Professional Documents
Culture Documents
B.1 Overview
The Graphics Editor is used to input and modify (i.e. edit) two and
three dimensional graphics elements like points, lines, polygons
etc. The Graphics Editor is employed in several applications, but
the following detailed description of the Graphics Editor is appli-
cation-independent.
B.2.1 Introduction
The Graphics Editor described here is employed by various ap-
plications to input and modify graphics objects with the corres-
ponding attributes:
Control of
Application
Layer buttons of
Graphic Editor
Active Graphic
Editor Window
Toolbar of
Graphic Editor
Status line
of Application
B.2.2 The application window
B.3.1 Introduction
In addition to the left mouse button, with which you can handle
menus, tabsheets and buttons, the right mouse button also
has a very important function: calling the context menus. The
functions of the Graphics Editor for instance are reachable al-
most exclusively via the context menus of the graphics area.
Some important functions are also reachable via the buttons of
the Toolbar. The layer buttons and the title bars of the layer
groups are also furnished with a context menu.
B.3.2 Toolbar
The Graphics Editor inserts a toolbar on the left side of the appli-
cation window. This contains three groups of buttons for the most
important functions of the Graphics Editor:
B.3.2.5 Settings
Opens the dialogue with the Input Options of the Graphics Editor.
Switches between 2D and 3D views. In the 3D view additional
buttons appear to manipulate the 3-dimensional graphics object.
The functions Move, Duplicate, Cut, Delete and Copy are the
same as with normal graphics objects contained in the context
menu.
Doppelklick The entry written in bold letters in the Modify context menu is ex-
ecuted when you click twice with the left mouse button on the
working plane symbol. The pre-set values are ’Activate Plane in
3D’ and ’Deactivate Planes’, respectively.
When duplicating and pasting a working plane symbol the title
of the original working plane a consecutive two digit number is
appended.
working planes created by duplicating the
working plane symbols ’Plane’
B.3.2.7 Projection control
The buttons for the projection control are only visible if the 3D-
Button (S. 10) is depressed.
Parallel perspective
The projection shows how the points of the graphics objects are
displayed on the output medium (screen, printer, clipboard, me-
Point perspective tafile etc.).
For plotting 3D graphics objects a parallel perspective, a point
Eccentric perspective
perspective or an eccentric perspective can be chosen. One
can switch from one to the other using the buttons shown on the
left.
In the following the terms vertical and horizontal are often used.
By vertical directions parallel to the global z-direction are meant
and by horizontal directions in planes parallel to the global xy-
plane.
Parallel perspective
plane of picture
projection
direction frame of picture
Z
Y
Z
Y
X
Point perspective
The following figure shows the representation of the point per-
spective and defines the terms used for this purpose:
camera axis
S P
v v
B
fictitious camera
É
R P: projection point = object
location of observer
É
P v
v: projection direction
S
B: plane of figure
P R: figure frame = picture
d
screen border
S: object centre
Picture of an object with the
d: distance P-S
fictitious camera
To get a better understanding of the control parameters for per-
spective drawing we imagine a fictitious camera, as sketched in
the above figure. The points of intersection of the rays fromall ob-
ject points P with the plane of the picture produce the picture. If
one moves the camera another picture is obtained.
Both the picture plane and the picture area of the camera are rec-
tangular. The freedom of movement of the camera is restricted
to the extent that the bottom edge of this rectangle is always hori-
zontal (indeterminate in the case of a vertical projection direc-
tion). Thus this is of importance because the picture frame, which
is represented by the border of the screen, is always parallel to
the camera rectangle.
P
ÉÉ É
ÉÉ
ÉÉ v
P
É v
S
Eccentric perspective
In general in the case of perspective architectural drawings it is
usual that vertical lines of a structure are also shown vertically on
the drawing. Keeping to this rule is also strongly recommended
here. It is fulfilled if the projection direction is left as horizontal.
By means of a corresponding camera eccentricity (see below)
the viewing point on the structure can be changed in the height.
É
P v
É S
B.3.3.1 Introduction
On the right side of the Graphics Editor window are the applica-
tion-specific layer buttons. The applications structure their gra-
phics objects in layer groups, layers and sublayers.
One can visualize one layer as a transparent sheet on which the
graphics objects contained in the layer are drawn. The individual
sheets are now removed, laid one on top of each other in the se-
quence in which the layer is activated or are removed when swit-
ching off.
