by Stefan Gustavson <stefang@isy.liu.se>

X Version 11		       20 December 1993			      XMRED(6)

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