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Keyboard Wars
Volume Number:4
Issue Number:1
Column Tag:Pascal Procedures

Keyboard Wars!

By Steven Sheets, Contributing Editor, Hoffman Estates, IL

ADB, Keyboards & TypingBattle

One of the most obvious change to the Mac SE and the Mac // has been the redesign of the keyboard and mouse interface. There are no longer 2 separate interfaces for the mouse and the keyboard, each of which could handle only 1 device. Instead the mouse and keyboards are connected through the new Apple Desktop Bus (or ADB). All of Apple’s new computers (Mac SE, Mac //, Apple //gs) use ADB. This interface allows multiple ADB devices to be connected to the computer at the same time. Thus a Mac SE could have 2 keyboards, a mouse and a third-party ADB device (perhaps a graphics tablet) all connected to the computer at the same time. While most programs will recognize a key being pressed no matter what keyboard (an A is always an A), a program can be written that recognizes the difference between keyboards and acts accordingly. This article will expand on various ideas involving the ADB, the new keyboards, and the sample program. The sample program that is provided is TypingBattle, a multiple keyboard typing contest.

Apple Desktop Bus

The Apple Desktop Bus is a low-speed input-only interface for the new computers from Apple. The Mac SE and the //gs have a single ADB port while the Mac // has two ports. Each ADB device (except for the Mouse which must be the last item on a ADB line) is a pass through device, similar to the SCSI interface. The first ADB keyboard is plugged into the computer’s ADB port, the next ADB keyboard is plugged into the previous keyboard (or a second computer port if there is one). Logically up to 16 ADB devices can be connected to a single Computer. In practice, however, the signal is not powerful enough to go through that many devices. Depending on what style of keyboard is being used, currently 3-5 keyboards and a mouse is the maximum configuration.

ADB devices communicate with the computer using the ADB Manager and special ADB commands. Normally ADB communication is the domain of the ADB device drivers. The Macintosh Start Manager finds all the ADB devices connected to the computer and places that info into an ADB device table. It then initializes any ADB device drivers in the System file. These drivers (stored as ‘ADBS’ resources) will then handle any ADB communication.

The Mac // and Mac SE System Files contain two standard ADB device drivers, the mouse driver and the universal keyboard driver. The mouse driver handles all mouse movements. It also handles all clicking of the mouse button and issues standard MouseDown and MouseUp events to the Event manager. While two mice can be connected to the Mac //, the mouse driver was not designed to be able to differentiate between mice or pass this information over to the application. No information is passed in the MouseUp or MouseDown event record to explain which Mouse was clicked. Still, for a bit of amusement, connect to two mice to the Mac // and give them to two different people. The cursor will move with each move of either mouse, causing much frustration.

Fig. 1 Two keyboards battle for typing supremacy

The ADB universal keyboard driver handles any keys being pressed or released on an ADB keyboard. It generates a KeyDown or a KeyUp event for the Event Manager. However unlike the mouse driver, the keyboard driver passes along information explaining, not only what key was pressed, but on which keyboard. Prior to the ADB, the Message field of a KeyDown/KeyUp Event record contained the ASCII Character in the first byte and the Virtual Key Code in the second byte. With ADB, the Message field’s first and second bytes are the same, while the third bye contains the ADB address of the keyboard that was used. This information is the basis of the sample program, TypingBattle. Two global byte variables are now associated with the ADB Manager; KbdLast, the ADB address of the last keyboard used and KbdType, the Keyboard type of the last keyboard used.

While the sample program only uses the Event record for information about the multiple keyboards, the ADB manager can be accessed directly. The CountADB function returns the total number of ADB devices connected to the computer. GetIndADB (based on the device count from 1 to CountADB number) and GetADBInfo (based on the ADB address of a device) return information about the Device Type, ADB address, service routine address and data area address. Other ADB Manager calls (ADBReInit, ADBOp and SetADBInfo) should not be used directly by an application. Any non-keyboard or non-mouse type of ADB interface would use these commands in it’s own ADB device driver.

The usage of the ADB has yet to be fully recognized. For a hardware developer, designing an ADB device has several advantages. For example, the majority of the current graphics tablets available for the Mac connect to the serial ports, requiring special software drivers (which do not always work with all software packages) and the loss of that serial port for other uses. An ADB graphic tablet that emulates an ADB mouse would work without any special software drivers or loss of port. For the same reasons, an ADB Piano Keyboard would easily interface into all existing Music Packages.