By clicking on the layer buttons the visibility of individual layers
can be controlled. By means of the context menus of Layer
Groups and Layer Buttons one can control other attributes, e.g.
the selectability of layers.
The width of the area needed by the layer but-
tons can be changed using the separator (i.e.
separation bar) placed between the graphics
area and the the layer buttons.
Close
Allows one to close (c.f. minimize) the layer group so that only
its title is visible. This is useful if one cannot see the layer groups
below due to having very many layer buttons or with a small
screen resolution. One can also limit the space requirements of
just one layer group by moving the separator at the bottom of the
layer group. An open layer group can also be closed by double-
clicking on its title.
Size adjustment
This adjusts the size of a layer group so that all layer buttons con-
tained in it are displayed. One can also adjust the size require-
ments of a layer group by moving the separator at the bottom of
the layer group. By doubleclicking on the title the size of a closed
layer group can also be adjusted.
Delete contents
The contents of this layer are deleted, but not the layer itself.
There is no Undo operation for this function.
Delete
Deletes the layer and all its graphics objects. There is no Undo
for this function.
Visible
This menu item is only included in the context menu for the sake
of completeness, since the visibility of the layer directly above the
button can be controlled.
Grabbable
If this menu item is not active then the graphics objects of this
layer, even for activated snap points and snap lines, can no lon-
ger be grabbed. This menu item, however, is normally active.
Selectability
If this menu item is not active the graphics objects of this layer
cannot be selected any more, yet may still be visible and grabba-
ble. This menu item however is normally active. See also Select.
Labels visible
The labels of graphics objects of this layer can be switched on
and off.
Exclusively visible
On activating this menu item only the graphics objects of this
layer are still visible, and all other layers remain invisible, until the
function is deactivated. The function can be helpful temporarily
if one only wants to see objects from a particular layer, without
having to close all other layers.
Exclusively selectable
On activating this menu item only the graphics objects of this
layer are selectable, and all other layers remain unselectable un-
til the function is deactivated. The function can be helpful tempo-
rarily if one only wants to select using a window objects from a
particular layer, without having to select objects from other
layers. See also Select.
Select
Selects all graphics objects of the layer. See also Select.
Deselect
Deselects all graphics objects of the layer. See also Select.
Sublayer visibility
This menu item only appears if the layer contains several sub-
layers. Shown is a list of all sublayers in which one can choose
which sublayers should be visible.
Sublayer selectability
This menu item only appears if the layer contains several sub-
layers. A list of all sublayers is shown, in which you can choose
which sublayer should be selectable.
B.3.4 Coordinate fields
The coordinate fields of the Graphics Editor are located in the
Status line, at the bottom of the application.
The input fields serve, on the one hand, to display the coordina-
tes when moving the mouse pointer in the graphics area and, on
the other, to input coordinates, angles and distances.
Coordinate fields
See also:
Point Input Methods
B.3.5 Context menus of the graphics area
The graphics area has three different context menus, which can
be called by pressing the right mouse button in the graphics area:
Input context menu
Modify context menu
Point Input context menu
Which of the three context menus is shown on pressing the right
mouse button depends on the state of the Graphics Editor:
The Input context menu is shown if no graphics objects are selec-
ted, and the Modify context menu is shown if at least one gra-
phics object is selected. The Point Input context menu is only
shown if one is in a Point Input Method on inputting a graphics
object.
B.3.6.3 Paste
Introduction
With this function the graphics objects in the clipboard of Win-
dows are pasted in the figure. This function is only active if there
are graphics objects in the clipboard, which were stored there by
this Graphics Editor using the functions copy or cut of the Modify
Context Menu (S. 32). Other graphics formats of the clipboard
are not read.
The graphics objects in the clipboard know their ’original layer’
and are normally - independent of the layer that is currently ac-
tive - pasted again in this layer. The applications for their specific
graphics objects can define exceptions: e.g. loads from a particu-
lar layer (Load Case) can be pasted into another layer.
Changing graphics object types
With the function ’Paste’ you can convert the graphics objects to
be pasted in the clipboard into another graphics object type and
paste them in their layer. For example you can change a line from
an imported DXF Layer into an application-specific line load.
