1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html lang="ja"> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> 5 <link href="../css/manpage.css" rel="stylesheet" type="text/css"> 6 <title>Display of Layout</title> 7</head> 8<body> 9 10<!-- =================================================== --> 11<h1 id="LAYOUT">Display of Layout</h1> 12 13<a href="#display">Layout Display</a><br> <a href="#layout_mode">Layout Mode</a><br> <a href="#control">Operation Description</a><br> <a href="#menu">Layout-Related Menus</a><br> <a href="#restriction">Limitations</a><br> 14 15 16<h2><a name="display">Display of Layout</a></h2> 17 18 <p>The following operations are possible through the combined use of Viewer and CreativeStudio.</p> 19 20 21 <h3>Preview the project loaded into LayoutEditor.</h3> 22 23 <p>Layouts loaded into LayoutEditor can be previewed by communicating with LayoutEditor.</p> 24 25 <center><img src="images/lyt_image.gif" border="0"></center> 26 27 28 <h3>Animation can be played back</h3> 29 30 <p>If an animation is added to the layout, that animation can be played.</p> 31 32 <p>When animation section tags are set by <CODE>LayoutEditor</CODE>, the displayed animations can be switched at the animation section tag level.</p> 33 34 <p>Play, pause and frame-advance of animation is controlled with the system Controller.</p> 35 36 37 <!-- 現在未対応 <h3>LayoutEditor から出力したバイナリファイルを読み込んでプレビューします</h3> <p>ファイル選択モードから、バイナリファイル(bclyt)を指定して読み込むことができます。</p> <p>バイナリファイルの出力方法については、LayoutEditor のマニュアルを参照してください。</p> --> 38 39 40<h2><a name="layout_mode">Layout Mode</a></h2> 41 42 <p>In the Layout mode, you can check layout contents loaded in the Viewer and play back animations.</p> 43 44 45 <h3><a name="view">Screen Information</a></h3> 46 47 <p>The Layout mode displays the following information.</p> 48 49 <center><img src="images/lyt_main.gif" border="0"></center> 50 51 <ol class="ui"> 52 53 <li>Processing time 54 55 <p><img src="./images/lyt_process.gif" border="0"></p> 56 57 <p>Digital display of the processing loads on the CPU and GPU for layouts.</p> 58 59 <p>The unit is percentage points. This is the equivalent of the value displayed in the Processing Meter.</p> 60 61 <ol class="ui"> 62 63 <p>CPU: The relative amount of time spent for animating and rendering, up through the completed sending of data to the GPU.</p> 64 65 <p>Calc: Time spent for animating.</p> 66 67 <p>Draw: Time spent for rendering.</p> 68 69 <p>GPU: Time from start to finish of rendering.</p> 70 71 </ol> 72 73 <li>Animation Frame 74 75 <p><img src="images/lyt_animation_frame.gif" border="0"></p> 76 77 <p>Displays the frame information for the animation currently operating.</p> 78 79 <p>The number at the left is the current frame; at right, the total number of frames.</p> 80 81 <p>The Animation Frame is not shown if there is no attached animation.</p> 82 83 <p>Left and Right on the +Control Pad on the controller can be used to change the current frame. Left on the +Control Pad will back up the layout animation by one frame. Right on the +Control Pad will advance the layout animation by one frame.</p> 84 85 </li> 86 87 <li>Animation Information 88 89 <p><img src="images/lyt_animation_all.gif" border="0"> <img src="images/lyt_animation_tag.gif" border="0"></p> 90 91 <p>Displays information about the animation targeted for operations.</p> 92 93 <p><B>ANIM:ALL</B> indicates that the entire animation is displayed or played.<br /> If animation segment tags have been set, the range of frames specified by these tags can be shown or played.<br /> What displays at this time is <B>ANIM: animation segment tag name</B>.</p> 94 95 <p>Below this, the serial number of the currently-displayed animation and the total number of animations are displayed.</p> 96 97 <p>Each time RIGHT is pressed on the controller's +Control Pad, the display will switch as follows:<br />[Entire animation] > [1st animation segment tag] > [2nd animation segment tag], and so on. Pressing LEFT on the +Control Pad will switch the display in reverse order.</p> 98 99 </li> 100 101 <li>Animation Type 102 103 <p><img src="images/lyt_target_type.gif" border="0"></p> 104 105 <p>Shows the type of the animation that is targeted for operations.</p> 106 107 <p>Switch the type using Left/Right on the +Control Pad. For the type, you can select Pane or Group.</p> 108 109 </li> 110 111 <li>Switch Animation Target 112 113 <p><img src="images/lyt_pane_all.gif" border="0"> <img src="images/lyt_pane_unit.gif" border="0"></p> 114 115 <p>Shows the name of the pane or group that is the animation operation target.<br /> Shown under this is the serial number of the current animation target the total number of animation targets.</p> 116 117 <p>Switch the target using the Left/Right on the +Control Pad.