Titlebox User Manual
Titlebox User Manual
www.playboxtechnology.com
Legal notice
The information in this manual is furnished for informational use only. No part of this manual may be reproduced or transmitted in any form or by any
means, electronic or mechanical, for any purpose, without the prior written permission of PlayBox Technology UK Ltd.
The software, described in this manual, is owned by PlayBox Technology UK Ltd. It is protected by Copyright Law of England and Wales, as well as by
international copyright treaties, and may be used or copied only in accordance with the license agreement.
PlayBox Technology UK Ltd provides this manual “as is” without any warranty, either express, or implied.
This publication may contain typographical errors or technical inaccuracies. While every precaution has been taken in the preparation of this document,
PlayBox Technology UK Ltd assumes no responsibility for errors or omissions. Nor is any liability assumed for damages, resulting from the use of the
information, contained herein. Changes are periodically made to the information herein. They will be incorporated in new versions of the manual. Please,
check the PlayBox Technology UK Ltd website regularly for User Manual updates.
PlayBox Technology UK Ltd may introduce changes or improvements in the products, described in this manual at any time, without any special notice.
www.playboxtechnology.com
2
Contents
3
Screen Capture object.................................................................................................................................................52
Chat Line ................................................................................................................................................................53
Chat Roll ................................................................................................................................................................53
SCHEDULER................................................................................................................................................................................. 54
SCHEDULER COMMANDS .............................................................................................................................................................................................................................................................. 54
OBJECT SETTINGS ............................................................................................................................................................................................................................................................................. 54
OBJECTS LIST ...................................................................................................................................................................................................................................................................................... 55
Slide Manager ............................................................................................................................................................................. 56
INTERFACE OVERVIEW .................................................................................................................................................................................................................................................................... 56
PROJECT TABS.................................................................................................................................................................................................................................................................................... 57
Details .........................................................................................................................................................................57
Properties ....................................................................................................................................................................61
Preview........................................................................................................................................................................61
SLIDE CONTROLLER ......................................................................................................................................................................................................................................................................... 62
Data Source Manager ................................................................................................................................................................. 63
WEATHER DATA PROVIDER ........................................................................................................................................................................................................................................................... 66
FILELINK DATA PROVIDER.............................................................................................................................................................................................................................................................. 68
ODBC DATA PROVIDER .................................................................................................................................................................................................................................................................. 69
XML DATA PROVIDER...................................................................................................................................................................................................................................................................... 75
RSS DATA PROVIDERS..................................................................................................................................................................................................................................................................... 76
RSS/Atom Data Provider I .........................................................................................................................................76
RSS/Atom Data Provider II ........................................................................................................................................77
HTML TABLE DATA PROVIDER...................................................................................................................................................................................................................................................... 78
EAS (EMERGENCY ALERT SYSTEM) DATA PROVIDER............................................................................................................................................................................................................. 78
Task Manager .............................................................................................................................................................................. 79
TASKS ................................................................................................................................................................................................................................................................................................... 79
Object Control .......................................................................................................................................................80
DataProvider Control. ..........................................................................................................................................80
Command Script task ...........................................................................................................................................81
Program Script Task .............................................................................................................................................82
GPI Task.................................................................................................................................................................92
Event sequencer Task .............................................................................................................................................92
Play Sound ..................................................................................................................................................................93
Windows Named Event Task .....................................................................................................................................93
Create Windows Task ............................................................................................................................................94
Auto-executed Scripts ................................................................................................................................................94
INPUT EVENTS.................................................................................................................................................................................................................................................................................... 94
Objects events .............................................................................................................................................................95
Transform events ........................................................................................................................................................95
GPI events ...................................................................................................................................................................96
API events ...................................................................................................................................................................96
KeyBoard events .........................................................................................................................................................97
ASSIGNING A TASK TO AN EVENT .............................................................................................................................................................................................................................................. 97
As-run log ................................................................................................................................................................................... 98
USER INTERFACE ............................................................................................................................................................................................................................................................................... 98
