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📄 chedit.txt

📁 单片PLC,AT2581实现梯形图功能,可作为参考
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             below.
Set mode   - when the spacebar is pressed, the current pixel is set
             (turned on).
Clear mode - when the spacebar is pressed, the current pixel is cleared
             (turned off).
Xor mode   - when the spacebar is pressed, the current pixel is Xor'ed with a
             'set'.  The result is that the pixel is flipped to its opposite
             state.  i.e. a set pixel is cleared, and a cleared pixel is set.

Notes on mode: 1) Xor is the default mode.
               2) The Set, Clear, and Xor modes are mutually exclusive,  
                  that is, you can only be in one of these modes at a time.

Auto mode  - when the cursor enters a new pixel, that pixel is automatically
             set/cleared/xor'd according to the current mode.  When the space
             bar is pressed, the pixel is again set/cleared/xored.  This is 
             useful when you want to flip the pixel back to its original state
             (xor mode) or you have just selected auto mode, in which case the
             current pixel is not set/cleared/xored (as the cursor has not 
             entered a new pixel). 


3.2.3  "WHOLE CHARACTER" GROUP (enter the capital letter for the command): 

Zero    - Zero out a character.  This turns off all pixels in a character. 
Fill    - Fill in a character.  This turns on all pixels in a character. 
Inverse - Invert a character.  This flips the state of all pixels in a          
          character.  (i.e. all on pixels are turned off, and all off pixels 
          are turned on.) 


3.2.4  "NEXT-CHARACTER" GROUP (enter the capital letter for the command):

Next - Get another character to edit.  The procedure is the same as when you
       first entered individual character editing.

Get  - Copy (get) the image of another character into the current character.
       The procedure is the same as selecting a character to edit when you
       first enter individual character editing.  If you decide that you do
       not want to overwrite the current image, simply place the highlighted
       square on the original character and press return.

Put  - Copy (put) the image of the current character into another character.
       The procedure is the same as selecting a character to edit when you
       first enter individual character editing.  If you decide that you do
       not want to overwrite another image, simply place the highlighted
       square on the original image and press return.












3.2.5  "MIRROR IMAGE" GROUP (enter the capital letter for the command):

Horizontal mirror - change the current character to its image as seen in a
       mirror placed on its horizontal axis.  The top row becomes the last
       row, the 2nd row becomes the next-to-last row, etc.  As an example,
       the letter A, when horizontal mirrored, wpi;d be standing on its
       point.  Doing another horizontal mirror will undo this, so that the
       A points upwards again.

Vertical mirror - Change the current character to its image as seen in a
       mirror placed on its vertical axis.  The leftmost column becomes the
       the rightmost column, the next-to-leftmost column becomes the next-
       to-rightmost column, etc.  As an example, the less-than symbol, <,
       would become the greater-than symbol, >, when vertical mirrored.
       Doing another vertical mirror will undo this, so that it becomes a
       less-than symbol again.

Exchange - exchange rows and columns in a character.  This has the effect of
       mirroring the character around a diagonal from the upper left to the
       lower right corner of the character box.  It means that the top row
       becomes the leftmost column, the 2nd row becomes the next-to-leftmost
       column, etc.  For example, an exclamation point, !, when exchanged,
       would be laying on its side, with the bottom dot on the right.  Doing
       another exchange would undo this, so that it is normal again.


3.2.6  "ROTATE" GROUP (enter the function keys indicated for the command):

All rotate functions move the character within the box.  Any row or column of
pixels that is rotated "off" an edge wraps back to the opposite edge, to fill
the row or column that is left vacant by moving the character.

     F1 - Rotate the character 1 row down.
     F2 - Rotate the character 1 row up.
     F3 - Rotate the character 1 column left.
     F4 - Rotate the character 1 column right.


3.2.7  "SHIFT" GROUP (enter the function keys indicated for the command):

All shift functions move the character within the box.  Any row or column of
pixels that is shifted "off" an edge is lost.  The row or column on the
opposite edge that is left vacant is filled with blanks.

     F5 - Shift the character 1 row down.
     F6 - Shift the character 1 row up.
     F7 - Shift the character 1 column left.
     F8 - Shift the character 1 column right.


















3.3  "UNDO" FUNCTIONS (enter the capital letter for the command):

The undo functions allow you to erase a mistake you just made, or let you
experiment with changes and quickly bring back an older version of the 
character if you don't like what you see.

Undo - undo the last change ONLY.  For example, if you hit the Z (for Zero)
       key, the character will be erased, and U will restore the image. If
       you hit the Z key and then press the spacebar (thus setting/clearning/
       xoring a pixel), using U will only undo the change in the individual
       pixel, not the erased character.

       Undo works by swapping images with the current screen image, so
       that Undo will Undo itself.

       When a character is first called up for editing, the Undo image is set
       to the original image, so that Undo will do nothing until you have made
       a change.

       The Restore command (see below) has no effect on the saved Undo image.

Restore - Like Undo, this command swaps the current image with a saved image.
       Unlike the Undo command, however, the saved image is not updated with
       every change of the character.  The saved image is only changed when
       you use Restore or the Keep command (see below).  Thus, you can start
       editing a character, Restore the original for comparison, Restore
       back the edited copy and continue editing.  Or, after editing, Restore
       back the original, edit the original into another version of the
       character, and use Restore compare it to the 1st version of the
       character.

