mirror of
https://github.com/moparisthebest/Simba
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806 lines
22 KiB
TeX
806 lines
22 KiB
TeX
\documentclass[a4paper]{report}
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\usepackage{amsmath}
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\usepackage{color}
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\begin{document}
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\title{Mufasa PascalScript Handbook}
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\author{Merlijn Wajer \and Raymond van Veneti\"{e}
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\and Benjamin J. Land \and Nielsie95}
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\definecolor{typeGreen}{rgb}{0.0, 0.6, 0.0}
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\definecolor{typeRed}{rgb}{0.6, 0.0, 0.0}
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% Few defines to make methods easier.
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% Most func/proc definitions still don't use this...
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\def\pproc{\textbf{procedure}}
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\def\pfunc{\textbf{function}}
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\newcommand{\pvtype}[1]{{\color{typeGreen}{#1}};}
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\newcommand{\pvtypel}[1]{{\color{typeGreen}{#1}}}
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\newcommand{\pvname}[1]{{\color{typeRed}{#1}}:}
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\newcommand{\mname}[1]{{\color{blue}{#1}}}
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\newcommand{\pvtotal}[2]{{\pvname{#1}} {\pvtype{#2}}} %this might be better?
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\maketitle
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\tableofcontents
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\chapter{Foreword}
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This document provides a simple but helpful explanation on every function that
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the Mufasa macro library exports to it's Interpreter, PS\footnote{Pascal
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Script}. For a real in depth explanation, the Mufasa Handbook would be a better
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place to look.
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\chapter{Exceptions}
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\section{Motivation}
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Mufasa takes debugging to a new level by using exceptions for error handling,
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this allows you to even catch possible errors in your script, thus allowing
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the script to continue it's exection. We strongly believe Exceptions are the
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way to go. They were implemented for a reason.
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\section{When do we throw Exceptions}
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There are a lot of occasions where Mufasa may throw exceptions.
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Consider the following program:
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\begin{verbatim}
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program new;
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var
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bmp:integer;
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x, y:integer;
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begin
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bmp:=bitmapfromstring(200, 200, '');
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x := -1;
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y := -1;
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fastsetpixel(bmp, x, y, clwhite);
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end.
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\end{verbatim}
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Now, when we execute this with MML, we get this:
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\begin{verbatim}
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Error: Exception: You are accessing an invalid point, (-1,-1) at bitmap[0] at line 8
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\end{verbatim}
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Further expanding the example:
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\begin{verbatim}
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program new;
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var
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bmp:integer;
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x, y:integer;
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begin
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bmp:=bitmapfromstring(200, 200, '');
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x := -1;
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y := -1;
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try
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fastsetpixel(bmp, x, y, clwhite);
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except
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writeln('We failed to do a setpixel with x = ' + inttostr(x) +
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', y = ' + inttostr(y));
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end;
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end.
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\end{verbatim}
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Results in:
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\begin{verbatim}
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Compiled succesfully in 8 ms.
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We failed to do a setpixel with x = .-1, y = -1
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Succesfully executed
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\end{verbatim}
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\subsection{Going beyond script debugging}
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Exceptions are even in the very core of Mufasa. This greatly improves
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debugging in general, as we will also be able to easily spot errors in Mufasa.
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When they occured, what the values of the variables were, et cetera.
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Let's look at a function known as ReturnData(), which returns the client data.
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It for example checks if the points that are passed are consistent.
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If they are not, an Exception is thrown. If Mufasa does not catch that
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particular Exception\footnote{Which it doesn't, as a feature.}, then it will
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be thrown in your script. This will indicate that somehow ReturnData got
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invalid coordinates. Usually this Exception is not throw, as other functions
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also check their input for sanity, and then it is possible to throw a more
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detailed exception.
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\subsection{How to Handle Exceptions}
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An exception is handled with a \textbf{try} ... \textbf{except}
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... \textbf{finally} statement.
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See the example in the previous section for more details.
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\chapter{Input}
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\section{Mouse}
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\subsection{Types}
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A few variables are exported for working with Mufasa Mouse Functions.
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TClickType, which defines the click type.
