tldm-universe/Ardent/UV/INCLUDE/ATFUNCTIONS.INS.IBAS

169 lines
9.0 KiB
Plaintext
Raw Permalink Normal View History

2024-09-09 21:51:08 +00:00
*******************************************************************************
*
* uniVerse include file for BASIC @(-ve) functions
*
* Module ATFUNCTIONS.H
*
* (c) Copyright 1998 Ardent Software Inc. - All Rights Reserved
* This is unpublished proprietary source code of Ardent Software Inc.
* The copyright notice above does not evidence any actual or intended
* publication of such source code.
*
*******************************************************************************
EQUATE IT$CS TO -1 ;* clear screen (ANSI)
EQUATE IT$CAH TO -2 ;* cursor absolute home (ANSI)
EQUATE IT$CLEOS TO -3 ;* clear to end of screen
EQUATE IT$CLEOL TO -4 ;* clear to end of line
EQUATE IT$SBLINK TO -5 ;* start blinking field
EQUATE IT$EBLINK TO -6 ;* end blinking field
EQUATE IT$SPA TO -7 ;* start protected area (ANSI)
EQUATE IT$EPA TO -8 ;* end protected area (ANSI)
EQUATE IT$CUB TO -9 ;* cursor backward (ANSI)
EQUATE IT$CUU TO -10 ;* cursor up (ANSI)
EQUATE IT$SHALF TO -11 ;* start half-intensity field
EQUATE IT$EHALF TO -12 ;* end half-intensity field
EQUATE IT$SREV TO -13 ;* start reverse video field
EQUATE IT$EREV TO -14 ;* end reverse video field
EQUATE IT$SUL TO -15 ;* start underlined field
EQUATE IT$EUL TO -16 ;* end underlined field
EQUATE IT$IL TO -17 ;* insert line
EQUATE IT$DL TO -18 ;* delete line
EQUATE IT$ICH TO -19 ;* insert character (ANSI)
EQUATE IT$SIRM TO -20 ;* set insert/replace mode (ANSI)
EQUATE IT$RIRM TO -21 ;* reset insert/replace mode (ANSI)
EQUATE IT$DCH TO -22 ;* delete character (ANSI)
EQUATE IT$AUXON TO -23 ;* auxiliary port on
EQUATE IT$AUXOFF TO -24 ;* auxiliary port off
EQUATE IT$TRON TO -25 ;* transparent auxiliary port on
EQUATE IT$TROFF TO -26 ;* transparent auxiliary port off
EQUATE IT$AUXDLY TO -27 ;* auxiliary delay time
EQUATE IT$PRSCRN TO -28 ;* print screen
EQUATE IT$E80 TO -29 ;* enter 80 column mode
EQUATE IT$E132 TO -30 ;* enter 132 column mode
EQUATE IT$RIC TO -31 ;* reset inhibit cursor (ANSI)
EQUATE IT$SIC TO -32 ;* set inhibit cursor (ANSI)
EQUATE IT$CUD TO -33 ;* cursor down (ANSI)
EQUATE IT$CUF TO -34 ;* cursor forward (ANSI)
EQUATE IT$VIDEO TO -35 ;* set video attributes
EQUATE IT$SCOLPR TO -36 ;* set color pair
EQUATE IT$FCOLOR TO -37 ;* set foreground color
EQUATE IT$BCOLOR TO -38 ;* set background color
EQUATE IT$SLINEGRFX TO -39 ;* start line graphics
EQUATE IT$ELINEGRFX TO -40 ;* end line graphics
EQUATE IT$LINEGRFXCH TO -41 ;* line graphics character
EQUATE IT$DMI TO -42 ;* disable manual input
EQUATE IT$EMI TO -43 ;* enable manual input
EQUATE IT$BSCN TO -44 ;* blank screen
EQUATE IT$UBS TO -45 ;* unblank screen
* RESERVED TO -46
* RESERVED TO -47
EQUATE IT$SU TO -48 ;* scroll up
EQUATE IT$SD TO -49 ;* scroll down
EQUATE IT$SR TO -50 ;* scroll right
EQUATE IT$SL TO -51 ;* scroll left
* RESERVED TO -52
* RESERVED TO -53
EQUATE IT$SLT TO -54 ;* set line truncate
EQUATE IT$RLT TO -55 ;* reset line truncate
EQUATE IT$SNK TO -56 ;* set numeric keypad
EQUATE IT$RNK TO -57 ;* reset numeric keypad
EQUATE IT$SBOLD TO -58 ;* start bold field
EQUATE IT$EBOLD TO -59 ;* end bold field