Only graphics object types of the same kind can be converted,
i.e. line to line, polygon to polygon, etc..
Short description:
1. Select the graphics objects to be converted
2. With the function ’Copy’ copy the graphics objects to
the clipboard
3. Open the property dialogue of the graphics object type
that is to be created
4. In the dialogue define the desired properties
5. Select the function ’Paste’
On pasting - provided graphics objects are converted - a war-
ning is issued, in order to avoid inadvertent conversion. Graphics
objects, which, depending on the object type, cannot be conver-
ted, are pasted to their ’original layer’.
B.3.6.4 Export
With the function ’Export’ / ’Clipboard’ you can copy the current
contents of the graphics area or a part of it into the clipboard of
Windows. Thus you can paste the graphics into another applica-
tion - e.g. into a word processor.
In contrast to the function ’Copy’ in the Modify Context Menu des-
cribed below, here we do not have to select any graphics objects.
Depending on the Cubus application it is possible that some gra-
phics objects from results cannot be selected. Such graphics can
only be transferred to other aplications using the function ’Export’
/ ’Clipboard’ described here.
As an alternative to exporting graphics to other applications, with
the function ’Export’ files in WMF, EMF or DXF format can also
be created.
The menu ’Export’ is also available in the File menu of the Menu
bar.
B.3.6.6 Grabbing
object-dependent functions
B.3.7.1 Attributes
By means of the menu item ’Attributes’ of the Modify context
menu one opens the attributes dialogue of the selected graphics
objects. If one has selected graphics objects with different attri-
butes dialogues, this menu item is not active.
B.3.7.2 Move
Short description:
select graphics objects
choose ’Move’ in the Modify context menu
choose Move Point with the left mouse button
place Move Point with point input methods
With the menu item ’Move’ of the Modify context menu one can
move a single selected graphics object or several selected gra-
phics objects together as a group.
If one has only selected a single point object, one can place it di-
rectly in a new location with the usual Point Input Methods. Both
with higher graphics objects like lines, rectangles and polygons
and with several selected graphics objects, before moving one
Move Point chooses the so-called Move Point with the mouse. Then the
Move Point is placed to the new location - and with it all selected
graphics objects - with the usual Point Input Methods.
A D
C B
B.3.7.5 Mirroring
Short description:
select graphics objects
in the Modify context menu choose ’Mirror’
choose a mirroring axis with the left mouse button
define the mirroring axis (2D) and the mirroring plane (3D)
with 2 and 3 points, respectively. To input the points you can
use the normal Point Input Methods.
With the menu item ’Mirror’ in the Modify context menu you can
mirror selected graphics objects about an axis or about a plane.
If you want to rotate a copy of the selected graphics objects and
keep the original graphics objects, then in selecting the function
’Mirror’ in the context menu you have to keep the Shift-key de-
pressed.
B.3.7.6 Stretching
Short description:
select (S. 66) points of graphics object
select ’Stretch’ in the Modify context menu
determine affinity plane or affinity axis
select point to be displaced
move displacement point using the usual Point Input me-
thods
With the menu item ’Stretch’ in the Modify context menu you can
stretch a series of graphics objects. Therefore not the graphic
objects but their construction points must be selected. It is
a question of an affine transformation, which is defined by the in-
put of an affinity plane (3D) or an affinity axis (2D) and a stretch
vector as follows:
The stretch vector sets the displacement of an arbitrary point
and defines in this way the displacement direction and the
displacement ratio. The latter is the same as the quotient
P0Pe/P0P, where P0 is the intersection of the straight lines
P,Pe with the affinity plane (see Fig. 1).
Each selected point moves in the displacement direction de-
fined above and with a displacement ratio according to its di-
stance from the affinity plane (measured along the displace-
ment direction).
Points in the affinity plane are not displaced.
The starting point of the displacement vector may not lie in
the affinity plane.
Affinity Displacement
plane vector
Pe
P0
Points selected
to be displaced
B.3.7.7 Duplicate
With ’Duplicate’ in the Modify context menu you can duplicate an
individual, select (S. 66) graphics object or a whole group of se-
lected graphics objects. The dialogue window ’Duplicate’ con-
tains several tabsheets, with which you can duplicate in different
ways. The three ways ’Move’, ’Rotate’ und ’Fill’ are described be-
low.