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\begin{itemize}
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\item \textbf{mouse\_Right} = 0
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\item \textbf{mouse\_Left} = 1
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\item \textbf{mouse\_Middle} = 2
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\end{itemize}
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TMousePress, which defines if the mouse button is to be down or up.
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\begin{itemize}
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\item \textbf{mouse\_Up}
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\item \textbf{mouse\_Down}
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\end{itemize}
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% TClickType = (mouse_Left, mouse_Right, mouse_Middle);
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% TMousePress = (mouse_Down, mouse_Up);
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\subsection{MoveMouse}
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\pproc \mname{MoveMouse}(\textbf{in } \pvname{x, y} \pvtypel{Integer});
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MoveMouse moves the mouse pointer to the specified x and y coordinates.
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\subsection{GetMousePos}
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\pproc \mname{GetMousePos}(\textbf{out } \pvname{x, y} \pvtypel{Integer});
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GetMousePos returns the current position of the mouse in \textbf{x} and
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\textbf{y}.
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\subsection{HoldMouse}
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\pproc \mname{HoldMouse}(\pvname{x, y} \pvtype{Integer} \pvname{clickType}
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\pvtypel{TClickType})
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HoldMouse holds the given mouse button (clickType) down at the specified \textbf{x}, \textbf{y}
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coordinate. If the mouse if not at the given \textbf{x}, \textbf{y} yet, the mouse position
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will be set to \textbf{x}, \textbf{y}.
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\subsection{ReleaseMouse}
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\pproc \mname{ReleaseMouse}(\pvname{x, y} \pvtype{Integer} \pvname{clickType} \pvtypel{TClickType});
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ReleaseMouse releases the given mouse button (clickType) at the specified \textbf{x}, \textbf{y}
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coordinate. If the mouse if not at the given \textbf{x}, \textbf{y} yet, the mouse position
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will be set to \textbf{x}, \textbf{y}.
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\subsection{ClickMouse}
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\pproc \mname{ClickMouse}(\pvname{x, y} \pvtype{Integer} \pvname{clickType}
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\pvtypel{TClickType});
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ClickMouse performs a click with the given mouse button (clickType) at the
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specified x, y coordinate.
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\section{Keyboard}
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The Keyboard functions in Mufasa are listed here.
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Most of them are quite basic and can use some improvement.
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\subsection{Types}
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Most of the low level Keyboard functions use Virtual Keys.
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\subsection{Virtual Keys}
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Virtual Keys originate from MS Windows, and we've added support for them.
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Virtual Keys also work on non-Windows operating systems.
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\begin{itemize}
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\item UNKNOWN: 0
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\item LBUTTON: 1
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\item RBUTTON: 2
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\item CANCEL: 3
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\item MBUTTON: 4
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\item XBUTTON1: 5
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\item XBUTTON2: 6
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\item BACK: 8
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\item TAB: 9
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\item CLEAR: 12
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\item RETURN: 13
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\item SHIFT: 16
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\item CONTROL: 17
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\item MENU: 18
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\item PAUSE: 19
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\item CAPITAL: 20
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\item KANA: 21
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\item HANGUL: 21
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\item JUNJA: 23
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\item FINAL: 24
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\item HANJA: 25
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\item KANJI: 25
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\item ESCAPE: 27
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\item CONVERT: 28
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\item NONCONVERT: 29
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\item ACCEPT: 30
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\item MODECHANGE: 31
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\item SPACE: 32
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\item PRIOR: 33
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\item NEXT: 34
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\item END: 35
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\item HOME: 36
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\item LEFT: 37
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\item UP: 38
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\item RIGHT: 39
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\item DOWN: 40
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\item SELECT: 41
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\item PRINT: 42
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\item EXECUTE: 43
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\item SNAPSHOT: 44
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\item INSERT: 45
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\item DELETE: 46
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\item HELP: 47
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\item 0: \$30
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\item 1: \$31
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\item 2: \$32
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\item 3: \$33
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\item 4: \$34
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\item 5: \$35
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\item 6: \$36
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\item 7: \$37
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\item 8: \$38
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\item 9: \$39
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\item A: \$41
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\item B: \$42
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\item C: \$43
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\item D: \$44
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\item E: \$45
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\item F: \$46
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\item G: \$47
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\item H: \$48
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\item I: \$49
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\item J: \$4A
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\item K: \$4B