Grid..............................................................................................................................................................................98
Toolbar ............................................................................................................................................99
MENU BAR .......................................................................................................................................................................................................................................................................................... 99
4
File Menu.....................................................................................................................................................................99
Edit Menu ..................................................................................................................................................................100
View Menu ................................................................................................................................................................100
APPENDIX – TitleBox specific Class Properties, ...................................................................................................................... 101
TTBOBJECT (INHERITOR OF TOBJECT) ...................................................................................................................................................................................................................................... 101
TTBSLIDE ............................................................................................................................................................................................................................................................................................ 106
TTBSLIDESMANAGER..................................................................................................................................................................................................................................................................... 107
TTBDATAPROVIDER ....................................................................................................................................................................................................................................................................... 107
TTBDATADISTRIBUTOR ................................................................................................................................................................................................................................................................. 108
TTBPROJECT ..................................................................................................................................................................................................................................................................................... 109
TITLEBOX FUNCTIONS .................................................................................................................................................................................................................................................................. 110
TBITMAP32 (INHERITOR OF TOBJECT) ..................................................................................................................................................................................................................................... 110
TTBSTORAGE .................................................................................................................................................................................................................................................................................... 111
APPENDIX – TitleBox Program Script Examples ..................................................................................................................... 113
Example 1 .......................................................................................................................................................................................................................................................................................... 113
Example 2 .......................................................................................................................................................................................................................................................................................... 114
Example 3 .......................................................................................................................................................................................................................................................................................... 115
Example 4 .......................................................................................................................................................................................................................................................................................... 116
Example 8 .......................................................................................................................................................................................................................................................................................... 120
Example 9 .......................................................................................................................................................................................................................................................................................... 121
Example 13........................................................................................................................................................................................................................................................................................ 125
Example 14........................................................................................................................................................................................................................................................................................ 126
Example 15........................................................................................................................................................................................................................................................................................ 126
Test 4.txt ............................................................................................................................................................................................................................................................................................ 127
APPENDIX – Integration of AirBox with TitleBox .................................................................................................................... 128
APPENDIX – TITLEBOX KEYBOARD .......................................................................................................................................... 129
PROPERTY TOOL ......................................................................................................................................................129
APPENDIX - SERVER MAINTENANCE BEST ............................................................................................................................. 133
WEEKLY .............................................................................................................................................................................................................................................................................................. 133
MONTHLY ......................................................................................................................................................................................................................................................................................... 133
QUARTERLY ...................................................................................................................................................................................................................................................................................... 133
YEARLY ............................................................................................................................................................................................................................................................................................... 133
5
Preface
Dear PlayBox customer,
Thank you for purchasing our product! We would like to assure you that you have chosen the most cost-effective and versatile TV
automation system on the market. As always, we are trying to stay close to our customers’ needs, making sure they all receive adequate
support and satisfaction. Your opinion about our product is an exceptionally valuable source of information for us. The ease of working
with the PlayBox products results mainly from the suggestions and comments of our current respected customers.
This manual is structured into several sequential chapters, each aiming to ease the installation, fine tuning, and use of our products. We
hope that you will enjoy working with it, and we are anxiously looking forward to receiving your feedback.
General feedback:
6
Style Conventions
• File names, software, documents or terms are written in italics
▪ The data is written in the settings.ini file.
▪ The file is located in C:\Program Files\PlayBox Technology UK Ltd\AirBox
▪ For further information read Shortcuts reference book.
▪ The VTR is controlled via RS-422.
• Direct quotations from the computer screen are presented as follows:
▪ Menu Items and commands
▪ Tab/Page names
▪ Column names (i.e. in a playlist or another grid)
▪ Field names, check boxes
▪ Buttons
▪ Screen readings are written in [square brackets]
▪ The keyboard keys are enclosed in <> signs
▪ Terms are defined in the Glossary at the end of the manual
• The arrows, used in the setting procedures mean as follows:
▪ ➔ A menu item follows;
▪ A page(tab) name follows;
▪ → A field name, a check box name, or a value name follows.
Except for arrows, you can distinguish between the relevant menu categories also by the styles, listed above.
7
GETTING STARTED
TitleBox (TB) is an on-air character generator and graphics manager. You can create different static or dynamic objects in TitleBox, such as rolls,
crawls, still pictures, clocks, etc., and save them in projects. The projects could be used directly for broadcasting or as customized templates.