D2
D1
O
d If the above option field is active, you can set the number of dupli-
dy cates as well as the displacement vector {dx,dy,dz} between the
d
dx individual duplications using the input felds or take it from the gra-
d phics area, by inputting two points.
D3
D2
D1
If the above option field is active, you can create duplicates with
non-uniform spacing. Input the desired spacings, separated by
O a blank. Multiple spacings with the same spacing can be defined
d3
dy d2
by placing the number and the ’*’ character before them. The vec-
tor {dx,dy,dz} to be input defines here only the direction, its length
dx d1 being of no significance.
By clicking on the button shown on the left you can input the vec-
tor between the duplicates with the Graphics Editor: The start
and end points of the vector are input using the usual Point Input
Methods.
With the button shown on the left you start the input of the points
A, B and C, whereby the usual Point Input Methods are used (see
following example).
With the first two control fields in the tabsheet ’Fill’ one can define
whether a duplicate should be created at the start point (B) and
at the end point (C). The points A and B - depending on the case
under consideration - can also coincide. In this case it is highly
unlikely that at the start point one wants to create a duplicate or
delete the original.
B C
Object to be duplicated
B.3.7.9 Cut
With the menu item ’Cut’ in the Modify context menu one can
move selected graphics objects to the clipboard. One can also
execute the function using the key combination Ctrl+X.
In contrast to the function ’Delete’ one can reinsert graphics ob-
jects removed with ’Cut’ using the function ’Paste’ - possibly into
another layer.
Besides the Graphics Editor format the graphics objects can also
be saved to the clipboard in the WMF format and can therefore
also be exported to other applications.
B.3.7.10 Delete
With the menu item ’Delete’ in the Modify context menu one can
delete selected graphics objects. One can also execute the func-
tion using the Delete key.
In contrast to the function ’Cut’ deleted graphics objects are not
saved in the clipboard. One can however, at any time, restore de-
leted graphics objects with the function ’Undo’.
B.3.7.11 Copy
With the menu item ’Copy’ in the Modify context menu one can
copy selected graphics objects to the clipboard. One can also ex-
ecute the function using the key combination Ctrl+C.
One can restore the graphics objects from the clipboard with the
function ’Paste’ - possibly into another layer.
Besides the Graphics Editor format the graphics objects can also
be saved to the clipboard in the WMF format and can therefore
also be exported to other applications.
B.3.7.12 Deselect
With the menu item ’Deselect’ in the Modify context menu one
can cancel the selection of all selected graphics objects. The
Graphics Editor also executes this function when one clicks with
the left mouse button on an empty spot in the graphics area wi-
thout pressing Shift.
This can be useful if one wants to call the Input Context Menu,
which however is not shown because there are still selected gra-
phics objects.
B.3.7.13 Modify selection
With this menu item ’Modify Selection’ in the Modify context
menu one obtains a list of all selected graphics objects:
With the last menu item in the Point Input context menu one can
call the dialogue window Input Options and change there, e.g.,
the direction of the input coordinate axes or the origin of the coor-
dinates.
B.4 Input of Graphics Objects
Introduction
Point Input methods
Grafics objects
Polygons
Circles and circular arcs
Dimension lines
Labelling
B.4.1 Introduction
Graphics objects are points, lines, rectangles, polygons, dimen-
sion lines, texts etc.. In the input of a graphics object one starts
either with the buttons of the Toolbar of the Graphics Editor or
using the Input context menu of the graphics area.
Context menu In order to display the Input context menu, move the mouse poin-
ter into the graphics area and press the right mouse button. The
Input context menu only appears if no graphics objects have
been selected.
If the context menu for the Input of graphics objects does not ap-
pear, but instead that for Modifying graphics objects, then one or
more graphics objects have been selected. In this case use the
menu item ’Deselect’ in this context menu and press again the
right mouse button to show the correct context menu.
Toolbar
Context Menu
The basic operation in the input of graphics objects is the input
of points. Thereby one can choose between different Point Input
Methods like ’absolute’, ’relative’, ’normal’ etc.. The two or more
points which one inputs to create a line, a rectangle or a polygon
remain visible as small squares and can subsequently be modi-
fied.