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\item L: \$4C
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\item M: \$4D
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\item N: \$4E
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\item O: \$4F
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\item P: \$50
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\item Q: \$51
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\item R: \$52
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\item S: \$53
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\item T: \$54
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\item U: \$55
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\item V: \$56
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\item W: \$57
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\item X: \$58
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\item Y: \$59
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\item Z: \$5A
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\item LWIN: \$5B
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\item RWIN: \$5C
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\item APPS: \$5D
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\item SLEEP: \$5F
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\item NUMPAD0: 96
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\item NUMPAD1: 97
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\item NUMPAD2: 98
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\item NUMPAD3: 99
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\item NUMPAD4: 100
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\item NUMPAD5: 101
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\item NUMPAD6: 102
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\item NUMPAD7: 103
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\item NUMPAD8: 104
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\item NUMPAD9: 105
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\item MULTIPLY: 106
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\item ADD: 107
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\item SEPARATOR: 108
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\item SUBTRACT: 109
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\item DECIMAL: 110
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\item DIVIDE: 111
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\item F1: 112
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\item F2: 113
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\item F3: 114
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\item F4: 115
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\item F5: 116
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\item F6: 117
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\item F7: 118
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\item F8: 119
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\item F9: 120
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\item F10: 121
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\item F11: 122
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\item F12: 123
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\item F13: 124
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\item F14: 125
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\item F15: 126
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\item F16: 127
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\item F17: 128
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\item F18: 129
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\item F19: 130
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\item F20: 131
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\item F21: 132
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\item F22: 133
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\item F23: 134
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\item F24: 135
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\item NUMLOCK: \$90
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\item SCROLL: \$91
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\item LSHIFT: \$A0
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\item RSHIFT: \$A1
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\item LCONTROL: \$A2
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\item RCONTROL: \$A3
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\item LMENU: \$A4
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\item RMENU: \$A5
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\item BROWSER\_BACK: \$A6
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\item BROWSER\_FORWARD: \$A7
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\item BROWSER\_REFRESH: \$A8
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\item BROWSER\_STOP: \$A9
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\item BROWSER\_SEARCH: \$AA
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\item BROWSER\_FAVORITES: \$AB
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\item BROWSER\_HOME: \$AC
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\item VOLUME\_MUTE: \$AD
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\item VOLUME\_DOWN: \$AE
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\item VOLUME\_UP: \$AF
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\item MEDIA\_NEXT\_TRACK: \$B0
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\item MEDIA\_PREV\_TRACK: \$B1
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\item MEDIA\_STOP: \$B2
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\item MEDIA\_PLAY\_PAUSE: \$B3
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\item LAUNCH\_MAIL: \$B4
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\item LAUNCH\_MEDIA\_SELECT: \$B5
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\item LAUNCH\_APP1: \$B6
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\item LAUNCH\_APP2: \$B7
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\item OEM\_1: \$BA
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\item OEM\_PLUS: \$BB
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\item OEM\_COMMA: \$BC
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\item OEM\_MINUS: \$BD
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\item OEM\_PERIOD: \$BE
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\item OEM\_2: \$BF
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\item OEM\_3: \$C0
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\item OEM\_4: \$DB
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\item OEM\_5: \$DC
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\item OEM\_6: \$DD
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\item OEM\_7: \$DE
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\item OEM\_8: \$DF
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\item OEM\_102: \$E2
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\item PROCESSKEY: \$E7
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\item ATTN: \$F6
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\item CRSEL: \$F7
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\item EXSEL: \$F8
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\item EREOF: \$F9
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\item PLAY: \$FA
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\item ZOOM: \$FB
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\item NONAME: \$FC
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\item PA1: \$FD
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\item OEM\_CLEAR: \$FE
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\item HIGHESTVALUE: \$FE
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\item UNDEFINED: \$FF
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\end{itemize}
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\subsection{KeyDown}
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\pproc \mname{KeyDown}(\pvname{key} \pvtypel{Word});
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KeyDown sends a request to the Operating System to ``fake'' an event that
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causes the Key to be ``down''.
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\textbf{key} can be any Virtual Key\footnote{See the section on Virtual Keys}.
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\subsubsection{Common pitfalls}
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Don't forget that certain keys may require that shift, or another key,
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is down as well.