Keyboards

There are currently 3 ADB keyboards that can be used on the Mac SE & Mac //. The standard ADB Keyboard is essentially a duplicate of the older non-ADB MacPlus keyboard. It has a standard keyboard layout with cursor keys and a Numeric Keypad. Programs that were written to use the MacPlus cursor keys will function identically on the standard ADB Keyboard.

Most people do not realize the second ADB keyboard will work on the Mac SE & Mac //. The Apple //gs uses the ADB interface. It uses the same Mouse as the Mac SE & Mac //. However the //gs has it’s own ADB keyboard. This keyboard is similar in layout to the standard ADB keyboard, except slightly smaller. Remember that any ADB computer can work with any ADB device. While only a large lab would have both the Macintosh and //gs, it is sometime convenient to know that in a rush, either computer can use the other keyboard.

The third ADB keyboard is the Extended ADB Keyboard (sometimes still referred to by it’s development code name “Saratoga”). It has all the features of the standard ADB Keyboard plus additional keys. These additional keys include 15 Function keys, a Control Key, and 6 Special purpose keys.

The 15 Function key, called F1 through F15, are across the top of the keyboard. The first four function keys, F1, F2, F3 and F4, are designed to be assigned the functions Undo, Cut, Copy and Paste. These functions are printed next to each key on the keyboard. The Virtual Key Codes (ie. the third Byte of the Longint passed in the Event field of the event record for keyboard events) of these keys are $7A, $78, $63 and $76. New programs should recognize these Virtual Key Codes, and implement the functions accordingly. According to Apple’s Guidelines, the F5 thought F15 keys are intended to be defined by the user, not by the Application. Utilities like QuickKeys by CE Software or Apple’s promised MacroMaker allow the user to redefine any key to a specific action. Still, if the developer wishes to do so, a program could use these keys for it’s own purpose.

The Control key was added for compatibility with applications that communicate with another operating systems (ie. terminal packages). Pressing the Control key sets bit 12 of the modifier field of the event record for keyboard events. Since the Macintosh OS does not use the concept of Control characters, except for a communication application, this key should not be used by Macintosh applications.

The other 6 Special Keys are intended to give the user greater control of his application. Each application must handle each special key in it’s own way. The following are the Keys, their Virtual Key Codes and general guidelines for usage.

The Home key ($73) moves the user to the home position in the application. In a word processor, this key may move the scroll bar to the top of the document. In a database, this may move the display to the first field or the first record. The End key ($77) moves the user to the end position in the application. In a word processor, this key may move the scroll bar to the bottom of the document. The Page Up key ($74) and Page Down Key ($79) moves the user to the next page (up or down) in the application. In a word processor, these keys would be equivalent to clicking in the page up (or down) region of the vertical scroll bar. In a database, these keys may move the user to the previous or next record. According to Apple Guidelines, the Home, End, Page Up and Page Down keys should not effect the actual position of the current insertion point.

The Help key ($72) allows the user to request help from the program. A good usage of this key would be invoke the About menu (or Help menu, if one exists). The Forward Delete, or Fwd Del, key ($75) performs similar to the Backspace key. In a word processor, when the Backspace key is pressed, a character before the current insertion point is deleted. Using the Forward Delete key in the same situation, a character after the current insertion point should be deleted. Use this key carefully. It is a bad idea to allow the user to delete something he can not see (for example, in a database, delete the next unseen record).

TypingBattle

TypingBattle is a sample program designed to show how to handle more than one keyboard. It also implements the special keys of the Apple Extended Keyboard. The game is a simple typing speed contest. First the program prompts each user to type his name from his keyboard. This tells the application the number of players, the name of each player and the ADB address of each player’s keyboard. To start a round, each player must press the return key (so that no one is surprised). Roughly three seconds later, a random typing Sample is shown. The first player to correctly type it (including correct punctuation and case), and then press return, wins the round. The player can backspace over any mistakes, up until the time he presses return. Then, his line is judged for correctness. The round continues until a winner finishes or everyone has entered a mistake. The users can use the mouse to select a new round or start a new configuration. The About Menu or the Help Key will display the About Box.

Last Comments

• The program uses MultiLine, a simple Edit unit. Text Edit was not designed to have multiple edit fields open at the same time.

