GUI-Kit Demonstration Disk for Win32s and Windows NT

Copyright 1994 Visual Systems Corporation

12-09-94



Visual Systems Corporation

2512 Crosstown Blvd. N.E.

Ham Lake, MN   55304

800-247-2108

612-434-6382

Fax: 612-434-6538



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This document contains information on how to install and run the

GUI-Kit demonstrations. If you have any questions, please call

us at 1-800-247-2108. GUI-Kit for Win32s and Windows NT

is available for $249 (US) until April 30, 1995. After April 30,

you can purchase it for $495. We also have an uncondition 60 day

money-back guarantee; you can try it absolutely risk-free (excludes

shipping and handling charges).



Installation

------------



1. This demo runs under Windows NT 3.1, Windows 3.1, or Windows for

Workgroups 3.11 (WfW). If you want to install on Windows 3.1 or WfW,

you must have previously installed Win32s (this comes with Microsoft's

and Borland's compilers and is also available on Microsoft Developer's

Network CD). If you don't have Win32s, we have supplied a copy of

Win32s 1.1 on the demo diskette. To install Win32s, or to get the

latest version from Microsoft, see the section ``Installing Win32s''

below.



2. To install the demo, insert the demo diskette into a diskette

drive.



3. Using Program Manager's File|Run menu option, run:



A:\INSTALL



(or B: depending on the drive you used). Follow the instructions

on the screen. If you downloaded this demo, simply run the install

program from the directory where you unzipped the file.



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Installing Win32s

-----------------



If you have already installed Win32s, you may skip this section.

We have supplied Win32s 1.1 on the installation diskette for you.

However, there have been newer releases of Win32s (1.15, 1.15a,

1.20) since 1.1; we did not supply these releases because they

would not fit on a single diskette. If you want, you can retrieve

the newest release from CompuServe or the Internet as follows:



CompuServe:

   MSWIN32 forum, Library 14.

      Files: 32s115.zip - Win32s 1.15

             115a.zip - Win32s 1.15a

      As of 12-09-94, Microsoft has not posted 1.20 on CompuServe.



Internet:

   FTP ftp.microsoft.com:/Softlib/MSLFiles/PW1118.EXE - This is

   Win32s 1.20.



1. To install Win32s 1.1 from the demo diskette, create a 

working directory on your hard disk and change to that directory.



2. From a DOS prompt, type A:\WIN32S (or B: as the case may be). This

is a self-extracting file of the Win32s installation files.



3. Using Program Manager's File|Run menu option, run the SETUP.EXE

program in your working directory.



4. Follow the instructions that appear on the screen.



5. After Windows restarts, you can delete your working directory.

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Running the Demos

-----------------



The demo is comprised of a series of executables and source files.

These are actual GUI-Kit programs. We have included the source code

for all of the programs so that you can see how easy it is to create

GUI-Kit programs.



For a good overview of GUI-Kit, we have included Chapter 3 ``GUI-Kit:

Hands-On Training'' from the GUI-Kit Programmer's Guide and Reference

on the diskette. This chapter will give you a good overview of what

GUI-Kit is and how it works. The programs referenced in this chapter

are also included on the demo disk.  You can print the chapter if you

have a PostScript or LaserJet compatible printer.



For a PostScript printer, type:



   COPY /B C:\GKDEMO\CHAP3.PS LPT1:



For a HP LaserJet compatible (PCL) printer, type:



   COPY /B C:\GKDEMO\CHAP3.PCL LPT1:



If you cannot print these files, call us at 800-247-2108 and we'll

send you a hard copy.



The demos are designed to be run from the File Manager. Simply open

the directory where you installed the demo and double click on the

.EXE files. If you are running under Window NT, you can run them from

the command prompt if you switch to the demo directory (e.g.,

C:\GKDEMO) first.



A description of each program follows.



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Tutorial Programs



PROG1.EXE, PROG1A.EXE, PROG1B.EXE, PROG1C.EXE, PROG1D.EXE

PROG1.C, PROG1A.C, PROG1B.C, PROG1C.C, PROG1D.C

PROG1D.GKR



These are the examples from the "GUI-Kit: Hands-On Training" chapter.