EQUATE IT$SSECUR TO -60 ;* start secure field
EQUATE IT$ESECUR TO -61 ;* end secure field
EQUATE IT$SSCPROT TO -62 ;* start screen protect mode
EQUATE IT$ESCPROT TO -63 ;* end screen protect mode
EQUATE IT$SLD TO -64 ;* system line display
EQUATE IT$SLR TO -65 ;* system line reset
EQUATE IT$SLS TO -66 ;* system line set
* RESERVED TO -67
* RESERVED TO -68
* RESERVED TO -69
EQUATE IT$CHA TO -70 ;* cursor horizontal absolute
EQUATE IT$ECH TO -71 ;* erase character
* RESERVED TO -72
* RESERVED TO -73
EQUATE IT$NPC TO -74 ;* substitute for non-printing character
EQUATE IT$DISPLAY TO -75 ;* EDFS main display attributes
EQUATE IT$MINIBUF TO -76 ;* EDFS mini-buffer display attributes
EQUATE IT$LOKL TO -77 ;* lock display lines
EQUATE IT$UNLL TO -78 ;* unlock display lines
EQUATE IT$MARKSUBS TO -79 ;* 5 substitute chars for displaying @IM@FM@VM@SM@TM
EQUATE IT$NLSMAP TO -80 ;* Terminal NLS map name
EQUATE IT$NLSAUXMAP TO -81 ;* AUX printer NLS map name
EQUATE IT$USERFIRST TO -101 ;* first user-allocated @-function
EQUATE IT$USERLAST TO -128 ;* last user-allocated @-function
* ADDITIVE VIDEO attributes, for IT$VIDEO argument 2: @(-35,n)
EQUATE IT$NORMAL TO 0 ;* normal
EQUATE IT$BOLD TO 1 ;* bold
EQUATE IT$HALF TO 2 ;* half intensity
EQUATE IT$ITALIC TO 4 ;* italic
EQUATE IT$STANDOUT TO 4 ;* enhanced
EQUATE IT$ULINE TO 8 ;* underline
EQUATE IT$SLOWBLINK TO 16 ;* slow blink rate
EQUATE IT$FASTBLINK TO 32 ;* fast blink rate
EQUATE IT$REVERSE TO 64 ;* reverse video
EQUATE IT$BLANK TO 128 ;* concealed
EQUATE IT$PROTECT TO 256 ;* protected
EQUATE IT$ALTCHARSET TO 512 ;* alternate char set
* COLOURS, TYPE of display
EQUATE IT$COLOR TO 1 ;* use colour
EQUATE IT$MONO TO 2 ;* don't use colour
* COLOURS, FOR IT$FCOLOR and IT$BCOLOR argument 2: @(-37,n)/@(-38,n)
EQUATE IT$NOCOLOR TO -1
EQUATE IT$BLACK TO 0
EQUATE IT$RED TO 1
EQUATE IT$GREEN TO 2
EQUATE IT$YELLOW TO 3
EQUATE IT$BLUE TO 4
EQUATE IT$MAGENTA TO 5
EQUATE IT$CYAN TO 6
EQUATE IT$WHITE TO 7
EQUATE IT$DARK.RED TO 8
EQUATE IT$CERISE TO 9
EQUATE IT$ORANGE TO 10
EQUATE IT$PINK TO 11
EQUATE IT$DARK.GREEN TO 12
EQUATE IT$SEA.GREEN TO 13
EQUATE IT$LIME.GREEN TO 14
EQUATE IT$PALE.GREEN TO 15
EQUATE IT$BROWN TO 16
EQUATE IT$CREAM TO 17
EQUATE IT$DARK.BLUE TO 18
EQUATE IT$SLATE.BLUE TO 19
EQUATE IT$VIOLET TO 20
EQUATE IT$PALE.BLUE TO 21
EQUATE IT$PURPLE TO 22
EQUATE IT$PLUM TO 23
EQUATE IT$DARK.CYAN TO 24
EQUATE IT$SKY.BLUE TO 25
EQUATE IT$GREY TO 26
* The next token is used by the color verbs and subroutines to
* offset the color ids defined above, into an array indexed from 1
EQUATE IT$COLOR.OFFSET TO 2
* Graphics character for IT$LINEGRFXCH arg 2: @(-41,n)
EQUATE IT$GRFX.CROSS TO 0 ;* cross piece (ie, '+')
EQUATE IT$GRFX.H.LINE TO 1 ;* horizontal line
EQUATE IT$GRFX.V.LINE TO 2 ;* vertical line
EQUATE IT$GRFX.TL.CORNER TO 3 ;* top-left corner
EQUATE IT$GRFX.TR.CORNER TO 4 ;* top-right corner
EQUATE IT$GRFX.BL.CORNER TO 5 ;* bottom-left corner
EQUATE IT$GRFX.BR.CORNER TO 6 ;* bottom-right corner
EQUATE IT$GRFX.TOP.TEE TO 7 ;* top-edge tee piece
EQUATE IT$GRFX.LEFT.TEE TO 8 ;* left-edge tee piece
EQUATE IT$GRFX.RIGHT.TEE TO 9 ;* right-edge tee piece
EQUATE IT$GRFX.BOTTOM.TEE TO 10 ;* bottom-edge tee piece
* END-CODE