• Modifying the Resource source file or ResEdit can be used to add additional typing Samples.

• Whenever connecting new ADB devices, always power down the computer. A simple reset is not enough for the system to recognizes when new ADB device have been connected or detached.

• In the food for thought area, the sample program show how to use multiple keyboards with a single screen. What about multiple keyboards and multiple screens? The ADB working together with the Mac // multiple Video cards would give a true multiuser interface to the Mac. For fun, a MazeWar’s type of game would be simple to do. On the serious side, a database package that handled multiple screens/keyboards would have it’s advantages. The hardware would be much cheaper than setting up multiple Mac’s over Appletalk, while the performance might even increase (no time spent communicating between computers). Any takers?

{1}
{TypingBattle by Steve Sheets 11/15/87 }
{Simple Demonstration of Multible Keyboards. }

PROGRAM TypingBattle;
 USES
 MultiLine; {Unit to handle simple editing}
 CONST
 MaxAllow = 5;   {Max Number of Players}
 AboutID = 600;  {Various Resource IDs}
 TextID = 600;
 LineID = 601;
 AppleMenuID = 1;
 FileMenuID = 2;
 EditMenuID = 3;
 WindowH = 480;  {Placement Constants}
 VEdge = 40;
 CenterTop = 40;
 Edge = 10;
 Hi = 20;
 PlayOff = 50;
 TTop = -15;
 RTop = 5;
 WTop = 35;
 TimeCount = 180;{Timer to start round}

{Variables: Menus, Done Flag, Number Players, Main Window,
Status of game, Number of Samples, Number Players done, lots
strings, arrays holding Players Scores, Who’s Done, Names & Bus IDs and 
finally Edit fields holding Message, Names & Text.}

 VAR
 AppleMenu, FileMenu, EditMenu : MenuHandle;
 Done : boolean;
 theNum : integer;
 MyWindow : WindowPtr;
 Status, NumSamples, NumDone : integer;
 WelStr, ScoreStr, PreStr, WinStr, PressStr : str255;
 NoOneStr, EnterStr, SepStr, theTitle : str255;
 Score : ARRAY[1..MaxAllow] OF integer;
 isDone : ARRAY[1..MaxAllow] OF boolean;
 theName : ARRAY[1..MaxAllow] OF str255;
 theBus : ARRAY[1..MaxAllow] OF integer;
 MessRec : MLRec;
 NameRec, TextRec : ARRAY[1..MaxAllow] OF MLRec;

{Returns Number Of Samples (ie. Number of strings in the STR# resource.}
 FUNCTION GetNumSamples : integer;
 TYPE
 WP = ^integer;
 WH = ^WP;
 VAR
 W : WH;
 BEGIN
 W := POINTER(GetResource(‘STR#’, TextID));
 GetNumSamples := W^^;
 ReleaseResource(POINTER(W));
 END;

{Given M (Longint Message field of Keydown event), return B (Bus ID), 
V (Virtual code) & C (Key pressed).}

 PROCEDURE CalcKey (M : longint;
 VAR B, V : integer;
 VAR C : char);
 BEGIN
 C := Chr(M MOD 256);
 B := (M DIV 65536) MOD 256;
 V := (M DIV 256) MOD 256;
 END;

{Do About Box.}
 PROCEDURE DoAbout;
 VAR
 n : integer;
 BEGIN
 n := Alert(AboutID, NIL);
 END;

{Initialize variables}
 PROCEDURE DoSetup;
 BEGIN
 GetIndString(WelStr, LineID, 1);
 GetIndString(ScoreStr, LineID, 2);
 GetIndString(PreStr, LineID, 3);
 GetIndString(WinStr, LineID, 4);
 GetIndString(PressStr, LineID, 5);
 GetIndString(NoOneStr, LineID, 6);
 GetIndString(theTitle, LineID, 7);
 GetIndString(EnterStr, LineID, 8);
 GetIndString(SepStr, LineID, 9);
 NumSamples := GetNumSamples;

 AppleMenu := GetMenu(AppleMenuID);
 AddResMenu(AppleMenu, ‘DRVR’);
 InsertMenu(AppleMenu, 0);
 FileMenu := GetMenu(FileMenuID);
 InsertMenu(FileMenu, 0);
 EditMenu := GetMenu(EditMenuID);
 InsertMenu(EditMenu, 0);
 DrawMenuBar;
 InitCursor;
 MyWindow := NIL;
 Done := false;
 END;