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\subsection{KeyUp}
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\pproc \mname{KeyUp}(\pvname{key} \pvtypel{Word});
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KeyUp sends a request to the Operating System to ``fake'' an event that
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causes the Key to be ``up''.
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\textbf{key} can be any Virtual Key.
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\subsection{PressKey}
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\pproc \mname{PressKey}(\pvname{key} \pvtypel{Word});
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PressKey combines KeyDown and KeyUp, to fake a key press.
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\subsection{SendKeys}
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\pproc \mname{SendKeys}(\pvname{s} \pvtypel{String});
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SendKeys takes a string \textbf{s}, and attempts to send it's complete contents to
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the client. It currently only accepts characters ranging from ``A..z''.
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\subsection{IsKeyDown}
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\pfunc \mname{PressKey}(\pvname{key} \pvtypel{Word}): \pvtype{Boolean}
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IsKeyDown returns true if the given VK key is ``down''.
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\subsection{Notes}
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There is no IsKeyUp, because this can easily be generated by inverting the
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result of IsKeyDown:
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\begin{verbatim}
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not IsKeyDown (x)
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\end{verbatim}
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\chapter{Finding Routines}
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\section{Colours}
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\subsection{FindColor}
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\pfunc \mname{FindColor} (\textbf{out} \pvname{x, y} \pvtype{Integer} \pvname{col, x1, y1, x2, y2}
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\pvtypel{Integer}): \pvtype{Boolean}
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FindColor returns true if the exact color given (col) is found in the box defined by x1, y1, x2, y2.
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The point is returned in x and y. It searches from the top left to the bottom right and will stop
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after matching a point.
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\subsection{FindColorTolerance}
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\pfunc \mname{FindColorTolerance}(\textbf{out} \pvname{x, y: } \pvtype{Integer}
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\pvname{col, x1, y1, x2, y2, tol: }\pvtypel{Integer}): \pvtype{Boolean}
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FindColorTolerance returns true if a colour within the given tolerance range (tol) of the given color (col)
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is found in the box defined by x1, y1, x2, y2. Only the first point is returned in x and y.
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Whether or not a color is within the tolerance range is determined by the CTS mode.
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It searches from the top left to the bottom right and will stop after matching a point.
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\subsection{FindColorsTolerance}
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\pfunc \mname{FindColorsTolerance}( \textbf{out }\pvname{pts} \pvtype{TPointArray} \pvname
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{col, x1, y1, x2, y2, tol} \pvtypel{Integer}): \pvtype{Boolean}
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FindColorsTolerance returns true if at least one point was found. A point is found if it is within the
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given tolerance range (tol) of the given color (col) and inside the box defined by x1, y1, x2, y2.
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Whether or not a color is within the tolerance range is determined by the CTS mode.
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It searches from the top left to the bottom right and will find all matching points in the area.
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\section{Bitmaps}
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% Dit doe je zelf maar
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\section{DTMs}
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Deformable Template Models are a special approach to finding
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objects. One can specify several points, colours and tolerances
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for these points.
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\subsection{Types}
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Mufasa's DTM type:
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\begin{verbatim}
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pDTM = packed record
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l: Integer; // length
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p: TPointArray; // points
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c, t, asz, ash: TIntegerArray; // colours, tolerance, areasize/shape
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bp: Array Of Boolean; // Bad Point ( = Not Point )
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n: String; // Name
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end;
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\end{verbatim}
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Deprecated DTM type:
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\begin{verbatim}
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TDTMPointDef = record
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x, y, Color, Tolerance, AreaSize, AreaShape: integer;
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end;
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TDTMPointDefArray = Array Of TDTMPointDef;
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TDTM = record
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MainPoint: TDTMPointDef;
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SubPoints: TDTMPointDefArray;
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end;
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\end{verbatim}
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\subsection{FindDTM}
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\pfunc \mname{FindDTM}(\pvname{DTM}\pvtype{Integer} \textbf{out}
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\pvname{x, y} \pvtype{Integer} \pvname{x1, y1, x2, y2} \pvtypel{Integer}):
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\pvtype{Boolean}
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FindDTM is the most basic DTM finding function. It takes a box to search in,
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defined by x1, y1, x2, y2; and if the DTM is found, it will set \textbf{x} and
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\textbf{y} to the coordinate the DTM was found at and it will also return true.
