//--------------------------------------------------------------------------------
// Lesson2.TXT
// Where we learn about changing a windows attributes
//--------------------------------------------------------------------------------

// Okay, so we've got a window under our belts--let's mess with it.
//
// But first off, let's just mention the obvious--to put comments in a file, you
// can just put two foreslashes and the rest of the text on that line is ignored.
// (Programmers, you can also comment off sections of code by putting /* */
// around them.)
//
// Okay, that said, we'll move on.
//
// Let's look at all the commands you can use to change the way a window looks,
// and then how we can get fancier with the text in a window.
// Here's our window:

#window 2:1		// using the "trash" bank number of 2

// These commands can appear in any order in a window.
//
// STYLE
// This is the name of the window border/graphic composite to use for this window
// You can find styles in the Anachronox\anoxdata\graphics\interface\windows
// directory. The most commonly used style in Anachronox is "style_embrace"

style "style_embrace"

//
// If you don't want _any_ border, you must go:
//       style "NULL"
// So the program will know there is no border.
//
// FONT
// This command specifies the font to use.  If you do not specify one, it will
// default to the standard old Anox font.  This is super useful for dialogues,
// and less useful for GameFlow games, at least until you are able to place
// text strings at a specific location in the window.  Then you could use it to
// print the score or messages.  As it is now, it basically starts in the
// upper left corner of the window and word wraps to the size of the window,
// inside the border, like you'd think.  Anyway, some fonts are "_anox10",
// "_anox6","_Prochalo.", and "arcfix". The last is a copy of the classic
// arcade machine font, which is fun to use for games.  Use "font" like this:

font "_anox10"

// You can find fonts in the Anachronox\anoxdata\graphics\fonts directory.

//
// BACKGROUND
// This specifies what background graphic to use.  It can be a BMP, PCX, PNG 
// or TGA.
// Additionally you can use the color command to display different colors / 
// alpha as the background. Using the default color command gives you the blue 
// background used in most of Anachronox.

background color


// Okay, that covers the way a window looks, let's look at a command to title
// your window:
//
// TITLE
// This takes the text after it and makes it bold, and prints it before the
// "body".  Even if you put TITLE last, it will be at the top of the window.
// It's often used for a character's name in Anachronox.  Use it like this:

title "Character Name"

//
// There are lots of other commands that can affect the window's size and
// position on the screen.  Anachronox will automatically size the window to
// your text, and center it.  If you prefer to control where it is placed or
// how big it is, use these commands.
//
// POS
// This allows you to specify at what X and Y coordinate on the screen to place
// the window. This coordinate, of course, is the upper left corner.  By the
// way, the Anachronox screen is 640 x 480 pixels big
// You would use them like this:
// pos 30,30 
//
//
// There are similar separate commands for the size of the window.
//
// WIDTH
// This specifies a window's width.  Use like this:
width 320
//
// HEIGHT
// The window's height is specified, like so:
// height 200
//
// But, of course, there's a combo command...
//
// SIZE
// This specifies both width and height:

// size 320,200

// If no height is given, Anachronox will automatically scale the height to
// fit the text in it. Note: Setting a height on dialog windows can cause 
// you text to clip.
//
// The counter to this feature would be:
//
// MAXHEIGHT
// Specify a height beyond which the window can't extend.  This is useful
// if you don't want the window to extend past a certain place on the screen,
// but you don't want to have to specify the height, or you want it to
// automatically size to fit the text nicely.  One example is you want the
// window to size nicely, but not ever extend to cover the character's faces,
// which may be halfway down the screen.  It goes like this:
//       maxheight 300
//
//
// Okay, that's it for this window.  Compile Lesson2 just like you did LEARN1,
// and see what it does in Anox!  Here's some text for the window.

body "Here's a whole bunch of character text which if you want to you can 
go to the next line to type because it is looking for a quotation 
mark to end the string. "

body "This will be tacked on to the end of the previous one. To generate a "
body "carriage return between lines you can use backslash n, like this.\n"
body "Now we are on a new line."


// In case you haven't figured it out, this time you need to "invoke 2:1"

// Okay, that's it for this lesson.  In Lesson 3, we'll learn about choices, and
// how to put graphics in the windows!
 
