- Timestamp:
- Oct 16, 2002, 7:31:31 AM (23 years ago)
- Location:
- trunk/dll/ipf
- Files:
-
- 23 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/dll/ipf/archive.ipf
r2 r10 1 1 :h2 res=91000 name=PANEL_EXTRACT.Extract from archives 2 2 :i1 id=aboutExtract.Extract from archives 3 :artwork name=' \fm3\bitmaps\extract.bmp' align=center.3 :artwork name='..\..\bitmaps\extract.bmp' align=center. 4 4 To extract from an archive, select the archive(s), then select 5 5 :hp1.Extract:ehp1. from a context menu. … … 39 39 :h2 res=90300 name=PANEL_ARCHIVE.Build an archive 40 40 :i1 id=aboutArchive.Build an archive 41 :artwork name=' \fm3\bitmaps\archive.bmp' align=center.41 :artwork name='..\..\bitmaps\archive.bmp' align=center. 42 42 To build an archive, select some files, then select :hp1.Archive:ehp1. 43 43 from a context menu. You can add files to an existing archive by -
trunk/dll/ipf/assoc.ipf
r2 r10 1 1 :h2 res=90400 name=PANEL_ASSOC.Associations 2 2 :i1 id=aboutAssociations.Associations 3 :artwork name=' \fm3\bitmaps\assoc.bmp' align=center.3 :artwork name='..\..\bitmaps\assoc.bmp' align=center. 4 4 (Note&colon. if you're wondering why FM/2 has Associations separate 5 5 from OS/2's, see the :link reftype=hd res=90401.Why separate -
trunk/dll/ipf/attribs.ipf
r2 r10 1 1 :h2 res=95900 name=PANEL_ATTRIBSLIST.Attributes 2 2 :i1 id=aboutAttribsList.Attributes 3 :artwork name=' \fm3\bitmaps\attrlist.bmp' align=center.3 :artwork name='..\..\bitmaps\attrlist.bmp' align=center. 4 4 This dialog allows you to set the attributes and (optionally) date and 5 5 time of all objects in a selected group from one popup dialog. The -
trunk/dll/ipf/collect.ipf
r2 r10 1 1 :h2 res=90100 name=PANEL_COLLECTOR.Collector 2 2 :i1 id=aboutCollector.Collector 3 :artwork name=' \fm3\bitmaps\collect.bmp' align=center.3 :artwork name='..\..\bitmaps\collect.bmp' align=center. 4 4 The :hp1.Collector:ehp1. is a temporary place to hold objects that you 5 5 want to manipulate later; it allows you to temporarily group objects -
trunk/dll/ipf/command.ipf
r2 r10 1 1 :h2 res=90700 name=PANEL_COMMAND.Editing Commands 2 2 :i1 id=aboutCommands.Editing Commands 3 :artwork name=' \fm3\bitmaps\command.bmp' align=center.3 :artwork name='..\..\bitmaps\command.bmp' align=center. 4 4 This dialog allows you to edit the commands that are available in the 5 5 Commands submenu. There is always a :hp1.Do it yourself:ehp1. command -
trunk/dll/ipf/comp.ipf
r2 r10 2 2 :i1 id=aboutCompare.Compare Directories 3 3 4 :artwork name=' \fm3\bitmaps\linkdrag.bmp' align=center.4 :artwork name='..\..\bitmaps\linkdrag.bmp' align=center. 5 5 The :hp1.Compare Directories:ehp1. dialog shows you a comparison 6 6 breakdown of two directories. You can highlight files here and -
trunk/dll/ipf/context.ipf
r2 r10 49 49 These context menus are shadows of the :link reftype=hd 50 50 res=93300.Files:elink. pulldown menu. 51 :artwork name=' \fm3\bitmaps\view.bmp' align=center.51 :artwork name='..\..\bitmaps\view.bmp' align=center. 52 52 The :hp6.View:ehp6. conditional cascade submenu allows you to view the 53 53 current object. Since this is a conditional cascade submenu, you can … … 69 69 viewer:elink. or the internal if none is configured. Binary data is 70 70 usually viewed as a :link reftype=hd res=98800.hex dump:elink.. 71 :artwork name=' \fm3\bitmaps\info.bmp' align=center.71 :artwork name='..\..\bitmaps\info.bmp' align=center. 