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Else, it returns false. Once a DTM is found, it will stop searching. In other words; it always returns
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the first found DTM.
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\subsection{FindDTMs}
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\pfunc \mname{FindDTMs}(\pvname{DTM}\pvtype{Integer} \textbf{out} \pvname{Points}
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\pvtype{TPointArray} \pvname{x1, y1, x2, y2} \pvtypel{Integer}):
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\pvtype{Boolean}
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FindDTMs is like FindDTM, but it returns an array of \textbf{x} and \textbf{y}, as the
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\textbf{TPointArray} type.
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\subsection{FindDTMRotatedSE}
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\pfunc \mname{FindDTMRotatedSE}(\pvname{DTM}\pvtype{Integer} \textbf{out }
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|
\pvname{x, y} \pvtype{Integer} \pvname{x1, y1, x2, y2} \pvtype{Integer}
|
|
\pvname{sAngle, eAngle, aStep} \pvtype{Extended} \textbf{out}
|
|
\pvname{aFound} \pvtypel{Extended}): \pvtype{Boolean}
|
|
|
|
FindDTMRotatedSE is behaves like FindDTM. Only, it will rotate the DTM between
|
|
sAngle and eAngle by aStep each time. It will also return the angle which the
|
|
DTM was found at. Start rotating at StartAngle.
|
|
|
|
\subsection{FindDTMRotatedAlternating}
|
|
\pfunc \mname{FindDTMRotatedAlternating}(\pvname{DTM}\pvtype{Integer}
|
|
\textbf{out }
|
|
\pvname{x, y} \pvtype{Integer} \pvname{x1, y1, x2, y2} \pvtype{Integer}
|
|
\pvname{sAngle, eAngle, aStep} \pvtype{Extended} \textbf{out}
|
|
\pvname{aFound} \pvtypel{Extended}): \pvtype{Boolean}
|
|
|
|
FindDTMRotated is behaves like FindDTM. Only, it will rotate the DTM between
|
|
sAngle and eAngle by aStep each time. It will also return the angle which the
|
|
DTM was found at. Starts at 0 degrees and alternatives between - and + aStep to search for the DTM.
|
|
|
|
\subsection{FindDTMsRotatedSE}
|
|
\pfunc \mname{FindDTMsRotatedSE}(\pvname{DTM}\pvtype{Integer} \textbf{var}
|
|
\pvname{Points} \pvtype{TPointArray} \pvname{x1, y1, x2, y2} \pvtype{Integer}
|
|
\pvname{sAngle, eAngle, aStep} \pvtype{Extended} \textbf{out}
|
|
\pvname{aFound} \pvtypel{T2DExtendedArray}): \pvtype{Boolean}
|
|
|
|
FindDTMsRotatedSE behaves like FindRotatedDTMSE, but finds all DTM occurances.
|
|
Since one point can be found on several angles, aFound is a 2d array.
|
|
|
|
\subsection{FindDTMsRotatedAlternating}
|
|
\pfunc \mname{FindDTMsRotatedAlternating}(\pvname{DTM}\pvtype{Integer} \textbf{var}
|
|
\pvname{Points} \pvtype{TPointArray} \pvname{x1, y1, x2, y2} \pvtype{Integer}
|
|
\pvname{sAngle, eAngle, aStep} \pvtype{Extended} \textbf{out}
|
|
\pvname{aFound} \pvtypel{T2DExtendedArray}): \pvtype{Boolean}
|
|
|
|
FindDTMsRotatedAlternating behaves like FindRotatedDTMAlternating,
|
|
but finds all DTM occurances.
|
|
Since one point can be found on several angles, aFound is a 2d array.
|
|
|
|
\subsection{DTMFromString}
|
|
|
|
DTMFromString creates a DTM from a string. The string must represent a dtm,
|
|
in a compressed state. Use tools like the DTM Editor or simply DTMToString to
|
|
turn your dtm into a string.
|
|
|
|
\subsection{DTMToString}
|
|
|
|
Turns the given DTM into a compressed string.