{Given an integer H & V, make a centered rectange R.}
 PROCEDURE MakeRect (VAR R : rect;
 h, v : integer);
 VAR
 N : integer;
 BEGIN
 N := (screenbits.bounds.right - screenbits.bounds.left - H) DIV 2;
 SetRect(R, N, VEdge, N + H, VEdge + V);
 END;

{Handle Special Keys, return true if none was pressed.  In this case, 
only handle Help by calling About Box.  Note the Hex Codes.}

 FUNCTION NotSpecKeys (Virtual : integer) : boolean;
 BEGIN
 IF Virtual = $72 THEN
 BEGIN
 DoAbout;
 NotSpecKeys := false;
 END
 ELSE
 NotSpecKeys := true;
 END;

{Finds out who is playing (ie. set Names & Bus IDs) or quit game (ie. 
Done true).}

 PROCEDURE GetPlayers;
 CONST
 ConV = 85;
 ConH = 360;
 DLOff = 15;
 kOff = 25;
 kTop = 15;
 kHi = 20;
 LineLeft = 20;
 butBot = -15;
 OKLeft = 90;
 QUITLeft = 210;
 Voff = 15;
 VAR
 tempPort : Grafptr;
 myW : WindowPtr;
 cont, F2 : boolean;
 tempEvent : EventRecord;
 tempWindow : windowptr;
 tempCode, tempVirtual : integer;
 tempChar : char;
 OKcon, QUITcon, tempCon : ControlHandle;
 Lines : ARRAY[1..MaxAllow] OF MLRec;

 PROCEDURE DoBox (V : integer);
 VAR
 R2 : Rect;
 BEGIN
 WITH Lines[V] DO
 BEGIN
 R2.left := Fr.left - 1;
 R2.right := Fr.right + 1;
 R2.top := Fr.top - 1;
 R2.bottom := Fr.bottom + 1;
 IF V > theNum THEN
 PenPat(Gray);
 FrameRect(R2);
 PenPat(Black);
 END;
 END;

 PROCEDURE CheckOK;
 BEGIN
 IF (theNum > 0) AND (theNum <= MaxAllow) THEN
 HiliteControl(OKcon, 0)
 ELSE
 HiliteControl(OKcon, 255);
 END;

 PROCEDURE RegKey (V : integer;
 C : Char);
 VAR
 count, L : integer;
 BEGIN
 count := 0;
 FOR L := 1 TO theNum DO
 IF theBus[L] = v THEN
 count := L;
 IF count = 0 THEN
 BEGIN
 IF (theNum < MaxAllow) AND (Ord(C) >= 32) THEN
 BEGIN
 theNum := theNum + 1;
 theBus[theNum] := V;
 Lines[theNum].St := ‘ ‘;
 Lines[theNum].St[1] := C;
 Lines[theNum].Cr := ‘_’;
 MLreset(Lines[theNum]);
 DoBox(theNum);
 CheckOk;
 END;
 END
 ELSE
 BEGIN
 MLchar(Lines[count], C);
 IF Lines[count].St = ‘’ THEN
 BEGIN
 IF count <> theNum THEN
 BEGIN
 FOR L := count TO theNum - 1 DO
 BEGIN
 MLtext(Lines[L], Lines[L + 1].St);
 theBus[L] := theBus[L + 1];
 END;
 Lines[theNum].St := ‘’;
 END;
 Lines[theNum].Cr := ‘ ‘;
 MLreset(Lines[theNum]);
 theNum := theNum - 1;
 DoBox(theNum + 1);
 CheckOk;
 END
 END;
 END;

 PROCEDURE DoGPSetup;
 VAR
 nn, count : integer;
 S : str255;
 Bx : rect;
 BEGIN
 nn := ConV + (MaxAllow * kOff);
 MakeRect(Bx, ConH, nn);
 myW := NewWindow(NIL, Bx, ‘’, true, 1, POINTER(-1), false, 0);
 SetPort(myW);
 SetRect(Bx, OKLeft, nn - 20 + butBot, OKLeft + 60, nn + butBot);
 GetIndString(S, LineID, 10);
 OKcon := NewControl(myW, Bx, S, true, 0, 0, 0, 0, 0);
 SetRect(Bx, QUITLeft, nn - 20 + butBot, QUITLeft + 60, nn + butBot);
 GetIndString(S, LineID, 11);
 QUITcon := NewControl(myW, Bx, S, true, 0, 0, 0, 0, 0);
 cont := false;
 theNum := 0;