72 72 :hp6.Information:ehp6. brings up a dialog telling you everything you 73 73 ever wanted to know about file system objects but were afraid to ask. … … 87 87 the Files->View conditional cascade submenu when the current object is a 88 88 directory. 89 :artwork name=' \fm3\bitmaps\playmm.bmp' align=center.89 :artwork name='..\..\bitmaps\playmm.bmp' align=center. 90 90 :hp6.Multimedia:ehp6. attempts to play the objects via MMPM/2 using 91 91 FM2PLAY.EXE (from the FM/2 Utilities collection, distributed separately … … 108 108 dialog:elink. or switch directories. 109 109 :p. 110 :artwork name=' \fm3\bitmaps\edit.bmp' align=center.110 :artwork name='..\..\bitmaps\edit.bmp' align=center. 111 111 The :hp6.Edit:ehp6. conditional cascade submenu allows you to edit the 112 112 current object. Since this is a conditional cascade submenu, you can … … 129 129 res=98800.hex dump:elink.. No default binary editor is provided at 130 130 this time, but that may change. 131 :artwork name=' \fm3\bitmaps\ea.bmp' align=center.131 :artwork name='..\..\bitmaps\ea.bmp' align=center. 132 132 :hp6.:link reftype=hd res=95000.Extended Attributes:elink.:ehp6. allows 133 133 you to view an object's extended attributes (EAs) and to edit and add 134 134 text attributes. 135 :artwork name=' \fm3\bitmaps\attrlist.bmp' align=center.135 :artwork name='..\..\bitmaps\attrlist.bmp' align=center. 136 136 :hp6.:link reftype=hd res=95900.Attributes:elink.:ehp6. leads to a 137 137 dialog that sets objects' attributes and (optionally) date/time. This is … … 143 143 descriptions -- you can see and edit it on the File page of an object's 144 144 Settings notebook. 145 :artwork name=' \fm3\bitmaps\rename.bmp' align=center.145 :artwork name='..\..\bitmaps\rename.bmp' align=center. 146 146 :hp6.:link reftype=hd res=91400.Rename:elink.:ehp6. allows you to rename 147 147 objects. You are notified of conflicts as they occur. An easier method … … 149 149 and click mouse button one; however, this command allows you to use 150 150 wildcards when renaming if you desire. 151 :artwork name=' \fm3\bitmaps\delete.bmp' align=center.151 :artwork name='..\..\bitmaps\delete.bmp' align=center. 152 152 :hp6.Delete:ehp6. deletes objects. If the :link reftype=hd 153 153 res=92400.Confirm Delete:elink. toggle is on or one or more directories … … 157 157 have Undelete enabled for the drive on which the objects reside, they 158 158 may be recoverable. 159 :artwork name=' \fm3\bitmaps\permdel.bmp' align=center.159 :artwork name='..\..\bitmaps\permdel.bmp' align=center. 160 160 :hp6.Permanent Delete:ehp6. deletes objects as above, but they will not 161 161 be recoverable (which may make the deletion faster). It should be noted … … 168 168 UNDELETE:elink. at a command line for more information on enabling 169 169 Undelete). 170 :artwork name=' \fm3\bitmaps\print.bmp' align=center.170 :artwork name='..\..\bitmaps\print.bmp' align=center. 171 171 :link reftype=hd res=99985.:hp6.Print:ehp6.:elink. prints text files. 172 172 It'd be a good idea to have a printer to which to print, and have … … 178 178 drag files to the printer object and drop them instead of using this 179 179 command. 180 :artwork name=' \fm3\bitmaps\mover.bmp' align=center.181 :artwork name=' \fm3\bitmaps\copier.bmp' align=center.180 :artwork name='..\..\bitmaps\mover.bmp' align=center. 181 :artwork name='..\..\bitmaps\copier.bmp' align=center. 