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# $File: //depot/public/povray/3.x/distribution/platform-specific/windows/Ini/pvtools.ini $
# $Revision: #1 $
# $Change: 6069 $
# $DateTime: 2013/11/06 11:59:40 $
# $Author: chrisc $
#
# The syntax of entries in PVTOOLS.INI is as follows:
#
# [Menu]
# ItemN=Description
#
# [Command]
# ItemN=command_string
#
# [Help]
# ItemN=help_line
#
# Where N is a number between 0 and 31, and entries in the [Help] section are optional.
#
# Item0 ... Item31
#
# are the item numbers that define the order in which entries appear in the Tools Menu.
#
# [Menu]
#
# Entries in the [Menu] section are what actually appears in the Tools Menu. The '&' character
# tells Windows where to put the underline in the menu entry. The underlined letter becomes
# the abbreviation for the command. For example the letter 'C' in '&Click Me' would become
# 'Click Me' when displayed in the Tools Menu, and you could access the command by pressing Alt+T
# and then 'C'. (Alt+T activates the Tools Menu).
#
# You should make sure that all Tools Menu entries have different abbreviations if you intend to
# access them this way. Of course, you don't have to supply any abbreviation if you don't want to.
#
# [Command]
#
# This is the command that POV-Ray will execute for that entry. This can be a Windows EXE, a batch
# file, or anything else that may be executed by the Win32 ShellExecute() API call. The command
# consists of the actual command name followed by any parameters you want to supply to the program.
#
# There are two special commands, '$S' and '$E'. $S means 'use the shell association for the
# filename that follows it', and '$E' means 'open the following file in the internal POVWIN editor'.
#
# Let's look at an example -
#
# Item4=$S %1
#
# Since %1 refers to the output file (see below) this means that Item 4 of the tools menu expands
# to a command to Windows to open the last output file with whatever program is associated with it.
#
# For example, if the last output file was 'c:\images\torus4.bmp' then the above command example
# would use whatever program is associated with BMP files (i.e. the program that Windows runs if
# you double-clicked on the TORUS4.BMP file in Windows Explorer) to open it.
#
# Note: If using the special $S or $E commands, DO NOT quote the parameters with '"', even if they
# will have spaces in them. Both of these commands may only be supplied a single parameter, which
# is taken to be the entire line following the command.
#
# POV-Ray for Windows has a number of pre-defined parameters that you can substitute into the command
# line before the program is run. These are defined by a percent sign ('%') followed by a letter or
# number. For example, '%i' means substitute the POV-Ray for Windows INI file directory in the place
# of the '%i'.
#
# Let's look at the command:
#
# notepad.exe %ipvtools.txt
#
# If you had installed POV-Ray for Windows into the directory 'c:\povwin3', then our standard INI
# file directory would be 'c:\povwin3\ini\'. When POV-Ray ran the above command, the '%i' would be
# replaced with 'c:\povwin3\ini\'. Note that the trailing '\' is provided by POV-Ray. This means that:
#
# notepad.exe %ipvtools.txt
#
# would become:
#
# notepad.exe c:\povwin3\ini\pvtools.txt
#
# Here are all of the predefined substitutions:
#
# %0 The contents of the 'SourceFile' entry of the 'LastRender' section in PVENGINE.INI. This will
# be the input file provided to POV-Ray for the most recent render. This information is extracted
# from the rendering engine itself, rather than any input dialog or command-line. It is the file
# which, after all processing of the command line and INI files was complete, was finally assigned
# as the input file.
#
# %1 The contents of the 'OutputFile' entry of the 'LastRender' section in PVENGINE.INI. This will be
# the output file from the last render, if any. This entry could be blank.
#
# %2 The contents of the 'SceneFile' entry of the 'LastRender' section in PVENGINE.INI. This will be
# the scene file name for the last render, without the .POV extension. You can use this by appending
# a new extension to it. For example,
#
# tga2gif %d\%1 %2.gif
#
# could expand to:
#
# tga2gif c:\scenes\myscene.tga myscene.gif
#
# assuming the input file was myscene.pov and the current directory at that time was c:\scenes.