 FOR count := 1 TO MaxAllow DO
 BEGIN
 nn := (count * kOff) + DLOff;
 SetRect(Bx, LineLeft, nn, ConH - LineLeft, nn + kHi);
 MLinit(Lines[count], ‘’, ‘’, ‘ ‘, Bx, false);
 END;
 END;

BEGIN
DoGPSetup;
CheckOk;
REPEAT
SystemTask;
IF GetNextEvent(everyEvent, tempEvent) THEN
BEGIN
 IF tempEvent.what = mouseDown THEN
 BEGIN
 F2 := true;
 IF FindWindow(tempEvent.where, tempWindow) = inContent THEN
 BEGIN
 GlobalToLocal(tempEvent.where);
 IF FindControl(tempEvent.where, myW, tempCon) <> 0 THEN
 IF TrackCOntrol(tempCon, tempEvent.where, NIL) <> 0 THEN
 BEGIN
 IF tempCon = QUITcon THEN
 BEGIN
 Done := true;
 F2 := false;
 END
 ELSE IF tempCon = OKcon THEN
 BEGIN
 Cont := true;
 FOR tempCode := 1 TO theNum DO
 theName[tempCode] := Lines[tempCode].St;
 F2 := false;
 END;
 END
 ELSE
 F2 := false;
 END;
 IF F2 THEN
 sysbeep(1);
 END;
 IF tempEvent.what = keydown THEN
 BEGIN
 CalcKey(tempEvent.message, tempCode, tempVirtual, tempChar);
 IF NotSpecKeys(tempVirtual) THEN
 RegKey(tempCode, tempChar);
 END;
 IF tempEvent.what = updateEvt THEN
 IF myW = WindowPtr(tempEvent.message) THEN
 BEGIN
 GetPort(tempPort);
 SetPort(myW);
 BeginUpdate(myW);
 MoveTo((ConH - StringWidth(EnterStr)) DIV 2, kTop + Voff);
 DrawString(EnterStr);
 FOR tempCode := 1 TO MaxAllow DO
 BEGIN
 MLupdate(Lines[tempCode]);
 DoBox(tempCode);
 END;
 DrawControls(myW);
 EndUpdate(myW);
 SetPort(tempPort);
 END;
END;
UNTIL cont OR done;
KillControls(myW);
DisposeWindow(myW);
END;

{Dispose Window (if any), get Players (if any), if so create the Window 
and}
{Edit fields for the next game.}
 PROCEDURE DoConfigure;
 VAR
 tempRect : Rect;
 flag : boolean;
 count : integer;
 Bx : rect;
 BEGIN
 IF MyWindow <> NIL THEN
 BEGIN
 DisposeWindow(MyWindow);
 MyWindow := NIL;
 END;

 GetPlayers;

 IF NOT done THEN
 BEGIN
 MakeRect(tempRect, WindowH, WTop + (theNum * PlayOff));
 MyWindow := NewWindow(NIL, tempRect, theTitle, false, 1, POINTER(-1), 
false, 0);
 SetPort(MyWindow);
 Bx.left := Edge;
 Bx.right := WindowH - Edge;
 Bx.top := Edge;
 Bx.bottom := Bx.top + Hi;
 MLinit(MessRec, ‘’, ‘’, ‘ ‘, Bx, false);
 FOR count := 1 TO theNum DO
 BEGIN
 Bx.top := (count * PlayOff) + TTop;
 Bx.bottom := Bx.top + Hi;
 Score[count] := 0;
 MLinit(NameRec[count], CONCAT(theName[count], ScoreStr), ‘’, ‘ ‘, Bx, 
false);
 Bx.top := (count * PlayOff) + RTop;
 Bx.bottom := Bx.top + Hi;
 MLinit(TextRec[count], ‘’, ‘’, ‘ ‘, Bx, true);
 END;
 ShowWindow(MyWindow);
 END;
 END;