182 182 :hp6.Move and Copy:ehp6. move or copy objects. :hp2.:link reftype=hd 183 183 res=90000.Drag and drop:elink. is recommended over using the menu … … 219 219 in the directory. 220 220 221 :artwork name=' \fm3\bitmaps\shadow.bmp' align=center.222 :artwork name=' \fm3\bitmaps\object.bmp' align=center.221 :artwork name='..\..\bitmaps\shadow.bmp' align=center. 222 :artwork name='..\..\bitmaps\object.bmp' align=center. 223 223 :hp6.:link reftype=hd res=93600.Shadow:elink.:ehp6. builds WPS shadow 224 224 objects on your desktop (or other selected folder) for selected … … 227 227 options (where applicable) are in a conditional cascade submenu called 228 228 :hp6.Create Objects:ehp6., with Shadows as the default command. 229 :artwork name=' \fm3\bitmaps\opend.bmp' align=center.229 :artwork name='..\..\bitmaps\opend.bmp' align=center. 230 230 The :hp6.Open:ehp6. conditional cascade submenu allows you to open an 231 231 object's Settings notebook, open directories as WPS Folders, or open a … … 237 237 default WPS view, and Ctrl + Shift + double-click opens an object's 238 238 WPS Settings notebook. 239 :artwork name=' \fm3\bitmaps\archive.bmp' align=center.239 :artwork name='..\..\bitmaps\archive.bmp' align=center. 240 240 :hp6.:link reftype=hd res=90300.Archive:elink.:ehp6. allows you to build 241 241 an archive containing the selected object(s). 242 :artwork name=' \fm3\bitmaps\extract.bmp' align=center.242 :artwork name='..\..\bitmaps\extract.bmp' align=center. 243 243 :hp6.:link reftype=hd res=91000.Extract:elink.:ehp6. allows you to 244 244 extract files from selected archives. … … 247 247 common protocol on the Internet. Files created by UUDecoding are 248 248 appended if they already exist. 249 :artwork name=' \fm3\bitmaps\saveclip.bmp' align=center.249 :artwork name='..\..\bitmaps\saveclip.bmp' align=center. 250 250 :hp6.Save to clipboard:ehp6. allows you to save selected objects to the 251 251 clipboard as a text list, one per line. This is a good way to transfer … … 253 253 list of files to the clipboard and feed it to a terminal program to send 254 254 the files over a modem or network. 255 :artwork name=' \fm3\bitmaps\savelist.bmp' align=center.255 :artwork name='..\..\bitmaps\savelist.bmp' align=center. 256 256 :hp6.:link reftype=hd res=96000.Save to list file:elink.:ehp6. lets you 257 257 save selected objects as a list to a text file. Lists can include file 258 258 sizes, subjects, etc. 259 259 :p. 260 :artwork name=' \fm3\bitmaps\collect.bmp' align=center.260 :artwork name='..\..\bitmaps\collect.bmp' align=center. 261 261 :hp6.Collect File(s):ehp6. calls up the :link reftype=hd 262 262 res=90100.Collector:elink. and places the selected files and directories … … 308 308 subsequently created containers. 309 309 310 :artwork name=' \fm3\bitmaps\rescan.bmp' align=center.310 :artwork name='..\..\bitmaps\rescan.bmp' align=center. 311 311 :hp6.Rescan:ehp6. rescans the directory associated with a container, or 312 312 the drive from the current object down in a tree container. FM/2 tries … … 339 339 you resort a container so that the new sort type is reflected in the 340 340 display. 341 :artwork name=' \fm3\bitmaps\filter.bmp' align=center.341 :artwork name='..\..\bitmaps\filter.bmp' align=center. 