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Diffstat (limited to 'app/doc/addm.but')
-rw-r--r-- | app/doc/addm.but | 131 |
1 files changed, 128 insertions, 3 deletions
diff --git a/app/doc/addm.but b/app/doc/addm.but index 111b188..cee8896 100644 --- a/app/doc/addm.but +++ b/app/doc/addm.but @@ -6,8 +6,9 @@ \C{commandMenus} Command Menus -\rule +\cfg{html-local-head}{<meta name="AppleTitle" content="Command Menus" />} +\rule \H{addM}\i{Add Menu} @@ -49,8 +50,25 @@ The \f{Add Menu} has all the actions related to adding track pieces to the layou \dd \f{Turntable} - Place a turntable. -\rule +\u000 + +\dd \f{Block} - Create, edit or delete a block. + +\u000 + +\dd \f{Switchmotor} - Create, edit or delete a switchmotor. + +\u000 + +\dd \f{Signal} - Create, edit or delete a signal. + +\u000 +\dd \f{Control} - Create a signal. + +\u000 + +\dd \f{Sensor} - Create a sensor. \S{cmdCircle} Circle Track @@ -258,4 +276,111 @@ The \f{Modify command} (\K{cmdModify}) can be used to create turntable stall tra The \f{Turntable Angle} control on the Preferences (\K{cmdPref}) dialog controls how closely you can place tracks connected to a turntable. If you want to create stall tracks every 7.5\u00B0, set the \f{Turntable Angle} control to 7.5 and place the track as close to each other as allowed. \e{XTrackCAD} makes sure they will be separated by the correct angle. -\rule
\ No newline at end of file +\rule + +\S{cmdBlock} Block + +\G{png.d/bblock.png} + +A block is created by first selecting the track segments in the block and then +selecting \f{Create Block} from either the Add menu \K{cmdAdd} or from the block menu on the +hotbar. A block gets a name and a script. The name is only used for +identification and the script is used by the layout control software. The +script should provide whatever information is needed by the layout control +software to determine block occupancy. This could be a code snippet to +retrieve the state of the block occupancy or it could be the address of the +sensor, etc. + +\G{png.d/block.png} + +The create block dialog has spaces for two text strings. One is the name and +the other is a block occupancy script. The name identifies the block and the +script is information used by the layout control software to detect block +occupancy. The script could be a code snippet or I/O device address +information, etc. + +\rule + +\S{cmdSwitchmotor} Switchmotor + +\G{png.d/bswitchmotor.png} + +A switchmotor is created by selecting \f{Create SwitchMotor} from either the Add +menu \K{cmdAdd} or from the switchmotor menu on the hotbar and then clicking on a turnout. +A switchmotor gets a name and three scripts. The name is only used for +identification and the three scripts are used by the layout control software. +The three scripts are for throwing the turnout to its "normal" position, +throwing the turnout to its "reverse" position, and a script to read a point +position sensor. These scripts could be code snippets or they could be +addresses of I/O devices, etc. + +\G{png.d/switchmotor.png} + +The create switchmotor dialog has spaces for four text strings. One is the +name and the other three are scripts for Normal, Reverse, and Point Sense. The +name identifies the switchmotor and the scripts are information used by the +layout control software to throw the turnout to the normal position, throw the +turnout to the reverse position, and sense the point position. The scripts +could be code snippets or I/O device address information, etc. + +\rule + +\S{cmdSignal} Signal + +\G{png.d/bsignal.png} + +A signal is created by selecting \f{Create Signal} from either the Add menu \K{cmdAdd} or +from the hotbar. Use the mouse to select a location (left button) and then +draging (left button down) the signal to set its orientation. Once the left +button is released, a Create/Edit Signal dialog box is displayed, and you can +fill in the signal's properties: name, fine tune the location and orientation, +number of heads, and the aspects. + +\G{png.d/signal.png} + +The create/edit signal dialog has spaces for the name of the signal, its +location and orientation, the number of heads (1, 2, or 3), and a list of +aspects. Each aspect has a name and a script. The name could be a rule book +name (Clear, Aproach, Stop, etc.) or the actual color(s) displayed (green, +yellow, red, etc.). The script is just some information for the layout +control software to actually effect the display of the aspect -- this could be +the LCC event id to trigger the aspect or it could be a code snippet that +causes the aspect to be displayed. + +\rule + +\S{cmdControl} Control + +\G{png.d/bControl.png} + +A control is created by selecting \f{Create Control} from either the Add menu \K{cmdAdd} or +from the hotbar. Use the mouse to select a location (left button) and then +dragging (left button down) the control to where you want it. Once the left +button is released, a Create/Edit Control dialog box is displayed, and you can +fill in the control's properties: name, fine tune the location, and the on and +off scripts. + +\G{png.d/control.png} + +The create/edit control dialog has entry fields for the name of the control, its +location, and a pair of scripts, one to turn the control on and one to turn +the control off. The scripts are just some information for the layout control +software to actually effect the state on the control (on or off). + +\rule + +\S{cmdSensor} Sensor + +\G{png.d/bSensor.png} + +A sensor is created by selecting \f{Create Sensor} from either the Add menu \K{cmdAdd} or +from the hotbar. Use the mouse to select a location (left button) and then +dragging (left button down) the sensor to where you want it. Once the left +button is released, a Create/Edit Sensor dialog box is displayed, and you can +fill in the sensor's properties: name, fine tune the location, and the script. + +\G{png.d/sensor.png} + +The create/edit sensor dialog has spaces for the name of the sensor, its +location, and a script. The script is just some information for the layout +control software to actually return the state of the sensor (on or off).
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