Mouse pointer In the input of graphics objects, besides the help text which
help text shows what sort of graphics object one is inputting, it is shown
which Point Input Method was chosen and which action the Gra-
phics Editor expects one to take:
B.4.2.1 Introduction
If during the input of a graphics object a point has to be input there
are three ways of proceeding. One can, e.g., locate it with the
mouse or type in its coordinates. Below the different point input
methods are described.
At the start of each point input one is in the point input method
’Free’. Then either by means of the context menu of the graphics
area shown below or using the keyboard one can change to one
of the point input methods also described below and then exit this
using the Esc key. When using the keyboard to change, type in
the letter underlined in the context menu.
Instead of ’x’ and ’y’ there may also be ’u’ and ’v’, if you have acti-
vated a Working Plane (p. 10).
x-coordinate axes
mouse pointer with help text
coordinate rulers
coordinate fields
Grabbing When moving the mouse pointer in the graphics area its appea-
rance changes if it is within the grabbing distance (hot zone) of
an existing graphics object or of a grid point:
point grabbed
line grabbed
If the mouse pointer takes on one of the above three forms, the
point to be input is placed exactly on the grabbed graphics object
or the grid point by pressing the left mouse button.
Besides the actual Construction Points graphics objects can
contain additional so-called Handles, which they can grab in the
input of new graphics objects with the point input method ’Free’.
The different grab modes can be activated and deactivated in the
dialogue ’Input Options’, in the Input Context Menu and by
means of the Keyboard. In the same dialogue one can also confi-
gure the grid and the grab radius.
See also:
Input of graphics objects
Point input methods, overview
B.4.2.3 Point input method ’Absolute’
With the point input method ’Absolute’ one can input a point with
the x, y and z components of its coordinates. Alternatively, the
individual components can be input using the keyboard or using
the mouse using existing points in the graphics area. Use the
Context Menu of the graphics area, type in ’A’ or begin by typing
in the x component, in order to enter this point input method. With
the Esc key one can exit the point input method ’Absolute’ and
reenter the point input method ’Free’.
Coordinate fields The coordinate fields in the Status line of the application do not
have to be activated by clicking with the mouse. On changing to
the point input method ’Absolute’ the first coordinate field is auto-
matically activated. On finishing the input of a component with
the Input key the next coordinate field is activated or the point
input is closed. With the Esc key one gets back to the input of the
previous component or back to the point input method ’Free’.
Instead of inputting coordinates using the keyboard, one can also
pick up the individual or all components of a coordinate of existing
Grab points on the graphics area using the mouse. If one moves the
mouse pointer over the graphics area over an existing point, on
the mouse pointer there appears the symbol ’Grab Point’ and the
x, y or z component of this point is copied to the active coordinate
field. If the mouse pointer symbol ’Grab Point’ is shown one can
confirm that the component has been copied by pressing the left
mouse button. Using the Esc key one gets back to the input of
the previous component or back to the point input method ’Free’.
See also:
Example
Input of graphics objects
Point input methods, overview
See also:
Example
Input of graphics objects
Point input methods, overview
A C
2. Direction
y Secondly, type in the direction and close with the Input key or
grab the direction of an existing line. When grabbing move the
mouse pointer onto the line, so that the mouse pointer symbol
w ’Grab LIne’ is shown. Together with the mouse pointer symbol
x ’Grab Line’ a help line is drawn through the reference point. Then
press the left mouse button.
3. Distance
Thirdly, input the distance from the reference point to the new
point and close with the Input key or place the point at an arbitrary
place on the help line. This is analogous to the previous proce-
dure with the point input methods ’Normal’, ’X-direction’ and
’Y-direction’ and is described under Point Input on a Help Line.
With the Esc key, depending on the state, one goes back to the
input of the direction or back to the point input method ’Free’.
See also:
Example
Input of graphics objects
Point input methods, overview
A B
E
2. Help line
In choosing a Middle Point one must ensure that the left mouse
button is not pressed until the mouse point is placed sufficiently
close to the point to be chosen and the adjacent mouse point
symbol appears. Otherwise, a warning signal is given and one
must repeat the choice.
See also:
Input of graphics objects
Point input methods, overview
B.4.2.7 Point input method ’Intersection’
With the point input method ’Intersection’ one can input a point
at the intersection of two existing lines or their extensions. Use
the Context Menu of the graphics area or type ’S’, in order to
change to this point input method.