342 342 :hp6.:link reftype=hd res=93400.Filter:elink.:ehp6. leads to a dialog 343 343 that lets you set filemasks and attributes for objects to include in the … … 353 353 directory. This is sort of like a one-step "undo" when you switch 354 354 a container to look at a different directory. 355 :artwork name=' \fm3\bitmaps\walk.bmp' align=center.355 :artwork name='..\..\bitmaps\walk.bmp' align=center. 356 356 :hp6.:link reftype=hd res=91500.Walk Directories:elink.:ehp6. leads to a 357 357 dialog that lets you walk through your directory structures, or recall … … 362 362 :link reftype=hd res=98500.See all files:elink. window and shows all 363 363 the files in the directory and all its subdirectories. 364 :artwork name=' \fm3\bitmaps\select.bmp' align=center.365 :artwork name=' \fm3\bitmaps\deselect.bmp' align=center.364 :artwork name='..\..\bitmaps\select.bmp' align=center. 365 :artwork name='..\..\bitmaps\deselect.bmp' align=center. 366 366 The :hp6.:link reftype=hd res=99100.Select:elink.:ehp6. submenu gives 367 367 you many ways to highlight and unhighlight objects in a container. This … … 427 427 disk.:ehp8. This is available only in context menus requested on drives 428 428 (root directories). 429 :artwork name=' \fm3\bitmaps\mkdir.bmp' align=center.429 :artwork name='..\..\bitmaps\mkdir.bmp' align=center. 430 430 :hp6.Make Directory:ehp6. allows you to create new directories. The 431 431 name of the directory where you requested the context menu is filled in … … 457 457 :h2 res=96000 name=PANEL_SAVETOLIST.Save list to file 458 458 :i1 id=aboutSaveToList.Save list to file 459 :artwork name=' \fm3\bitmaps\savelist.bmp' align=center.459 :artwork name='..\..\bitmaps\savelist.bmp' align=center. 460 460 461 461 This command allows you to save the list of selected files to a disk file -
trunk/dll/ipf/drvinfo.ipf
r2 r10 2 2 :i1 id=aboutDriveInfo.Drive Info 3 3 4 :artwork name=' \fm3\bitmaps\info.bmp' align=center.4 :artwork name='..\..\bitmaps\info.bmp' align=center. 5 5 FM/2 will show you information about the drive from which you chose the 6 6 :hp1.Info:ehp1. command in a context menu. … … 30 30 :i1 id=aboutInfo.Object Information 31 31 32 :artwork name=' \fm3\bitmaps\info.bmp' align=center.32 :artwork name='..\..\bitmaps\info.bmp' align=center. 33 33 This comprehensive dialog tells you just about everything there is to 34 34 know about file system objects. If information is being displayed for -
trunk/dll/ipf/eas.ipf
r2 r10 1 1 :h2 res=95000 name=PANEL_EAS.Extended Attributes 2 2 :i1 id=aboutEAs.Extended Attributes 3 :artwork name=' \fm3\bitmaps\ea.bmp' align=center.3 :artwork name='..\..\bitmaps\ea.bmp' align=center. 4 4 This dialog allows you to view and edit text Extended Attributes (EAs) 5 5 for an object. Binary EAs may be viewed but not edited. You'd have to -
trunk/dll/ipf/editor.ipf
r2 r10 2 2 :i1 id=aboutNewViewer.Internal Viewer 3 3 4 :artwork name=' \fm3\bitmaps\view.bmp' align=center.4 :artwork name='..\..\bitmaps\view.bmp' align=center. 5 5 The internal viewer is used to view files unless you have an external 6 6 viewing program defined in the internal Settings notebook's :link … … 64 64 :i1 id=aboutEditor.Internal Viewer/Editor 65 65 66 :artwork name=' \fm3\bitmaps\edit.bmp' align=center.67 :artwork name=' \fm3\bitmaps\view.bmp' align=center.66 :artwork name='..\..\bitmaps\edit.bmp' align=center. 67 :artwork name='..\..\bitmaps\view.bmp' align=center. 68 68 The internal viewer/editor is an extremely simplistic MLE window. It is 69 69 :hp2.strongly:ehp2. recommended that you replace it with a better one -