In TitleBox you can also start objects from previously created project(s) at different times, thanks to its Scheduler.
TitleBox works together with the AirBox playout. Separate objects in TitleBox can be started or stopped through AirBox, by inserting
TitleBox Net control events in an AirBox playlist.
For more information about an AirBoxTBNetCTrl event, please see AirBox Settings > Modules > RemoteControl > TitleBox NetControl chapter.
QUICK START
1. Launch TitleBox;
2. Click the Crawl button in the object palette in the left;
3. Draw a rectangle in the Preview Area;
4. Type a text in the Properties dialog box and click OK;
5. Click the two Play buttons – one in the bottom of the window and one in the third row of the taskbar.
6. Congratulations! You have just created your first TitleBox crawl!
TITLEBOX INSTANCES
You can use more than one TitleBox instance if you are licensed to. The number of TitleBox instances you can use depends on the number of licenses
you have. You can create shortcuts for the different instances, following the steps below:
8
5. Repeat the steps for additional instance shortcuts and increase the number for each instance you add.
NOTE: Instance number count starts from 0, i.e. the original TitleBox shortcut should point to inst0.
EXAMPLE: Full target path to instance #1 is: "C:\Program Files (x86)\PlayBox Technology UK Ltd\TitleBox\TitleBox.exe" /inst1
USER INTERFACE
Menu bar
Toolbars
Object palette
Slide controller
Slide manager
Work area
TitleBox interface is user friendly and easy to use. It provides powerful tools for project preparation and extensive control over on-air graphics.
WORK AREA
The main part of the user interface is the work area. It shows the objects, their positions, types, and status.
Objects can be moved and resized in this area. If an object is too complex and is not rendered yet, a yellow/black sign, saying [Rendering] will appear
on the screen. This sign will automatically disappear when the rendering is complete.
9
The little icons in the upper-left corners of the objects show their type, lock status, and transitions. You can enable/disable the icons from Project
menu > Options > General > Show Objects Icons.
The color bar at the bottom of the work area displays the current mode of operation. By default, the preview mode is outlined in blue. You can change
this color in the Project menu > Options > General tab.
TOOLBARS
The toolbars are located at the top of the TitleBox window. Toolbars can be re-arranged for convenient access to frequently used buttons. Buttons
on the toolbars provide individual object control, as well as options for object ordering and alignment.
The New, Open, and Save buttons correspond to the matching commands on the File Menu. The Cut, Copy, Paste, and Delete buttons
correspond to the matching commands on the Edit menu.
Select Display device - opens a dialog for selection of program (output) and preview drivers. For more information about available drivers
and their use, go to the Driver Select section further in this manual.
TIP: To open the Driver select dialog and change the driver before its initialization hold down <Ctrl + Shift> during TitleBox startup.
Zoom factor – scales the displaying size of the work area. The Zoom factor will not resize any of the objects in the work area!
Data Source Manager – opens the Data Source Manager dialog. It provides centralized control over all data providers, included in the current
project, as well as options for adding new data provider plug-ins. Data provider plug-ins feed different types of data to TitleBox objects. For more
information about data providers, go to the Data Source Manager section further in this manual.
Task Manager – opens the Task Manger dialog, where you can setup and edit different tasks, related to the control and display of TitleBox
object. Tasks will be executed automatically on user-specified triggers. For more information, go to the Task Manager section further in this manual.
Output aspect ratio – when changed, TitleBox will automatically change the size of the objects according to the selected
aspect. All of the aspect changes of a project are listed as presets in the Display resolutions dialog. To open it, click the Display resolution button to
10
the right. Available presets are listed in the dialog window (see screenshot below).
To apply a preset to your project, click the Select button above, or double-click in the preset name row. The change will be applied immediately. To
remove a preset, click its name, and then click the Delete button.
External aspect control is on by default. It enables automated switching of the aspect ratio according to an external source, e.g. a WSS
stream embedded in the incoming video signal.
As-run log ON/OFF - click to enable/disable the TitleBox As-Run Log application. The As-Run Log is configured in Project menu >
Options > As-Run Log.