</p> 118 119 <ul> 120 <li>If ALL is shown for the name, then all panes attached to the animation are shown, regardless of the target type. 121 <li>The name(s) are shown in gray if the selected pane is not animated, or if none of the panes contained in the group are animated. 122 <li>Asterisks (" *") are shown next to names if the selected group is specified for a related group by animation segment tags. 123 </ul> 124 125 </li> 126 127 <!-- 現在未対応 <li>ヌルペイン、境界ペインの表示 <p><img src="images/lyt_null_off.gif" border="0"> <img src="images/lyt_null_disp.gif" border="0"></p> <p>ヌルペイン、境界ペインは描画の内容を持たないため本来は表示されませんが、Viewer上では視認できるように輪郭線にて表示させることが出来ます。<br /> 「NULL:OFF」の場合は、ヌルペイン、境界ペインを表示しません。<br /> 「NULL:DISP」の場合は、ヌルペイン、境界ペインを緑色の輪郭線で表示します。</p> --> 128 129 </li> 130 <li>Camera 131 132 <p><img src="images/lyt_camera_ortho.gif" border="0"> <img src="images/lyt_camera_pers.gif" border="0"></p> 133 134 <p>Displays the current camera mode.</p> 135 136 <p>You can switch camera modes using LEFT and RIGHT on the controller's +Control Pad. <br> <B>CAM:ORTHO</B> is for normal 2D display.<br> <B>CAM:PERS</B> is for 3D-like display. The smaller the pane's Z value, the smaller the size of display.<br> For CAM:PERS, FOVY appears below. LEFT and RIGHT on the controller's +Control Pad can be used to change the FOVY value.</p> 137 138 </li> 139 140 <!-- 現在未対応 <li>レイアウト配置モード <p><img src="images/lyt_screen_normal.gif" border="0"> <img src="images/lyt_screen_wide.gif" border="0"></p> <p>現在のレイアウト配置モードを表示します。</p> <p>コントローラの十字ボタン左右で、レイアウト配置モードを切り替えることができます。<br> 「SCRN:NORM」の場合は、通常のレイアウト表示です。<br> 「SCRN:WIDE」の場合は、幅と高さが4:3のレイアウトを16:9のテレビに表示するときに、LayoutEditorにて「位置調整処理の対象にする」にチェックが入ったペイン(とその子供のペイン)のサイズを4:3のテレビで表示したときと同じ見た目にします。<br> 具体的には、「位置調整処理の対象にする」にチェックが入ったペインの横幅を 1.333333...で割ったサイズにしています。この割る値(1.333333...)は初期設定ファイルにて設定できます。</p> </li> --> 141 142 <li>Layout Size 143 144 <p><img src="images/lyt_layout_size.gif" border="0"></p> 145 146 <p>Indicates the width and height (in pixels) of the displayed layout.</p> 147 148 <p>The width and height of a layout are set in the LayoutEditor using Layout Environment Settings under the File menu.</p> 149 150 </li> 151 152 </ol> 153 154 <h3><a name="control">Layout Mode Operations</a></h3> 155 156 <p>The following operations can be performed in Layout Mode.</p> 157 158 <P class="label">Layout Mode Operations</P> 159 <p>Animation operations are valid when an animation has been loaded. <br /> Operations are basically the same on the system Controller and the debug pad.</p> 160 161 <TABLE class="explain" border="1"> 162 <THEAD> 163 <TR> 164 <TD>Key Operations</TD> 165 <TD colspan="2">Description</TD> 166 </TR> 167 </THEAD> 168 <TBODY> 169 <TR> 170 <TD>A Button</TD> 171 <TD colspan="2">Starts or stops the playback of a layout animation.</TD> 172 </TR> 173 <TR> 174 <TD>B Button</TD> 175 <TD colspan="2">Resets the layout's animation frame to 0.</TD> 176 </TR> 177 <TR> 178 <TD>+Control Pad Up/Down</TD> 179 <TD colspan="2">Switches the selection.</TD> 180 </TR> 181 <TR> 182 <TD rowspan="7">+Control Pad Left/Right</TD> 183 <TD>Animation Frame</TD> 184 <TD>Left: Moves the layout animation one frame backward.<br /> Right: Advances the layout animation by one frame forward.</TD> 185 </TR> 186 <TR> 187 <TD>ANIM</TD> 188 <TD>If animation segment tags have been set for the loaded animation, this switches the range of the animation to play.</TD> 189 </TR> 190 <TR> 191 <TD>TARGET</TD> 192 <TD>Switches the type of the target of animation operations.</TD> 193 </TR> 194 <TR> 195 <TD>PANE, GROUP</TD> 196 <TD>Switches between Pane and Group as the target of animation operations.</TD> 197 </TR> 198 <!-- 未対応 <tr> <td>NULL</td> <td>ヌルペイン、境界ペインの表示モードを切り替えます。</td> </tr> --> 199 <tr> 200 <td>CAM</td> 201 <td>Switches the camera mode.</td> 202 </tr> 203 <tr> 204 <td>FOVY<br /> (Only displayed when the camera is in the PERS mode.))</td> 205 <td>Changes the FOVY value.</td> 206 </tr> 207 <!--未対応 <tr> <td>SCRN</td> <td>レイアウト配置モードを切り替えます。</td> </tr> --> 208 </TBODY> 209 </TABLE> 210 211<h2><a name="menu">Layout-Related Menus</a></h2> 212 213 <p>Layout-related parameter settings can be dynamically changed from the opened <a href="../menu_mode/index.html">Menu Screen</a>.</p> 214 215 <p>These setting items can also be changed from an initial settings file.</p> 216 217 <p>For details on each parameter item that can be set from the menu, see <a href="../setup/index.html#init_layout">Initial Settings File</a></p> 218 219<h2><a name="restriction">Limitations</a></h2> 220 221 <h3>No support for loading of binary files</h3> 222 223 <p>With the current version of Viewer, you cannot load Layout binary files from Viewer for display.</p> 224 225<table border="0" height="100%"><tr><td style="background-color : white;"></td></tr></table> 226<hr><p>CONFIDENTIAL</p></body> 227</html> 228