{Start a game by setting status to 1, setting correct message, clearing 
score,}
{text and done flags.}
 PROCEDURE DoStart;
 VAR
 count : integer;
 tempPort : GrafPtr;
 BEGIN
 GetPort(tempPort);
 SetPort(MyWindow);
 Status := 1;
 MLtext(MessRec, WelStr);
 FOR count := 1 TO theNum DO
 BEGIN
 Score[count] := 0;
 MLtext(NameRec[count], ‘0’);
 MLtext(TextRec[count], ‘’);
 IsDone[count] := false;
 END;
 SetPort(tempPort);
 END;

{Handle updating the window by calling Edit fields update.}
 PROCEDURE DoUp;
 VAR
 count : integer;
 tempR : rect;
 BEGIN
 SetRect(tempR, 0, 0, 1000, 1000);
 EraseRect(tempR);
 MLupdate(MessRec);
 FOR count := 1 TO theNum DO
 BEGIN
 MLupdate(NameRec[count]);
 MLupdate(TextRec[count]);
 END;
 END;

{Flush the Event buffer of Keydowns.}
 PROCEDURE FlushKeys;
 BEGIN
 FlushEvents(keyDownMask, 0);
 END;

{Depending on Game Status, handle the Key down.  Who is Players number 
(not bus ID).  Status 1 is everyone waiting for all Players to press 
return for the next round.Status 2 has everyone playing.}

PROCEDURE DoKey (Who : integer;
 Key : char);
VAR
 ll : longint;
 Sp : str255;
 count : integer;
 dummy : boolean;
 tempPort : GrafPtr;
BEGIN
 GetPort(tempPort);
 SetPort(MyWindow);
 SetPort(MyWindow);
 IF (Status = 1) AND (Key = Chr(13)) THEN
 BEGIN  {Player Pressed return.}
 IsDone[who] := true;
 dummy := true;
 FOR count := 1 TO theNum Do
 dummy := dummy AND IsDone[count];

{If everyone pressed return, wait awhile, then display the Sample, flush 
any old key events & go to Status 2.}

 IF dummy THEN
 BEGIN
 MLtext(MessRec, PreStr);
 ll := Tickcount;
 NumDone := 0;
 FOR count := 1 TO theNum DO
 BEGIN
 IsDone[count] := false;
 MLtext(TextRec[count], ‘’);
 END;
 count := (Random MOD NumSamples) + 1;
 GetIndString(Sp, TextID, count);
 WHILE tickcount < ll + TimeCount DO
 ;
 MLtext(MessRec, Sp);
 Status := 2;
 FlushKeys;
 END;
 END
 ELSE IF Status = 2 THEN
 BEGIN
 {If player has not pressed return,}
 IF NOT IsDone[who] THEN
 BEGIN
 MLchar(TextRec[who], Key);
 {Handle the Key.}
 IF Key = Chr(13) THEN
 BEGIN
 {If return, he is done.}
 NumDone := NumDone + 1;
 IsDone[who] := true;
 IF EqualString(TextRec[who].St, MessRec.St, true, false) THEN
 BEGIN
 {Handle him winning.}
 Status := 1;
 Score[who] := Score[who] + LENGTH(MessRec.St);
 MLtext(MessRec, CONCAT(WinStr, theName[who], PressStr));
 NumToString(Score[who], Sp);
 MLtext(NameRec[who], Sp);
 FOR count := 1 TO theNum DO
 IsDone[count] := false;
 END
 ELSE IF NumDone = theNum THEN
 BEGIN {Handle no one winning.}
 Status := 1;
 MLtext(MessRec, NoOneStr);
 FOR count := 1 TO theNum DO
 IsDone[count] := false;
 END;
 END;
 END;
 END;
SetPort(tempPort);
END;

{Handle Menu.}
PROCEDURE MainMenu (tempResult : LONGINT);
 VAR
 tempInteger : integer;
 tempStr : str255;
BEGIN
 tempInteger := LoWord(tempResult);
 CASE HiWord(tempResult) OF
 AppleMenuID : 
 IF tempInteger = 1 THEN
 DoAbout
 ELSE
 BEGIN
 GetItem(appleMenu, tempInteger, tempStr);
 tempInteger := OpenDeskAcc(tempStr);
 END;
 FileMenuID : 
 IF tempInteger IN [1, 2] THEN
 BEGIN
 IF tempInteger = 2 THEN
 DoConfigure;
 IF NOT done THEN
 DoStart;
 END
 ELSE IF tempInteger = 4 THEN
 Done := true;
 EditMenuID : 
 IF NOT SystemEdit(tempInteger - 1) THEN
 sysbeep(1);
 OTHERWISE
 END;
 HiliteMenu(0);
END;