Print and read this chapter for more details (see above).



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Employee Information Application



EMPLAPPL.EXE, EMPLAPPL.C, EMPLAPPL.GKR

CANCELX.XPM, EINSTIEN.BMP, EMPLAPPL.HLP, HELP.XPM, OKCHECK.XPM,

SEARCH.XPM



This is the skeleton code for an employee information application.

You should note that the entire user interface is specified in

EMPLAPPL.GKR, while the action (NotifyProc) routines are in

EMPLAPPL.C.



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Controls Demo



DEMOCTRL.EXE, DEMOCTRL.C, DEMOCTRL.GKR	 

DEMOBUT1.XPM, DEMOBUT2.XPM, DEMOBUT3.XPM



This program demonstrates some of GUI-Kit's controls and automatic

layout features. When you run the program, note the following:



- The window has a bar menu. Highlighting or selecting a menu item

will cause the edit control's (below the buttons) text to change. The

Edit menu has a sub-menu attached to it. The first three menu items in

the "Options" menu can be toggled on and off independently. The second

and third groups of menu items can be toggled, but are mutually

exclusive.



- If you press the "Button" Button, its label will grow larger. Note

how the other controls automatically adjust their positions.



- The "Push Me" button illustrates a image with a text label. If you

press this button, a simple dialog box will be displayed.



- The "No, Push Me" button illustrates GUI-Kit's control of the

keyboard focus and traversal. The button can be clicked, but you

cannot tab to it.



- The "Smiley" button is an example of a custom button. If you press

it the image changes. Otherwise, it works like a regular push button.



- The "Check" button is one example of how button labels can be

positioned in GUI-Kit.  In this case, the label is to the left of the

check box.



- The radio buttons show various label positions (right, center) as

well as GUI-Kit's text capabilities. The "Radio 1" button has a

multi-line label. The "Radio 2" button is multi-line and also includes

a font and color change.



- The "Off" button is an example of a toggle button. Press it once and

it will change to "On", press it again and it changes to "Off".



- The Edit control allows multiple lines and is scrollable both

vertically and horizontally.



- The last three controls demonstrate the three types of Combo boxes.

Selecting an item in a Combo box causes the Edit control's text to

change.



- Pressing Alt+D anywhere causes the Edit control to be

deleted. Notice how the controls reposition themselves.



- Double-clicking in the item list of the left-most Combo box causes

the font typeface and size to change. Again notice how GUI-Kit

automatically resized the control and repositioned the other controls.



- Pressing the right mouse button anywhere brings up a pop-up

menu (the same "Options" menu used on the bar menu).



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Clock Demo



CLOCK.EXE, CLOCK.C,CLOCK.GKR

ACLKMID.XPM, ACLOCK.BMP



This wall-clock sample demonstrates some of GUI-Kit's graphics object

(GfxObj) capabilities.



NOTE: If you have the environment variable TZ set to something 

other than "GMT0", the hour hand will indicate the wrong hour.

If you do not set the TZ environment variable, the hour hand

will work correctly.



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Animation Demo



ANIMATN.EXE, ANIMATN.C

EYE*.XPM, BULB.XPM, FGIMG.BMP



This program demonstrates sprite animation. Sprites are

non-rectangular images that can be moved around the window without

flicker. Sprites also have a top-to-bottom order so that one sprite

can pass in front of, or behind, another. The result is smooth

animation that is typically used in games.



In GUI-Kit, sprites make extensive use of the GfxImage graphics

object. In addition, they utilize the GfxImage transparency 

feature which allows you to specify what parts of an image are

drawn. Sprites also take advantage of the double-buffering

feature in the Window class. Double-buffering allows an

GfxImage, or other graphics object, to be moved or changed

without causing unsightly flicker on the display.



When you start the program, two figures will run around the window.

You can see the effects of transparency when they pass behind the red 

circle or when one passes in front of the other. If you resize the

window, they will constrain themselves to it. If you iconify the

window, they will continue to run within the icon's image.



ANIMATN takes two optional arguments. The first argument is the number

figures; this defaults to 2.  The second argument, if specified (e.g.,

a dash), causes the figures to run on top of a background image.



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