Objects list - shows a dialog, containing a list of all objects, available in the current TitleBox project.
Properties buttons open dialog windows with object-specific properties and controls for the currently selected object.
Property Tools - additional properties for texts, rolls, and crawls only
Standard Properties - standard object options
NOTE: Object properties can be changed at any time, even if the object is displayed on-air.
Play, Pause, Stop, and Toggle Play/Stop – these buttons control the status of each particular object. They correspond to the
matching commands in the Object Menu.
Group and Ungroup – group and ungroup the currently selected objects. Grouped objects can be manipulated together.
Lock and Visible – change the object’s status. A locked object cannot be moved and/or resized. Visible objects are displayed in the working
area. If you change an objects visibility, it will not be displayed in the working area, but will still be available in the output.
Schedule buttons provide options for project scheduling, i.e. for starting each object in a project at a specific time/day of week. For more
information about project scheduling, go to the Scheduler section further in this manual. Schedule buttons include the following:
Remove from Schedule - removes the selected object from the schedule.
Show Events List - opens a list of events, assigned to the currently selected object. For more information about events, go to the
Task Manager section further in this manual.
Mix Draw Mode - defines the draw mode of the object. When clicked, overlapping objects will be blended.
TIP: In Mix object mode, you can switch between overlapping objects using the <Alt> + click combination. The name of the currently selected object
will appear in the Name field and will be highlighted in the Object list dialog window, accessible from Object menu > Object list.
11
The Name field contains the name of the object. Default names consist of the object’s type and number in order of creation (e.g. [Type #] as in [Crawl
1], [Roll 3], etc.) and can be changed. Names are important when you use the Objects list dialog window, which only displays object names and
properties. To change an object’s name, select the object, and then enter a new name into the Name field.
In the Delay field you can specify a delay for each object. If you set a 3-second delay, the object will start 3 seconds after you click Show object. In
the Duration field you can specify the duration of an object. The duration determines for how long the object will be displayed after you click
Show object.
Order buttons - define the objects’ display order in case they overlap. Overlapping dynamic objects is not recommended.
Alignment buttons – provide options for aligning objects to each other. To use these buttons, you must select more
than one object.
Lock horizontal resizing/ vertical resizing - disable horizontal/ vertical resizing of the selected object, or both simultausly.
Position controls – use the spin-boxes or click and enter numbers from the keyboard to change the coordinates of the
selected object, where X is the position of the left side, and Y is the position of the top side of the object.
The Left edge auto position/ Top edge auto position are checked by default. Select and object and uncheck the box(es) if you want
TitleBox to remember its coordinates. To return the object to its remembered position, select it and check the box(es).
Resize controls – use the spin-boxes or enter numbers directly from the keyboard to change the size of the selected
object, where W is the object’s width, and H is the object’s height.
The Object auto width/ Object auto width are checked by default. Select and object and uncheck the box(es) if you want TitleBox to
remember its width/ height. To resize the object back to the remembered values, select it and check the box(es).
Object tag – by default, each object’s tag is set to 0. You can enter another positive number here. The tag groups objects logically, i.e.
you can control several objects that have the same tag simultausly through a script task or a program script task, but still manipulate them separately in
the work area.
The transitions toolbar will help you in setting your objects’ In and Out transition effects:
First, select the transition effect from the In and Out drop-down list. The available types are [Cut(None)], [Cross Fade], [Fly] and [Wipe]. They are
not active for Analog clock objects.
In the spin-boxes next to the In/ Out fields set the duration of this transition (by default it is 1.00 second).
NOTE: Increasing the figures in these fields will decrease the speed of the transition.
Finally, define the type of motion during the transition (ascending, descending, or constant). By default, the motion type is set to [0 Normal]. This
means that the transition will proceed at constant speed.
12
EXAMPLE: If you have set a [Fly From Left] effect and duration of 2 seconds, your object will move at a constant speed from left to right till it reaches
the desired position within two seconds. If you set the motion type to [(1 to 5) Ascending], the object will start in a slower motion and its speed will
accelerate during the 2 seconds of transition. In descending mode, the speed of the transition will decelerate.