{Main Event Loop.}
PROCEDURE DoMainLoop;
 VAR
 tempEvent : EventRecord;
 tempWindow : windowptr;
 tempCode, tempBus, tempVirtual : integer;
 tempPort : Grafptr;
 tempChar : Char;
 tempRect : rect;
BEGIN
REPEAT
SystemTask;
IF GetNextEvent(everyEvent, tempEvent) THEN
BEGIN
CASE tempEvent.what OF
mouseDown : 
 BEGIN
 tempCode := FindWindow(tempEvent.where, tempWindow);
 CASE tempCode OF
 inMenuBar : 
 MainMenu(MenuSelect(tempEvent.where));


 inSysWindow : 
 SystemClick(tempEvent, tempWindow);
 inContent : 
 IF tempWindow <> FrontWindow THEN
 SelectWindow(tempWindow);
 inDrag : 
 IF (MyWindow = tempWindow) AND (tempWindow <> NIL) THEN
 BEGIN
 SetRect(tempRect, -32000, -32000, 32000, 32000);
 DragWindow(tempWindow, tempEvent.where, tempRect);
 END;
 OTHERWISE
 END; { of tempCode case }
 END; { of mouseDown }
keydown : 
 BEGIN
 CalcKey(tempEvent.message, tempBus, tempVirtual, tempChar);
 IF BitAnd(tempEvent.modifiers, cmdKey) <> 0 THEN
 MainMenu(MenuKey(tempChar))
 ELSE IF NotSpecKeys(tempVirtual) THEN
 FOR tempCode := 1 TO theNum DO
 IF (theBus[tempCode] = tempBus) AND (theNum > (tempCode - 1)) THEN
 DoKey(tempCode, tempChar)
 END;
updateEvt : 
 BEGIN
 tempWindow := WindowPtr(tempEvent.message);
 GetPort(tempPort);
 SetPort(tempWindow);
 BeginUpdate(tempWindow);
 IF (tempWindow = MyWindow) AND (tempWindow <> NIL) THEN
 DoUp;
 EndUpdate(tempWindow);
 SetPort(tempPort);
 END;
OTHERWISE
END;
END;
UNTIL Done;
END;

{Game over.}
 PROCEDURE DoQuit;
 VAR
 n : integer;
 BEGIN
 DeleteMenu(AppleMenuID);
 DeleteMenu(FileMenuID);
 DeleteMenu(EditMenuID);
 IF MyWindow <> NIL THEN
 DisposeWindow(MyWindow);
 END;

{Main Body}
BEGIN
 DoSetup;
 DoAbout;
 DoConfigure;
 IF NOT done THEN
 BEGIN
 DoStart;
 DoMainLoop;
 END;
 DoQuit;
END.
{MultiLine Unit by Steve Sheets 11/15/87     }
{Simple Edit Fields for Multible Keyboards.  }

UNIT MultiLine;

INTERFACE

{Data Type containing Text Str, Prompt Str, Cursor Char, Cursor Width, 
Frame Rect, Frame Flag, Horizontal Start Position, Horizontal Current 
Postion, Horizontal Prompt Position, Vertical Start Postion.}
 TYPE
 MLRec = RECORD
 St, Pr : Str255;
 Cr : char;
 CW : integer;
 Fr : rect;
 FF : boolean;
 StartH, CurH, PrH, StartV : integer;
 END;

{Draws the Rec Edit Field}
 PROCEDURE MLupdate (Rec : MLRec);

{Resets the Rec Edit Field, after someone has changed a setting.}
 PROCEDURE MLreset (VAR Rec : MLRec);

{Initalize the Rec Edit Field}
 PROCEDURE MLinit (VAR Rec : MLRec;
 Prompt : str255;
 Tx : str255;
 Curs : char;
 Box : rect;
 FrFlag : boolean);

{Handle a Key (Printable Keys & Backspace)}
 PROCEDURE MLchar (VAR Rec : MLRec;
 C : char);