Choose in succession two existing lines. If one moves the mouse
pointer over a line, a first help line appears, running over the
whole graphics area. After the choice of the first line its help line
continues to exist. On moving the mouse pointer over the second
line a second help line appears. In the point of intersection of the
two help lines a black triangular symbol is displayed. The new
point is introduced at this location, provided one chooses the line
beneath the mouse pointer.
In choosing a line one must ensure that the left mouse button is
not pressed until the mouse point is placed sufficiently close to
the line to be chosen and the adjacent mouse point symbol ap-
pears. Otherwise, a warning signal is given and one must repeat
the choice.
See also:
Input of graphics objects
Point input methods, overview
See also:
Input of graphics objects
Point input methods, overview
See also:
Input of graphics objects
Point input methods, overview
B.4.3.1 Introduction
With the Graphics Editor the following graphics objects can be
input and modified:
Points
Lines
Rectangles and parallelograms
Polygons
Double line polygons
Circles and circular arcs
Dimension lines
Texts
The input of the complicated graphics objects is described in the
following chapters. All graphics objects are defined by the input
of one or more so-called ’Construction Points’ (p. B.4.3.2). In ad-
dition to these construction points from the graphics objects so-
called ’Handles’ (p. 58) can be made available. A rectangle for
example always has two construction points and at least two ad-
ditional handles:
construction points
handles
B.4.3.3 Handles
Handles of graphics objects are useful when moving existing and
in the input of new graphics objects. The handles however can-
not be selected and modified. The position and the number of
handles depends on the application.
When moving
When Moving (p. 33) a graphics object or a group of graphics ob-
jects the first step is to choose a displacement point and in a se-
cond step to place this at the new position. In the choice of the
displacement point besides the construction points the handles
of the graphics objects to be moved are available.
When inputting
In the input of new graphics objects with the normal Point Input
Methods (S. 46) besides construction points also the handles
can be used as an input aid: when Grabbing points, when Picking
components of coordinates etc..
B.4.4 Polygons
B.4.4.2 Correction
With the Esc key one can delete the input polygon points in re-
verse order, without having to abort the polygon input. This is
very useful if inadvertantly one places a polygon point incorrectly.
Of course one can carry out the correction after completing the
polygon input by moving the incorrectly placed point.
The Undo function cannot be used during the polygon input to de-
lete a mistake with a point. If it is used after completing the poly-
gon input it serves to delete the whole input polygon.
B.4.4.3 Completion
The polygon input is completed as follows: In order to create a
closed polygon, input a point again at the start of the polygon.
The polygon input is then automatically closed. In order to com-
plete the input of an open polygon, one has to input the last point
twice. Ensure that the option “Grab Point” is activated and that
the adjacentmouse pointer symbol is displayed, when one inputs
the point to complete the polygon input.
You can also end the polygon input using the keyboard with the
Q-key or using the context menu:
See also:
Input of graphics objects
Point input methods, overview
B.4.5.1 Introduction
In the input of circular arcs three different input methods are avai-
lable. In the toolbar of the Graphics Editor always only the last
used input method is shown in a button. One can, however, use
another input method by clicking on the small triangle in the right
bottom corner of the button and then choose the desired input
method. After completion of the input, the circular arcs are con-
verted to a polygon with a freely choosable degree of subdivision.
Circular arc defined by 3 points
Circular arc defined by 2 points and centre of circle
Full circle defined by centre of circle and a point on the circum-
ference
One can also start the input of circular arcs using the Context
Menu of the graphics area.
B.4.7 Labels
The input of the labels is started with the adjacent button. For this
button to be active one has to activate a layer of the layer group
’User’. One can do this either with the function e in the Layer con-
text menu or using the function ’Activate Layer Label’ in the Input
context menu of the graphics area. A label is input as follows:
Click on the button ’Text’.
An attributes dialogue window appears, in which one can in-
put text oneself and display the attributes.
Click on Paste and place the label object in the graphics area
using the usual Point Input Methods.
B.5 Modifying Graphics Objects
Introduction
Selection
Working with attributes dialogues
B.5.1 Introduction
The method of working with the Graphics Editor is object-orien-
ted, i.e. one always first selects the graphics objects to be modi-
fied and then the Graphics Editor provides a context menu, which
only contains those functions which are possible for the chosen
graphics objects.