|
|
|
|
\subsection{AddDTM}
|
|
|
|
\subsection{FreeDTM}
|
|
\pproc ps\_FreeDTM(\pvname{DTM}\pvtype{Integer})
|
|
|
|
FreeDTM frees a DTM with the given index \textbf{DTM}. If it does not exist, an
|
|
exception is raised.
|
|
|
|
\subsection{GetDTM}
|
|
|
|
\subsection{tDTMtopDTM}
|
|
|
|
Convert a TDTM to a pDTM.
|
|
|
|
\subsection{pDTMtopDTM}
|
|
|
|
Convert a pDTM to a TDTM.
|
|
|
|
\chapter{OCR}
|
|
|
|
\section{Finding text}
|
|
|
|
\section{Identifying text}
|
|
|
|
\subsection{BitmapFromText}
|
|
\subsection{MaskFromText}
|
|
\subsection{TPAFromText}
|
|
|
|
\subsection{rs\_GetUpText}
|
|
|
|
rs\_GetUpText is a Runescape(tm)\footnote{http://www.runescape.com} specific function. It reads the text called
|
|
``uptext'' from the client, and returns the read string.
|
|
|
|
\subsection{rs\_GetUpTextAt}
|
|
|
|
rs\_GetUpTextAt is similar to rs\_GetUpText in all but one way, it allows you to
|
|
specify where to search for the ``uptext''.
|
|
|
|
\subsection{GetTextAt}
|
|
|
|
GetTextAt returns the text at the given X, Y.
|
|
minvspacing and maxvspacing define the minimum and maximum vertical spacing
|
|
between characters in the font, hspacing is the minimal space to split
|
|
characters on. If it is, for example, 0, and ``i'' will be split into two
|
|
characters.
|
|
|
|
|
|
%TODO: colours
|
|
\begin{verbatim}
|
|
function GetTextAt(atX, atY, minvspacing, maxvspacing, hspacing, color, tol, len: integer; font: string): string;
|
|
\end{verbatim}
|
|
|
|
\chapter{Clients}
|
|
|
|
\section{Window}
|
|
Simba can target running applicationsa/applets on your computer.
|
|
You simply use the crosshair to select the client, and it will then read and
|
|
send all its data from and to that application. Simba has also split up its
|
|
``Key and Mouse'' input and its ``Data Target``, which means you can send
|
|
mouse events to one window, while reading data from another.
|
|
|
|
\section{Bitmaps and other Raw Data}
|
|
|
|
Simba can also target data that is loaded in memory. Arrays, bitmaps and data
|
|
pointers. Obviously if you load any of these with Simba any mouse and key
|
|
events will not be send to that target, as it has no means of communicating
|
|
with your devices. Most likely mouse and key events will still be send to the
|
|
previous target.
|
|
|
|
% Complete TODO.
|
|
\section{Functions provided}
|
|
|
|
\subsection{GetClientDimensions}
|
|
|
|
GetClientDimensions returns the width and height of the current target.
|
|
|
|
\subsection{ActivateClient}
|
|
|
|
This functies tries to bring the current target to the front.
|
|
This will only work if the target is a System Window. When a bitmap is set as a
|
|
target, or a pointer to data, then it will not work.
|
|
|
|
\subsection{IsTargetValid}
|
|
|
|
Returns if the target is valid. For example, a window that does not\footnote{or
|
|
no longer} exists, is invalid. A bitmap that is still loaded and set as target,
|
|
or a window that still exists is valid.
|
|
|
|
\subsection{SetTargetBitmap}
|
|
|
|
Set the Target for all finding operations to this bitmap.
|
|
|
|
\subsection{SetImageTarget}
|
|
|
|
Set the target for all the finding.
|
|
|
|
\subsection{SetTargetArray}
|
|
|
|
Set a target array which is to be used as data for finding.
|
|
|
|
\subsection{SetEIOSTarget}
|
|
|
|
\subsection{SetKeyMouseTarget}
|
|
|
|
Set the target Window (Bitmaps and Arrays don't handle user input) to use for
|
|
all the input functions.
|
|
|
|
\subsection{GetImageTarget}
|
|
|
|
Returnsthe currently set target for finding.
|
|
|
|
\subsection{GetKeyMouseTarget}
|
|
|
|
Returs the currently set target for input operations.