#
# %4 The contents of the 'IniOutputFile' entry of the 'LastRender' section in PVENGINE.INI. If you had
# instructed POV-Ray to write an INI file from the last render, this would contain its name.
#
# %D The contents of the 'CurrentDirectory' entry of the 'LastRender' section in PVENGINE.INI. This is
# the current working directory that was set on your machine when POV-Ray began rendering the last
# file, and is what the other output file entries are probably relative to. You may need to provide
# '%d' with some of these other entries to get the full path.
#
# %H The POV-Ray for Windows binaries directory, as specified in the registry, e.g.
# 'c:\Program Files\POV-Ray for Windows v3.7\'. Note the trailing backslash is supplied.
#
# %P The POV-Ray for Windows documents directory, as specified in the registry, e.g.
# 'C:\Users\Joe\Documents\POV-Ray\v3.7\'. Note the trailing backslash is supplied.
#
# %I The POV-Ray for Windows INI directory. e.g. 'c:\Program Files\POV-Ray for Windows v3.7\ini'.
#
# %N The preset INI filename, as used in the render options dialog.
#
# %R The last render file (with full path) as supplied to POV-Ray from the render or choose file dialog.
# This is not necessarily the same thing as %S or %0
#
# %S The source file name as provided to POV-Ray on the last render of the current session. This is not
# necessarily the same thing as the %0 or %R directive. For example, %R will never provide the path
# to a file that was rendered via the File Queue without the use of the Command dialog. %S will,
# however, include any such file.
#
# %T The full path to PVTOOLS.INI. This is the file which holds the Tools Menu commands (i.e. this file).
#
# %% A literal percent character ('%').
#
# If any of the above seems confusing, there's an easy way to find out what's going on. If you place the
# statement DEBUG=1 in the General section of PVTOOLS.INI, POV-Ray for Windows will print out the string
# for each command both before and after it is expanded, instead of running the command that you select
# in the tool menu. That way you can see exactly what POV-Ray substitutes. The printout will be visible
# in the messages window.
#
# For example:
#
# [General]
# Debug=1
#
# will turn on debugging. while
#
# [General]
# Debug=0
#
# or omitting the statement entirely turns it off.
#
# [Help]
#
# You can have a help line appear in the status bar at the bottom of the window. You don't have to supply
# this entry if you don't want to.
#
# Example:
#
# [Help]
# Item1=Edit master POVRAY.INI in installation directory
#
# This command makes the string 'Edit master POVRAY.INI in installation directory' appear in the status bar
# when the mouse is over the 1st item in the Tools menu.
[Menu]
Item0=Edit &master POVRAY.INI
Item1=Edit PVEN&GINE.INI
Item2=Edit &last rendered file
Item3=Edit last &scene file
Item4=&View last rendered file
Item5=Edit resolution &INI file
Item6=Edit &user-defined syntax file
Item7=&Browse sample scenes folder
Item8=Edit &this menu.
[Command]
# NOTE! If using the $E or $E, DO NOT quote the parameters with '"'.
# If you are calling a program directly, you will probably need to quote the
# parameter; e.g. notepad.exe "%r"
Item0=$e %pini\povray.ini
Item1=$e %pini\pvengine.ini
Item2=$e %r
Item3=$e %0
Item4=$s %1
Item5=$e %n
Item6=$e %I\user-keywords.txt
Item7=$s %pscenes\
Item8=$e %t
[Help]
Item0=Edit master POVRAY.INI in installation directory
Item1=Edit PVENGINE.INI in installation directory
Item2=Edit the last file that POV-Ray was rendering
Item3=Edit the last scene file that you selected
Item4=View the output of the last render (assumes file output was on)
Item5=Edit secondary INI file as specified in Command-line dialog
Item6=Edit the user-defined syntax highlighting file
Item7=Open the folder containing the sample scenes installed with POV-Ray
Item8=Edit PVTOOLS.INI to alter this menu
[General]
Debug=0
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