{Reset the Text Str to S (calls MLReset).}
 PROCEDURE MLtext (VAR Rec : MLRec;
 S : str255);

IMPLEMENTATION

 PROCEDURE MLupdate;
 VAR
 R2 : rect;
 BEGIN
 WITH Rec DO
 BEGIN
 IF FF THEN
 BEGIN
 FrameRect(Fr);
 R2.left := Fr.left + 1;
 R2.right := Fr.right - 1;
 R2.top := Fr.top + 1;
 R2.bottom := Fr.bottom - 1;
 EraseRect(R2);
 END
 ELSE
 EraseRect(Fr);
 MoveTo(StartH, StartV);
 IF Pr <> ‘’ THEN
 DrawString(Pr);
 DrawString(St);
 IF CW > 0 THEN
 DrawChar(Cr);
 END;
 END;

 PROCEDURE MLreset;
 BEGIN
 WITH Rec DO
 BEGIN
 CurH := StartH;
 IF Pr <> ‘’ THEN
 CurH := CurH + StringWidth(Pr);
 PrH := CurH;
 IF St <> ‘’ THEN
 CurH := CurH + StringWidth(St);
 IF Cr <> ‘ ‘ THEN
 CW := CharWidth(Cr)
 ELSE
 CW := 0;
 END;
 MLupdate(Rec);
 END;

 PROCEDURE MLinit;
 BEGIN
 WITH Rec DO
 BEGIN
 Fr := Box;
 St := Tx;
 Pr := Prompt;
 StartH := Fr.left + 5;
 StartV := Fr.top + 16;
 FF := FrFlag;
 Cr := Curs;
 END;
 MLreset(Rec);
 END;

 PROCEDURE MLchar;
 VAR
 Small : str255;
 L : integer;
 BEGIN
 WITH Rec DO
 IF Ord(C) = 8 THEN
 BEGIN
 L := Length(St);
 IF L > 0 THEN
 BEGIN
 CurH := CurH - CharWidth(St[L]);

 TextMode(srcBic);
 MoveTo(CurH, StartV);
 DrawChar(St[L]);
 IF CW > 0 THEN
 DrawChar(Cr);

 TextMode(srcOr);
 MoveTo(CurH, StartV);
 IF CW > 0 THEN
 DrawChar(Cr);
 Delete(St, L, 1);
 END;
 END
 ELSE IF (Ord(C) >= 32) THEN
 BEGIN
 IF CharWidth(C) + CW + CurH < Fr.right THEN
 BEGIN
 MoveTo(CurH, StartV);
 IF CW > 0 THEN
 BEGIN
 TextMode(srcBic);
 DrawChar(Cr);
 TextMode(srcOr);
 MoveTo(CurH, StartV);
 END;
 DrawChar(C);
 CurH := CurH + CharWidth(C);
 IF CW > 0 THEN
 DrawChar(Cr);

 Small := ‘@’;
 Small[1] := C;
 St := CONCAT(St, Small);
 END;
 END;
 END;

 PROCEDURE MLtext;
 BEGIN
 Rec.St := S;
 MLReset(Rec);
 END;
END.

TypingBattle.Rsrc


{2}
Type MENU
     ,1
\14
     About TypingBattle...
     (-

     ,2
File
     New Game
     New Configuration
     (-
     Quit

     ,3
Edit
     Undo/Z
     (-
     Cut/X
     Copy/C
     Paste/V
     Clear

Type DITL
     ,600
3

button
130 170 150 230
OK

staticText
20 18 40 382
Welcome to TypingBattle by Steve Sheets for MacTutor

staticText
60 18 110 382
TypingBattle is a Multiplaying Typing Contest designed to be used ++
on a Mac SE or Mac // with 1 or more ADB Keyboards.

Type ALRT
     ,600
40 56 210 456
600
4444

Type STR#
     ,601
11
Everyone press return to start a new sequence.
 Score: 
Prepare to type:
The winner is 
.  Everyone press return to start a new sequence.
No one has finished.  Everyone press return to start a new sequence.
TypingBattle
Enter your name from the correct keyboard:
: 
OK
Quit

Type STR#
     ,600
5
Now is the time for all good men
ABCDEFGHIJKLMNOPQRSTUVWXYZ
The quick red fox jumped over the lazy brown cow.
I have not yet begun to fight.
An Apple a day keeps the doctor away.
 

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