The Full screen transition buttons are situated next to the transition duration spin-boxes. You might need this functionality in case there are several
grouped objects on the screen and these objects have the same transition effect and duration. If you trigger or stop such objects simultausly, they will
move in relation to each-other, because they have to cover different distances on the screen for the same period. Using this button will make objects
move together, but not in relation to each-other, during the transitions. The transition of all grouped objects will look as if the entire screen is moving,
not the separate objects.
The lowest toolbar contains object-specific settings that change depending on the currently selected object.
If no object is selected, the Work Space control toolbar allows for changing the work area and the grid.
Click Token if you need to be more precise while drawing the objects in the work area.
You can change the colour of the work area from the Work Space drop-down palette. To change the colour of the surrounding area, use the Back palette.
The View grid box is checked by default. Uncheck it to hide the grid dots.
TIP: You can adjust the distance between the dots in the Project menu > Options > General tab.
If the Snap To Grid box is checked, all objects in the project will be aligned to the nearest grid point.
To set a picture as a background of the work area, click Load Background and navigate to the picture in the dialog that follows. To remove the
picture, select [None] from the drop-down list.
TIP: Press <Ctrl+F12> on your keyboard to take a snapshot of the current TitleBox output. Unlike a regular screenshot, this will only copy to the
clipboard TitleBox’s output to the playout (fill and key).
13
OBJECT PALETTE
The Object palette contains icons for all supported graphics objects. Click an icon in the palette to select an object. Click a place in the working area to
insert the object there. For more information on how to work with objects, go to the Creating object section further in this manual.
Selection Tool
Picture
Text Edit
Analogue Clock
Animation File
Banner
Chat Note
Digital Clock
Flash
Shape
Browser Screen
Capture Chat
Line
Chat Roll
14
SYSTEM BAR
The system bar at the lower-left of the TitleBox window provides options for hardware control:
[ON AIR] – displays the playout status. Blinks red when TitleBox is on air (i.e., the Program driver is playing).
Program – controls the program output driver. Clicking it will start/stop the graphics frame buffer. If it is not running, no graphics will appear in the
output. Clicking the arrow to the right of it opens a drop-down list that contains several items:
Clear will erase the graphics frame buffer, so there will be no remnants from any previously loaded projects.
Program Driver SetUp – opens the settings options of the currently selected Program driver.
Driver manager opens the list of available drivers, so you could choose the one to use for outputting the graphics or a driver to preview it.
Preview – this is the button for controlling the selected preview driver. While the preview driver is playing, the bar below the work area will turn blue.
A text message in it will notify you that the Preview driver is running.
The preview mode allows you to make changes in your project, and view them in a preview window without actually applying them on the output.
When the preview driver is stopped, all changes you make in the project will be applied in real time to the output.
Clicking the arrow to the right of the Preview button opens a drop-down menu. It contains the same items as the ones of the program driver.
NOTE: In preview mode you cannot create a Flash object! You can only edit existing objects!
NOTE: Some objects might not appear properly in the simple preview window!
Update – When working in preview mode, click button to apply changes to the program output.
15
TIP: Click the slide Number/Total and select a slide name to jump to from the pop-up menu.
For more information about slides, go to the Slide Manager section further in this manual.
STATUS BAR
The status bar at the bottom of the TitleBox window displays the name of the currently selected program driver and the X/Y position of the mouse
pointer on the work area.
MENU BAR
FILE MENU
This menu contains commands related to the project file:
NOTE: Global layer links might not operate properly because the Master container of the second project will appear as an ordinary slide in the merged
project. You will have to drag its layers to the merged Master Container and set the layer links again.
Save – saves the current project to the currently opened file (*.tbd).
Import Data Providers – allows easy transfer of data provider configuration settings from another TitleBox server. Data Provider
configuration settings are kept in the in the DataProviders.ini file, located in X:/ProgramData/PlayBox/TitleBox, where X is the
drive of your station to which TitleBox is installed. To transfer Data provider configurations from one server to another, copy that
file to the same folder on the second server, then import it from the File menu.
EXAMPLE: When you click Import Data Providers, a dialog window will open. Click Open in that dialog and browse for the DataProviders.ini file.