       Since both Undo and Restore swap saved images with the currently
       displayed image, the two functions may interact with each other.  For
       example, an Undo will move the previous image to the screen, and put
       the current image in the Undo buffer.  A Restore will then move the
       screen image (from the Undo) to the Restore buffer, and place the
       image from the Restore buffer onto the screen.  A final Undo will then
       move the current screen image, which was in the Restore buffer, into
       the Undo buffer, and move the image in the Undo buffer, which was the
       original screen image, back to the screen.  In this way, the Undo
       saved image and the Restore saved image have been swapped, and the
       screen image is untouched.

Keep - Keep the current screen image in the Restore buffer.  This allows you
       to save a copy of the current character for possible later restoration,
       without swapping screen images.

Original - Replace the current character image with the image that the
       character had when it was first selected for editing.  This is the
       ultimate undo.
















3.4  "TRYOUT" MODE (enter "T" for this function):

    This mode allows you to "try out" the current character set by allowing
    you to type characters onto a blank screen.  Pressing the Esc key from
    this mode allows you to return to editing.

    When in Tryit mode, the following keys on the numeric keypad

                  Home   Up    PgUp
                  Right        Left
                  End    Down  PgDn

    move the cursor, with Home, PgUp, End, and PgDn moving the cursor in a
    diagonal direction.  The cursor wraps to the opposite side of the screen
    when it passes the screen boundary.

    Please note that keys such as Return and Backspace do not have their
    expected function.  They will instead display the symbol associated with
    with the ASCII value of that key.

    When Tryit mode is first entered, the screen will be filled with spaces
    (or whatever symbol is associated with the ASCII value 32).  After you
    leave Tryit, coming back later will present the screen as you left it.
    Thus, you can try a block of text, leave and edit the character set, then
    return and see how the text looks with the new characters without having
    to retype them.

    Both the character set being edited and the machine's resident character
    set are available in Tryit mode.  See the functions listed below for
    details on using both.

    The following functions are availble via the indicated function keys in
    Tryit mode:

    F1 - Clear the screen and display both the character set being edited and
         the machine's resident character set.

    F3 - Clear the screen to spaces and DO NOT replot the display.  The
         screen does not re-plot, to give you relief in the event that the
         space character is not blank.

    F2 - Toggle 40/80 column mode.  The screen starts out with 40 columns, and
         pressing the F2 key will switch the screen to 80 columns and back.
         Note that characters entered in the right half of the screen in 80
         column mode will not be displayed when you switch back to 40 column
         mode, but will still be there if you switch back to 80 columns.
         Clearing the screen via either F1 or F3 (see above) will clear the
         entire 80 columns, even if you are in 40 column mode.

    F4 - Toggle resident/editing character set on the displayed characters.
         For example, You can type a sentence in the editing character set,
         press F4 to see it in the machine's resident character set, then
         press F4 again to return it to the editing character set.  Another
         example is to use F1 to display both character sets, then F4 to
         switch them.












    F6 - Toggle resident/editing character set on characters being typed.
         When you enter Tryit mode, the characters you type are in the
         editing character set.  Pressing F6 will change the characters
         being typed to the machine's resident character set.  Pressing F6
         again will change back to the editing character set.

    F8 - Change the color of characters being typed (40 column mode only).
         When you start in Tryit mode, characters are white.  Pressing F8
         change the color of characters being typed from white to cyan to
         magenta, and back to white.  Characters in 80 column mode are
         available only in white.

    F10 - Help!  Print a brief description of the available function keys.





3.5  MISCELLANEOUS FUNCTIONS (enter the indicated keys for the command):

F10 - The help key.  It displays a list of the available commands, and a
      brief explanation of each.  The list is several pages long, and you
      can return to editing without looking through the entire help list by
      pressing the Esc key.

Esc - When you are editing a character, you can return to the main menu by
      pressing the Esc key.






































4  MULTIPLE CHARACTER EDITING

   When editing multiple characters, up to 35 characters in a 5 by 7 matrix
are displayed in large format to be edited at once.  The primary advantages of
this is the ability to edit pictures larger than 1 character, and the ease
in which mult-character pictures or border outline characters may be aligned.
There is a small disadvantage in that each picture is somewhat smaller and
harder to see, and the selection process is somewhat more involved.

   When editing multiple characters, the screen has 5 basic parts:

   1) a display of all programmable characters at the top of the screen,              
      arranged in a 4x32 matrix, and set off from the rest of the screen by a
      box.

   2) the editing matrix, a 5 by 7 array of boxes, each of which is broken
      into an 8 by 8 grid, which is the large character display.  Each little
      box represents 1 pixel in a character being edited.

   3) a character box.  This is the "life-size" picture of the
      characters being edited, set apart from the rest of the screen in
      its own box.  Note that the character set displayed at the top
      of the screen is updated as characters are edited as well.

   4) a text area, where informational messages, such as currently
      available options are displayed.

   5) a status area, where the current mode of the space bar (set/clear/xor)
      and the auto status are displayed.  This is in the upper right hand
      corner.




































4.1  SELECTING MULTIPLE CHARACTERS TO EDIT

Before editing begins, you must select the locations in the editing matrix
to work on, and the characters they contain.  Pressing Esc at this time will
return you to the main menu.

The first step is to select a location in the editing grid.  One of the
large editing boxes will be highlighed, and this highlight may be moved with
the cursor keys.  The arrow keys (2,4,6, and 8) move the highlighted box
vertically and horizontally, while the other keys (1,3,7, and 9) move the
cursor in a diagonal.  When the highlighted box goes past a boundary, it wraps
to the opposite side.  When it is in the desired location, you may select the
character to edit at this point by pressing either S (for Select) or Return. 
(Note: Although it may seem more "natural" to select which character to edit
and then its location, the program has you select the location first, so that
it knows where to display the character being selected.)

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