trunk/dll/ipf/filter.ipf
r2 r10 1 1 :h2 res=93400 name=PANEL_FILTER.Filter container 2 2 :i1 id=aboutFilter.Filter container 3 :artwork name=' \fm3\bitmaps\filter.bmp' align=center.3 :artwork name='..\..\bitmaps\filter.bmp' align=center. 4 4 This dialog allows you to filter what's shown in a container. A 5 5 filemask or filemasks can be used to filter, and so can file attributes -
trunk/dll/ipf/fm3.ipf
r2 r10 218 218 highlighted, all highlighted objects will be affected. 219 219 :p. 220 :artwork name=' \fm3\bitmaps\rename.bmp' align=center.220 :artwork name='..\..\bitmaps\rename.bmp' align=center. 221 221 :hp1.Renaming file system objects&colon.:ehp1. 222 222 The simplest way to rename a file system object is to point at it with … … 238 238 res=99810.Rename:elink. tutorial. 239 239 .br 240 :artwork name=' \fm3\bitmaps\mover.bmp' align=center.240 :artwork name='..\..\bitmaps\mover.bmp' align=center. 241 241 :hp1.Moving file system objects&colon.:ehp1. 242 242 .br … … 280 280 res=99820.Move:elink. tutorial. 281 281 .br 282 :artwork name=' \fm3\bitmaps\copier.bmp' align=center.282 :artwork name='..\..\bitmaps\copier.bmp' align=center. 283 283 :hp1.Copying file system objects&colon.:ehp1. 284 284 .br … … 299 299 res=99830.Copy:elink. tutorial. 300 300 .br 301 :artwork name=' \fm3\bitmaps\linkdrag.bmp' align=center.301 :artwork name='..\..\bitmaps\linkdrag.bmp' align=center. 302 302 :hp1.Comparing file system objects&colon.:ehp1. 303 303 There is one other type of drag and drop operation called a "link drag." -
trunk/dll/ipf/folder.ipf
r2 r10 1 1 :h1 res=91900 name=PANEL_FOLDERBUTTON.Folder Button 2 2 :i1 id=aboutFolderButton.Folder Button 3 :artwork name=' \fm3\bitmaps\pmap.bmp' align=center.3 :artwork name='..\..\bitmaps\pmap.bmp' align=center. 4 4 Folder buttons appear on directory and archive containers at the top 5 5 center of the window (below the title bar). They provide several -
trunk/dll/ipf/inis.ipf
r2 r10 2 2 :i1 id=aboutINIS.INI Viewer 3 3 4 :artwork name=' \fm3\bitmaps\ini.bmp' align=center.4 :artwork name='..\..\bitmaps\ini.bmp' align=center. 5 5 INI files are a form of data file that OS/2 provides to applications and 6 6 utilizes itself. This viewer allows you to take a peek inside them. -
trunk/dll/ipf/notebook.ipf
r2 r10 373 373 :i1 id=aboutCOMPP.Compare page 374 374 375 :artwork name=' \fm3\bitmaps\linkdrag.bmp' align=left.375 :artwork name='..\..\bitmaps\linkdrag.bmp' align=left. 376 376 This page contains controls related to comparing objects. 377 377 :p. -
trunk/dll/ipf/printer.ipf
r2 r10 1 1 :h2 res=99985 name=PANEL_PRINTER.Print files 2 2 :i1 id=aboutPrinter.Print files 3 :artwork name=' \fm3\bitmaps\print.bmp' align=center.3 :artwork name='..\..\bitmaps\print.bmp' align=center. 4 4 5 5 This dialog, which appears before a selected group of one or more files -
trunk/dll/ipf/rename.ipf
r2 r10 1 1 :h2 res=91400 name=PANEL_RENAME.Renaming 2 2 :i1 id=aboutRenaming.Renaming 3 :artwork name=' \fm3\bitmaps\rename.bmp' align=center.3 :artwork name='..\..\bitmaps\rename.bmp' align=center. 4 4 When you rename a file sytem object other than by :link reftype=hd 5 5 res=98200.Direct Editing:elink., or a naming conflict arises, you get -
trunk/dll/ipf/select.ipf