Locate the file, select it and click Open to load it. In the following screen, you will see a list of all Data Provider settings, available in the file. Select the
ones you will be using and click OK.
16
EDIT MENU
The Edit menu contains object-related commands:
Undo – Move, Size, and Create operations can be undone. The Undo command cannot be applied to deleting objects.
Cut – removes the selected object(s) and keeps them in the buffer-memory.
NETWORK MENU
This menu concerns the connection between AirBox and TitleBox.
NOTE: This feature is available for the TitleBox full version only. It is not available in the TitleBox light version.
For detailed step-by-step guide on how to integrate TitleBox with AirBox look up in APPENDIX 4 – Integration of AirBox with TitleBox
Export Project as Template – exports the currently open project as a template. It will be saved in the specified Template folder. You have to specify this
folder during TitleBox Net Control activation (see Appendix 4 for details).
NOTE: The project must be exported as a template, so that it could be controlled through AirBox.
Net control – shows the connection status between AirBox and TitleBox.
NOTE: In order to be able to control TitleBox through Net Control output events from AirBox, you have to switch TitleBox in Net
Control mode (TitleBox Network menu > Net Control).
If you want to control a TitleBox project (and its separate objects) from AirBox, you have to export it as a template (TitleBox Network menu
> Export project as template). The template folder will open automatically, so you do not have to browse for it. Just type a name and click Save.
OBJECT MENU
This menu contains object-related commands:
17
Play- shows and runs the selected object on the graphics frame buffer.
Pause- freezes the object but it remains displayed on the graphics frame buffer.
Remove From Scheduler – Removes the selected object from the Schedule.
Order – This function is active when there are overlapped objects. You can move the selected object under or over the others.
Alignments – This function is active when more than one object is selected. It allows for aligning the objects to each other.
Assign Task - opens the Task Manager for the selected object. More detailed information you can read in section Task Manager, further in
that manual.
View Events – select it to view all tasks, assigned for the currently selected object. This command matches the View Tasks List button in
the toolbar .
Object list – shows a window with a list of all objects available in the current TitleBox project (for more information about this option, go to
the Object list section further in this manual.
Property Tools – opens additional properties windows for objects (text, rolls, and crawls).
PROJECT MENU
This menu contains project-related commands. Some (e.g. Play, Pause, etc.) can also be triggered from the buttons at the bottom of the window.
Stop – hides all objects from the screen. The objects will remain loaded in the graphics frame buffer.
Clear Buffer– clears the graphics frame buffer. Helps avoiding accidental display of remnants of an old project when loading a new one.
Scheduler – Opens the scheduler window for setting up the scheduled graphics insertion.
Mix Objects – Blends overlapping objects in the project (same as the Mix Draw Mode toolbar button).
18
Driver Select
If you are opening the instance for the first time, the Drivers List dialog will appear along with the TitleBox logo when launching it.
NOTE: If you have already been operating with the TitleBox instance you are currently using, the Drivers List dialog is accessible either through
Project menu > Driver Select or through the system bar: Program > Driver Manager ( ) at the lower-left of the TitleBox window. Both
options are described below.
On the Project menu, click Driver Select, as shown in the screenshot below:
Alternatively, you can access the Drivers List dialog from the system bar at the bottom of the TitleBox screen. Click the black arrow to the right of the
Program button and then click Program Manager on the menu:
In the dialog that opens, select the program and preview drivers from the following options:
[Mapped Memory Driver] – for playout systems that include both AirBox and TitleBox. Allows keying the graphics over the video played in
AirBox. Note that this driver is available in previous versions of TitleBox.
19
[Graphic Mixer Output] - supports the AirBox Graphic Mixer Engine. It provides animated logo support, video rotation and video-layer ordering.
Can be used when AirBox and TitleBox are integrated in the same playout system.
[TB DirectShow Driver] – when TitleBox works as a standalone application and there is a Blackmagic DeckLink card installed to the server.
[NewTek TriCaster] – select this option when using a standalone TitleBox instance together with NewTek TriCaster device, which is being
accessed via IP address. TitleBox for NewTeck TriCaster allows for creating and streaming Computer Graphics (CG) with real-time on-air control.
