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-rw-r--r--app/doc/addm.but131
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). \ No newline at end of file