Selection is generally with the left mouse button. With subse-
quent pressing of the right mouse button within the graphics area
the Modify Context Menu appears, in which one can choose the
desired function.
B.5.2 Selection
Introduction
Select individual graphics objects
Select with a window
Select with a polygon
Select with the context menus
Select with the keyboard
Select using search criteria
Modify selection
Cancel selection
B.5.2.1 Introduction
Selection means choosing one or more graphics objects for a
subsequent action. Selected graphics objects are displayed in
the same colour. The pre-setting for this colour is red. For gra-
phics objects to be selectable at all, their layer must be selecta-
ble. Graphics objects that cannot be selected however can still
be grabbable (S. 30).
The selectability of graphics objects is controlled from application
to application: thus e.g. in the input of graphics objects in a speci-
fic layer all other layers are set to non-selectable. The selection
and modifying of graphics objects of the specific layer is thus sim-
plified.
Selection mode
With the button shown on the left you can choose between two
different selection modes. In the normal selection mode - when
the button is not depressed - the Construction Points’
(p. B.4.3.2) of a graphics object only are visible and selectable,
if the graphics object itself is selected. For example, to be able
to select an end point of a line, first the line must be selected,
whereby its two end points are displayed as small squares and
thus are also selectable.
With a depressed button the Construction Points’ (p. B.4.3.2) of
the graphics objects are always visible and selectable.
Exclusive selection
Exclusive selection: without Shift key. All graphics objects al-
ready selected are automatically deselected.
Additive selection
Additive selection: with pressed Shift key. The newly selected
graphics objects are added to those already selected and al-
ready selected graphics objects are delected by a repeated se-
lection.
Preselection
In order to simplify selection, the Graphics Editor offers the possi-
bility of activating two different preselection modes:
Preselected Graphics Objects: graphics objects, for which
the mouse pointer is within the grabbing range, are displayed
in the preselected colour.
Preselect Hint: If the mouse pointer is within the grab range
of a graphics object, information on this graphics object is
shown at the mouse pointer.
4 2
5 1
2 2 1 4 5
B.5.3.1 Introduction
The attributes dialogues required for the input or modification of
graphics objects are described in detail in the individual applica-
tions, which use the Graphics Editor. The functionality and the
use of the attributes dialogues, however, is largely application-
independent.
B.6.1 Introduction
The help system uses the document viewing program World-
View, to view help documents. With WorldView one can view
whole collections of documents, search for words or sentences
and provide the documents with comments.
B.7.1.1 Introduction
The input options of the Graphics Editor comprise the three
areas:
Coordinate system
Grabbing graphics objects during input
Preselect
and are summarized in a dialogue. Open by means of the Input
Context Menu of the graphics area or the Toolbar of the Graphics
Editor. One can leave the dialogue open during the input of gra-
phics objects, in order to change quickly to the input coordinate
system or the grab mode.
B.7.1.2 The tabsheet ’Coordinates’
Introduction
The Graphics Editor distinguishes between two different coordi-
nate systems, the global coordinate system and the local input
coordinate system. The graphics objects are defined basically in
the global coordinate system. The input of graphics objects, ho-
wever, is done in the local input cordinate system. With the tabs-
heet ’Coordinates’ of the menu window ’Input Options’ one can
configure the input coordinate system. At the beginning the two
coordinate systems are identical.
Origin
In the zone ’Origin’ of the tabsheet ’Coordinates’ one can define
the position of the input coordinate system with respect to the
global coordinate system. Using the button shown on the left one
can also grab the position of the origin of an existing graphics ob-
ject of the graphics area. The default values for the x and y com-
ponents are both 0.00.
Directions
In the zone ’Directions’ of the tabsheet ’Coordinates’ one can de-
fine the direction of the x and y coordinate axes with respect to
the global coordinate axes. Using the button shown on the left
one also can grab the directions of graphics objects of the gra-
phics area or define them as at right angles to the second coordi-
nate axis.
Save
In the zone ’Origin / Directions’ of the tabsheet ’Coordinates’ one
can save the current settings of the coordinate system in 1 of 3
tabsheets and revert to these settings later. Using the button ’De-
fault Value’ one can reverse the settings to the default values, i.e.
the local and global coordinate systems are then identical once
again.