NOTE: This option is license-dependent. Contact your local sales office for more information about licenses in order your TriCaster output plug-in to be
activated.
The Program Driver and the Preview Driver should be selected separately.
TIP: Contact your local PlayBox dealer for the latest information about supported boards.
NOTE: You must restart TitleBox every time you change a program/ preview driver!
Driver Setup
On the Project menu, click Driver Setup. Available options depend on the currently selected driver:
You can also access the Driver Setup dialog through the system bar at the bottom of the TitleBox screen. Click the black arrow to the right of the
Program/ Preview button and then select Program Driver Setup menu item:
NOTE: As the functionality and settings of this driver are similar to those of the Graphic Mixer Output driver, please refer to the section bellow.
20
Graphic Mixer Output settings
Output Buffer Size – select the output resolution from the drop-down list. If you select Custom, the Width and Height fields below will be enabled.
Flip – if you check this box, the output graphics will be flipped at 90 degrees.
Output Buffer Size – select the output resolution from the drop-down list. If you select Custom, the Width and Height fields below will be enabled.
21
Renderer – select a DirectShow renderer. Select the Decklink video renderer, or leave the Default Video Renderer option if unsure about
your hardware configuration
Work Area – this option is not supported in the current TitleBox version
TIP: Some old VGAs might flip the output. Use this option to correct it.
Keying Type – select the type of the keying from the following options:
Internal keying – the graphics will be superimposed over the incoming signal. A single DeckLink board is used for the input and output of the
video signal.
External keying - the fill (graphics) and key signals will be output, while the keying will be made by an external (e.g. a video mixer).
NOTE: Some DeckLink boards support internal keying only! Refer to your device’s documentation for more information.
Below you can see a screenshot of the New-Tek TriCaster Output Plugin configuration dialog that opens:
22
IP Address – enter the IP address to which TriCaster is installed
Resolution – set the video resolution as it is in the TriCaster project. Once you change the resolution the Width and Height fields will adjust
accordingly after clicking OK
Flip Graphics – check this box if you would like to flip the output graphics at 90 degrees
Plug-ins
This item shows the list of available external plug-ins:
File link
Opens a list of all objects in the project and their links, if any, to external files. Any changes in those files are applied in real time. The file links apply to
the text and picture objects only!
Task Manager
Select this menu item to create a list of tasks, related to objects in the current project. Check the detailed description in the Task Manager section.
GPI Manager
In the GPI manager, you can view all GPI events and the objects, to which they have been assigned. To specify GPI events, you have to run Task
Manager and make the necessary definitions there.
23
Active Event (Tally)
This function keeps you informed whether there are any graphics showing on the screen or not. If there is at least one object that is being played, a high
pulse is sent to the specified COM port. When there are no objects played, the pulse goes low. Thus, any external GPI device can be activated when there
are no objects played out in TitleBox (i.e., a sound alarm to let the operator know that there are graphics displayed). After choosing this menu item, you
can select the desired COM port or [None] if you do not want to send out any pulses. Furthermore, you can specify the signal type (RTS or DTR). RTS
will send a pulse to pin 7, and DTR – to pin 4. Pin 5 is the ground. For more details, please, refer to the GPI pin out description in Appendix 1.
DataSource Manager
This plug-in opens the Data Source Manager. It contains all supported data providing plug-ins. You can use them to “translate” different types of data
and display the information that they contain in some of the TitleBox objects. Please, check the Data Source Manager description further below.
Options
Click to open the Project Options window. It contains the following tabs:
General Options:
These options allow for defining the colors, the safe area, and the grid of the Work area:
Workspace – set a color for the area that surrounds the workspace.
Back image – you can select an image for background via the Browse button.
Work Area – set a color for the borderline of the work area.
Preview Mode - set a background color for the workspace, when it is in preview mode.
24
Safe Frame – marks the safe section in the working area. Put texts/important images in this area and allow only backgrounds to stick outside
the frame. Adjust the safe area’s size (percentage from the work area) from the V and H spin boxes to the right.
Safe Frame color – change the color of the border of the safe area.
View Grid/ Grid color – check the box to see the grid (the grey dots in the working area) and select its color. Use the grid as a reference when
resizing objects.