|
|
|
|
\subsection{FreeTarget}
|
|
|
|
Free the passed target.
|
|
|
|
\section{Freeze and Unfreeze}
|
|
|
|
\subsection{Concept}
|
|
|
|
Freeze is an interesting concept. If one calls Freeze, the data that is
|
|
\textbf{currently} in the finder target is stored, and the finder target is set
|
|
to this data. This basically implies that while unfreeze is not called, you will
|
|
be looking at the client data the way it was when you called freeze. This
|
|
notably speeds up finding functions, as retreival of the data is instantly
|
|
(Simba owns the data). So if you plan to do a lot of finding functions and want
|
|
to analyse an exact frame, you should check out this functionality.
|
|
|
|
\subsection{Freeze}
|
|
|
|
Freeze the current client data. For more information see Concept.
|
|
|
|
\subsection{Unfreeze}
|
|
|
|
Unfreeze the stored finder data. The finder target used before Freeze was called
|
|
will be restored, and used again as finder target. So calling
|
|
\begin{verbatim}
|
|
Freeze;
|
|
<stuff here>
|
|
Unfreeze;
|
|
\end{verbatim}
|
|
will not affect your finder target outside \textbf{<stuff here>}
|
|
|
|
% Files
|
|
\chapter{Files and Web}
|
|
|
|
\section{Files}
|
|
|
|
Files are used to load and save data to the hard drive.
|
|
Simba provides several functions to access files - that is, read
|
|
from them and write to them.
|
|
|
|
\subsection{CreateFile}
|
|
|
|
CreateFile creates a file. It will only create
|
|
the file if ti doesn't already exist.
|
|
|
|
Events called:
|
|
\begin{itemize}
|
|
\item WriteFileEvent
|
|
\end{itemize}
|
|
|
|
\subsection{OpenFile}
|
|
|
|
Opens a file for reading.
|
|
|
|
Events called:
|
|
\begin{itemize}
|
|
\item ReadFileEvent
|
|
\end{itemize}
|
|
\subsection{RewriteFile}
|
|
|
|
Rewrite files opens a file for reading and writing, but will remove all the
|
|
contents of a file. To open a file for appending, use AppendFile.
|
|
|
|
Events called:
|
|
\begin{itemize}
|
|
\item WriteFileEvent
|
|
\end{itemize}
|
|
\subsection{AppendFile}
|
|
AppendFile opens a file for reading and writing, and will not remove the
|
|
contents of the file.
|
|
|
|
Events called:
|
|
\begin{itemize}
|
|
\item WriteFileEvent
|
|
\end{itemize}
|
|
\subsection{CloseFile}
|
|
|
|
CloseFile closes the given file.
|
|
|
|
\subsection{EndOfFile}
|
|
|
|
EndOfFile returns true if the character pointer in the file has reached the end
|
|
of the file.
|
|
|
|
\subsection{FileSize}
|
|
|
|
FileSize returns the length of the file in bytes.
|
|
|
|
\subsection{ReadFileString}
|
|
|
|
ReadFileString reads a string from a file.
|
|
|
|
\subsection{WriteFileString}
|
|
|
|
WriteFileString writes a string to a file
|
|
|
|
\subsection{SetFileCharPointer}
|
|
|
|
Set the char pointer to a specific position.
|
|
|
|
\subsection{FilePointerPos}
|
|
|
|
Get the position of the char pointer.
|
|
|
|
\subsection{DirectoryExists}
|
|
|
|
Returns true if the directory exists.
|
|
|
|
\subsection{FileExists}
|
|
|
|
Returns true if the file exists.
|
|
|
|
\subsection{WriteINI}
|
|
\subsection{ReadINI}
|
|
\subsection{DeleteINI}
|
|
|
|
\section{Web}
|
|
|
|
\subsection{OpenWebPage}
|
|
|
|
\chapter{Point Sorting and Math}
|
|
\section{Sorting functions}
|
|
Wizzyplugin stuff
|
|
|
|
\section{Math}
|
|
|
|
\chapter{Easter Eggs}
|
|
\section{Easter egg 1}
|
|
Nothing here! Do you really think we document Easter eggs?
|
|
????
|
|
|
|
HakunaMatata!
|
|
|
|
|
|
|
|
|
|
\end{document}
|