r2 r10 1 1 :h2 res=99100 name=PANEL_SELECTION.Selection 2 2 :i1 id=aboutSelection.Selection 3 :artwork name=' \fm3\bitmaps\select.bmp' align=center.4 :artwork name=' \fm3\bitmaps\deselect.bmp' align=center.3 :artwork name='..\..\bitmaps\select.bmp' align=center. 4 :artwork name='..\..\bitmaps\deselect.bmp' align=center. 5 5 The Ctrl + F8 accelerator calls up the Select menu for a given 6 6 container. You can also, of course, get to it with the mouse via the -
trunk/dll/ipf/shadow.ipf
r2 r10 1 1 :h2 res=93600 name=PANEL_SHADOW.Shadow 2 2 :i1 id=aboutShadow.Shadow 3 :artwork name=' \fm3\bitmaps\shadow.bmp' align=center.3 :artwork name='..\..\bitmaps\shadow.bmp' align=center. 4 4 FM/2 has the ability to create shadows of objects on your WPS desktop 5 5 (or in other WPS folders). To create shadows, select objects in an FM/2 … … 15 15 :h2 res=91700 name=PANEL_OBJECTS.Real Objects 16 16 :i1 id=aboutObjects.Real Objects 17 :artwork name=' \fm3\bitmaps\object.bmp' align=center.17 :artwork name='..\..\bitmaps\object.bmp' align=center. 18 18 FM/2 has the ability to create objects on your WPS desktop (or in other 19 19 WPS folders). To create objects, select objects in an FM/2 window, then -
trunk/dll/ipf/tutor.ipf
r2 r10 77 77 :h2 res=99810 name=PANEL_TRENAME.Rename tutorial 78 78 :i1 id=aboutRenameTutorial.Rename Tutorial 79 :artwork name=' \fm3\bitmaps\rename.bmp' align=left.79 :artwork name='..\..\bitmaps\rename.bmp' align=left. 80 80 Please select a method to learn about&colon. 81 81 :p. … … 133 133 :h2 res=99820 name=PANEL_TMOVE.Move tutorial 134 134 :i1 id=aboutMoveTutorial.Move Tutorial 135 :artwork name=' \fm3\bitmaps\mover.bmp' align=left.135 :artwork name='..\..\bitmaps\mover.bmp' align=left. 136 136 Please select a method to learn about&colon. 137 137 :p. … … 183 183 :h2 res=99830 name=PANEL_TCOPY.Copy tutorial 184 184 :i1 id=aboutCopyTutorial.Copy Tutorial 185 :artwork name=' \fm3\bitmaps\copier.bmp' align=left.185 :artwork name='..\..\bitmaps\copier.bmp' align=left. 186 186 Please select a method to learn about&colon. 187 187 :p. … … 231 231 :h2 res=99840 name=PANEL_TCOMPARE.Compare tutorial 232 232 :i1 id=aboutCompareTutorial.Compare Tutorial 233 :artwork name=' \fm3\bitmaps\linkdrag.bmp' align=left.233 :artwork name='..\..\bitmaps\linkdrag.bmp' align=left. 234 234 To compare file system objects, link-drag one object onto another. 235 235 :p. … … 247 247 :h2 res=99850 name=PANEL_TVIEW.View tutorial 248 248 :i1 id=aboutViewTutorial.View Tutorial 249 :artwork name=' \fm3\bitmaps\view.bmp' align=left.249 :artwork name='..\..\bitmaps\view.bmp' align=left. 250 250 Viewing files can be as simple as double-clicking their objects. FM/2 251 251 will attempt to do to the object what should "logically" be done, which, … … 307 307 :h2 res=99870 name=PANEL_TDELETE.Delete tutorial 308 308 :i1 id=aboutDeleteTutorial.Delete Tutorial 309 :artwork name=' \fm3\bitmaps\delete.bmp' align=left.310 :artwork name=' \fm3\bitmaps\permdel.bmp' align=left.309 :artwork name='..\..\bitmaps\delete.bmp' align=left. 310 :artwork name='..\..\bitmaps\permdel.bmp' align=left. 311 311 There are two styles of deleting under FM/2 -- a "regular" delete, that 312 312 leaves the objects capable of being undeleted using OS/2's UNDELETE … … 338 338 :h2 res=99880 name=PANEL_TMKDIR.Make directory tutorial 339 339 :i1 id=aboutMkdirTutorial.Make Directory Tutorial 340 :artwork name=' \fm3\bitmaps\mkdir.bmp' align=left.340 :artwork name='..\..\bitmaps\mkdir.bmp' align=left. 341 341 To create a directory, use FM/2's Make Directory command. 