Introduction
The grab functions of the Graphics Editor allows one to place gra-
phics objects even with the mouse exactly on graphics objects
or on the points of a regular grid, without having to type in coordi-
nates. The graphics objects usually have a grab range (hot
zone), which is just a little greater than their effective dimensions
by a few pixels - the so-called grab radius. If one is inputting gra-
phics objects in the Point Input Mode ’Free, then the mouse poin-
ter indicates when one is within the grab radius of a graphics ob-
ject or a grid point:
nothing grabbed, usual mouse pointer
point grabbed
line grabbed
Grab modes
With the upper three option fields of this tabsheet one can set
which of the three grab modes should be active. With the grab
mode ’Points’ besides the construction points of the graphics ob-
jects also their Handles are grabbed. With the grab mode ’Lines’
besides the purely line objects also the lines of rectangles, poly-
gons etc. can be grabbed. With the grab mode ’Grid’ the points
of the arbitrarily set grid can be grabbed.
One can also switch the grab modes on and off using the Input
Context Menu or the Key Combinations Ctrl+P, Ctrl+L and
Ctrl+G.
Grid
With the grab mode ’Grid’ switched on, the points of a regular grid
are shown over the whole graphics area. The grid simplifies the
input of regular structures. One can set the grid point spacing in
the x and y directions using the two input fields ’dx’ and ’dy’. With
the button next to the input fields one can grab the values of dx
and dy and also existing points of the graphics area. The x and
y directions are here the local input directions of the Graphics
Editor, which one can set in the tabsheet ’Coordinates’.
Grab radius
The grab radius denotes by how much the grab area exceeds the
effective dimensions of the graphics objects. It is given in pixels
and normally lies between 5 and 10.
B.7.1.4 The tabsheet ’Preselect’
B.7.2.1 Introduction
With the dialogue ’Colours / Line Types’ one can specify the style
of graphics objects and of the elements of the Graphics Editor.
The Graphics Editor has three independent Style Tables for
display on the computer screen, on a colour printer and a b/w
printer. The changes carried out are application-specific under
their user names in the tabsheet Database of ’Windows’.
B.7.2.2 Tabsheet
The number and contents of the tabsheet of the dialogue ’Co-
lours / Line Types’ are - except for the tabsheet ’Graphics Editor’
- application-dependent. Every application inserts before the
tabsheet ’Graphics Editor’ additional tabsheets corresponding to
their requirements.
Open a new
DXF file Functions for the pre-
view window
List of layers in the
DXF file
In the left upper part of the DXF import dialogue there is a list in
which all layers that exist in the DXF file are given together with
their title. Only the marked layers are shown in the preview or im-
ported. Use the control fields on the left side of the list to switch
off layers that are not needed.
Circles and circular arcs in the DXF file are imported by the Gra-
phics Editor as polygons. The accuracy of the approximation can
a be specified in this part of the DXF import dialogue. The smallest
a and the largest radii of the existing circular arc are shown (r min,
a r max). For both radii a subdivision angle α can be input, whereby
for intermediate radii linear interpolation is carried out. In the pre-
view the circular arcs are displayed in the approximated form, i.e.
as polygons.
In this part of the DXF import dialogue you can switch on and off
the checking of lines which are too short and input the tolerance
length s. Lines, which are shorter than the tolerance length s, are
not imported. The influence of the tolerance length is considered
already in the preview.
In this part of the DXF import dialogue you can scale and move
the graphics to be imported. Note the information in the part ’Di-
mensions of the Visible Layer’ to define the scaling factor and the
displacement vector. The coordinates in the DXF file are inter-
preted in the dimension [m] and are multiplied by the scaling fac-
tor.
In this part of the DXF import dialogue you can exchange coordi-
nate components. In the three list fields in each case the three
DXF coordinates are listed and you have to select which DXF
coordinate has to be assigned to which Graphics Editor coordi-
nate. A coordinate can also be set to zero.
In this part of the DXF import dialogue you can select an existing
Working Plane (p. 10) of the Graphics Editor, in which the DXF
elements should be imported. The DXF coordinates x and y are
then interpreted as local coordinates u and v of the working
plane.
B.9 Key Combinations
In the following table ’LMT’ and ’RMT’ denote the left and right
mouse buttons, respectively. Depending on the keyboard layout
the names for ’Shift’, ’Ctrl’, ’Delete’ etc. can vary.