By Ed Mendoza, Axiom Learning Expert
Want to speed up your design work in V8i or XM? Try using these keyboard shortcuts.
Ed Mendoza, veteran CAD Professional and Axiom Learning Expert, provides tips from his storehouse of experience.
Since the introduction of V8 XM, you can easily interact with MicroStation’s Main Toolbox, Tasks Toolbox, View Toolbox and Tool Settings dialog box using keyboard shortcuts. These shortcuts allow you to quickly call up a specific tool or tool option without moving the mouse cursor all over the screen. In order to take advantage of this new functionality, you simply need to enable it. You do this from the Workspace | Preferences menu. Once the dialog box is open, make sure “Position Mapping” is enabled as shown in Figure 1.
Figure 1. In order to get your Toolbox and Tool Settings keyboard shortcuts to work, simply turn on “Position Mapping” in your workspace preferences.
In order to get the shortcuts to also work predictably, we need to understand how MicroStation processes a keyboard shortcut.
When you press a key on the keyboard, MicroStation processes that key differently depending on which part of the interface is currently active and in focus. If you use AccuDraw, you already know that AccuDraw has its own set of keyboard shortcuts that are accessible only if AccuDraw is active and in focus. By enabling Position Mapping, we have now added another part of the MicroStation interface that can accept keyboard shortcuts. This new interface is called the “Home” interface. For this reason, there is a simple way of switching the focus between the “AccuDraw” and “Home” Interfaces. (See Figure 2.)
Figure 2. You can easily switch back and forth between the AccuDraw and Home interfaces. With the press of a button, all of your Toolbox and Tool Settings Options are just a few keystrokes away.
MicroStation XM and V8i are delivered by default with the F11 function key assigned to provide focus on “AccuDraw” and the F12 function key assigned to provide focus on “Home”. Press each of these function keys and note the new icons that display in the status bar.
Press the [F12] function key again and also note that the Tasks toolbar icons have text characters below them that will “wake up”, or become active. These are the shortcut keys associated with each tool set (as shown in Figure 3). As long as the “Home” icon is displayed in the status bar, you can press the corresponding highlighted shortcut key in order to activate the tool.
Figure 3. The Tasks toolbar is shown before and after pressing the [F12] function key. Note the highlighted letters represent the keys you can press to access a command.
By pressing the shortcut key [Q], for example (as shown in Figure 4), the associated toolbar menu appears. Now, simply press the number key associated with the tool you want to load. (Note, if AccuDraw was active, the letter “Q” would cause AccuDraw to “Quit”.)
Figure 4. With the keyboard shortcuts, you can easily select a tool set using the designated letter (in this case [Q]) and then the number of the specific tool you want to use.
In addition, if you want to load the tool that is already showing in the toolbar (like the “Place SmartLine” tool in the example above), you just press [Shift] and the shortcut key and the tool is activated and ready to use.
Figure 5. You can easily select and activate any tool currently displayed in the toolbar by combining the Shift key with the highlighted shortcut key. This example shows how to immediately activate the “Place SmartLine” tool.
For more information on cool tips and tricks, check out our LearningBay™ courses by visiting www.learningbay.com/. You can also schedule a free, demonstration about translation solutions or talk with one of our MicroStation Consultants by calling 727-442-7774 extension 2203 or sending an e-mail to 2203@AxiomInt.com.
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Windows Vista includes a set of eight basic flick gestures. Flicks are quick, linear pen movements associated with scrolling actions and commands.
The flicks feature provides the user with a new way of interacting with the Tablet PC by allowing common actions to be performed by making quick gestures with the pen. Flicks coexist with, and do not disrupt, normal user actions such as left and right taps, scrolling, and inking.
A flick is a unidirectional pen gesture that requires the user to contact the digitizer in a quick flicking motion. A flick is characterized by high speed and a high degree of straightness. A flick is identified by its direction. Flicks can be made in eight directions corresponding to the cardinal and secondary compass directions.