342 342 :p. … … 365 365 :h2 res=99890 name=PANEL_TARCHIVE.Create archive tutorial 366 366 :i1 id=aboutArchiveTutorial.Create Archive Tutorial 367 :artwork name=' \fm3\bitmaps\archive.bmp' align=left.367 :artwork name='..\..\bitmaps\archive.bmp' align=left. 368 368 To create a new archive, select the file system objects you want in the 369 369 archive, then select :hp1.Archive:ehp1. from the :hp1.Files:ehp1. menu … … 391 391 :h2 res=99900 name=PANEL_TEXTRACT.Extract from archive tutorial 392 392 :i1 id=aboutExtractTutorial.Extract from Archive Tutorial 393 :artwork name=' \fm3\bitmaps\extract.bmp' align=left.393 :artwork name='..\..\bitmaps\extract.bmp' align=left. 394 394 To extract from an archive, first place the dotted cursor on the file 395 395 (make it the :hp1.current object:ehp1.), then select the -
trunk/dll/ipf/util.ipf
r2 r10 67 67 :i1 id=aboutUndelete.Undelete Files 68 68 69 :artwork name=' \fm3\bitmaps\undelete.bmp' align=center.69 :artwork name='..\..\bitmaps\undelete.bmp' align=center. 70 70 This leads to a dialog that interfaces with UNDELETE.COM to allow you to 71 71 undelete files. The drive that will be operated on is determined by the … … 83 83 :h2 res=92600 name=PANEL_KILLPROC.Kill Processes 84 84 :i1 id=aboutKillProc.Kill Processes 85 :artwork name=' \fm3\bitmaps\killproc.bmp' align=center.85 :artwork name='..\..\bitmaps\killproc.bmp' align=center. 86 86 This leads to a dialog that allows you to kill most renegade processes. 87 87 If you run into a window that just won't close, or one that hides itself … … 102 102 :h2 res=92700 name=PANEL_INSTANT.Instant Batch File 103 103 :i1 id=aboutInstant.Instant Batch File 104 :artwork name=' \fm3\bitmaps\instant.bmp' align=center.104 :artwork name='..\..\bitmaps\instant.bmp' align=center. 105 105 This leads to a dialog that lets you quickly hack together a batch 106 106 (command) file and run it (the currently highlighted tree directory will … … 111 111 :h2 res=92800 name=PANEL_COMMANDLINE.Command Line 112 112 :i1 id=aboutCommandLine.Command Line 113 :artwork name=' \fm3\bitmaps\cmdline.bmp' align=center.113 :artwork name='..\..\bitmaps\cmdline.bmp' align=center. 114 114 This brings up a windowed OS/2 command line. F9 is the accelerator key 115 115 for this command. -
trunk/dll/ipf/walkem.ipf
r2 r10 2 2 :i1 id=aboutWalkem.Walk Directories 3 3 4 :artwork name=' \fm3\bitmaps\walk.bmp' align=center.4 :artwork name='..\..\bitmaps\walk.bmp' align=center. 5 5 This dialog lets you pick a directory by "walking" through the 6 6 directory structure of your drives. It also lets you save and -
trunk/dll/ipf/window.ipf
r2 r10 1 1 :h1 res=91100 name=PANEL_WINDOWMENU.Windows Menu 2 2 :i1 id=aboutWindowMenu.Windows Menu 3 :artwork name=' \fm3\bitmaps\window.bmp' align=center.3 :artwork name='..\..\bitmaps\window.bmp' align=center. 4 4 The Windows submenu lets you control FM/2's child windows. In addition, 5 5 you can select child windows to give the focus from the bottom of the … … 35 35 :h2 res=97500 name=PANEL_WINDOWDLG.Window List 36 36 :i1 id=aboutWindowDlg.Windows List 37 :artwork name=' \fm3\bitmaps\window.bmp' align=center.37 :artwork name='..\..\bitmaps\window.bmp' align=center. 38 38 This dialog lets you minimize, restore or close selected child windows. 39 39 It's accessed via toolbar button, :link reftype=hd
Note:
See TracChangeset
for help on using the changeset viewer.