An action or flick action is the action or shortcut performed in response to a flick. Flicks are mapped to actions. The following illustration shows a diagram of eight pen flicks that correspond to their flick actions.
As the user moves the pen over the digitizer of a Tablet PC, the hardware generates pen packets which are routed to the pen input subsystem of the Tablet PC platform. Normally, if the pen is being used as a substitute for the mouse, the pen input subsystem takes these pen packets and sends them, possibly with modifications, to User32, the Windows component responsible for processing mouse input. If the pen is being used on an inking surface, then ink is rendered instead of mouse packets being generated.
The flick detection routine is implemented in the pen input subsystem. Flick detection begins at pen-down and continues until either:
1) the sequence of packets received is determined not to be a flick or
2) pen-up occurs.
While flick detection is occurring, pen packets are held back and not sent to the system. This must be done because sending packets may interfere with the flick action that is performed. For example, sending packets during a flick that maps to a copy action would dismiss what was selected, meaning there would be nothing to copy by the time the action was sent.
As the packets flow into the pen input subsystem, the flick detection routine computes metrics on the length, velocity, time, and curvature of the motion being performed. With each packet that arrives, the detection routine updates each of these metrics. As soon as any of the metrics falls outside what would constitute a flick, flick detection ends and the packets are sent through.
Where flicks are detected
Flick gestures are made possible by the fact that drags are typically performed rather slowly. The user must first target the start point of the drag, perform the drag and then target the end point. Normally this will take too long to qualify as a flick. However, on inking surfaces quick strokes that would qualify as flicks happen frequently; crossing a 't' is a common example. Thus, by default, flick detection is turned off over inking surfaces and turned on system-wide.
Once a flick has been detected, a sequence of events begins that ultimately leads to the system performing a certain action in response to the flick that occurred. First, the detection routine within the pen input subsystem determines what window the flick should be sent to. This is usually the window that has focus, but there are exceptions. For scrolling flicks, the flick is sent to the window over which the flick occurred. Note that this is not necessarily the window with focus. When a flick is sent to a window that does not have focus, the focus does not change to that window.
Once the target window is determined, that window may handle the flick itself depending on the default or programmed event behavior. Applications can respond to the action that is most appropriate based on the application and the direction and position of the flick. For example, in a mapping application, up and down flicks might zoom in or out instead of scrolling vertically, as would be expected from the default behavior.
To alert an application that a flick has occurred, a window message is sent to it. This window message contains both the start point of the flick and the direction of the flick. If the application handles this window message, no further action is taken by the pen input subsystem.
After a flick is detected, visual feedback representing the flick action is displayed on the screen. This feedback serves two purposes. First, it confirms for the user that the flick was successful. Second, it reminds the user what action was performed, helping the user connect the flick direction with its associated action.
The flick feedback consists of two parts; an icon representing the action and a label containing the name of the action. The label is displayed below the icon. The feedback is displayed immediately after the flick is detected. Although applications can customize their behavior in response to flicks by handling the flick window message, the application cannot disable or modify the flick feedback.
It is expected that most applications will not be flick-aware and thus will not handle the window message described above. If the message is not handled, the pen input subsystem will take further action. First, it looks up the action associated with the direction of the flick detected. Next, it will take steps (described in the table below) to cause the target window to perform this action. For many of the flick actions this involves sending an application command, but certain actions that are implemented do not.
Processing Application Commands
Your application should respond to any of the application commands that could be potentially assigned to a flick gesture. If an application fails to respond to the WM_TABLET_FLICK Message, Windows Vista follows up by sending the applicable WM_APPCOMMAND notification, followed then by a WM_KEYDOWN notification.
Following is a list of application commands that can be assigned to flicks, with the backup keystroke message that might be sent.
Editing commands such as Copy, Paste, Cut, and Delete might be directed against a selection or against the object located at the base of the flick gesture. If there is no selection, you can use the data in the FLICK_POINT Structure to determine what, if any, object might have been the target of the editing command.
- Flicks API Reference
- Responding to Flick Gestures