Snap to Grid – check this box to align the objects in the project to the grid. Use the X and Y spin boxes to define the distance between two
neighboring points on the grid.
Max Undo Count – specify how many previous actions will be saved in the undo history. A bigger number will lead to higher memory usage.
Start DataProvider cursors on slide start – if checked, the DataProvider scroll will start from first position when the slide is started
Stop DataProvider cursors on slide stop – if checked, the DataProvider scroll will stop at the current position when the slide is stopped
For more information about the Data Provider scroll, go to the Data Source Manager section further in this manual.
NOTE: These settings will override cursor setting from the Data Distributor properties dialog!
Show Objects Icons – check this box to enable showing the objects icons in the upper left corner of each object in the work area.
Process Priority – this slider will affect all other programs running on the system. Please, do not change the default setting, unless advised so.
Create backup on save project – check this box to if you want TitleBox to create a backup file of your project every time you save it. The
backup file will be saved in the same folder, in which your current project is saved, and it will be with extension *.backup
Network Options
These options are used for interaction between TitleBox and AirBox.
NetControl Port – select a network port for receiving commands. This is the port, at which
TitleBox receives commands from third-party applications (like AirBox NetControl commands)
Alarm&Control Port – select a network port for communication with PlayBox applications
(like AlarmBox or TitleBox Text Client).
Output Options
25
Here you can set the aspect ratio of the output. The default setting is [4:3]. The slider below determines the smoothness of the font characters. The
greater the value, the smoother the font is.
Rectangle rendering is recommended for more powerful systems. It changes the algorithm of graphics rendering for optimizing the
performance. Do not use it on single CPU machines, as it increases the CPU load!
NOTE: This option with is NOT recommended with animation objects and Direct Show Media objects!
Restart render on aspect change – check this box to restart the rendering when the aspect ratio is changed.
External aspect control - it is intended for automated switching of the aspect ratio, according to an external source. Such a source can be WSS
present in incoming video, for example.
NOTE: The External aspect control check-box is related to the External aspect control button on the TitleBox toolbar.
Disable ScreenSaver – disables the screensaver on the machine, on which TitleBox is in use.
WatchDog
NOTE: The WatchDog component works only with the PlayBox Bypass relay card. The component cannot be configured if no PlayBox Bypass relay card is
installed.
The WatchDog monitors your TitleBox system. In case of hardware or software malfunction, it uses the by-pass relay card to transfer the input
video signal directly to the output.
26
In the WatchDog tab, click the Configure WatchDog button to activate and configure the plug-in.
Double-click in the Activated column, to the right of the Relay-GPI switch plug-in’s name to toggle between No/Yes and enable/disable the plug-in.
Click the Setup button to open the plug-in’s configuration dialog.
From the Device Select drop-down list, select the ID of the Bypass Relay card you will be using for the current TitleBox instance. Set the Relay Channel
to 1 and click OK.
NOTE: Even if there is only one Bypass Relay card installed, select it from the Device Select drop-down list and click OK, for the setting to take effect.
If you have more than one Bypass Relay card installed on the same server, setup the firs TitleBox instance following the steps above. Run a second TitleBox
instance, go to Project > Options > WatchDog and activate the Watchdog component. In the configuration dialog, select the second Bypass Relay
card, set the Relay Channel to 1 and click OK.
NOTE: The Relay channel value for both Bypass Relay cards should be set to 1!
As-Run Log
Use this tab to enable and configure TitleBox logging. Be aware that an as run log file is configured and saved per TitleBox instance and it is not
larger than 2 GB.
As-Run Log Enabled – check this box to enable logging. You can also enable/disable the As-Run Log via the corresponding button in the TitleBox
27
toolbar.
Autostart As-Run Log Application– check this box if you want the As-Run Log to start automatically when TitleBox is initiated.
Write As-Run Log to file– check this box if you want to save your As-Run Log to file. Notice that once you enable this option, some additional options
appear in the dialog.
In the Log to directory field enter the folder, where you want your log file to be saved.
TBRL_YYYY-MM-DD_HH-MM-SS_#n, where:
YYYY-MM-DD_HH-MM-SS is the date and time when the first command in the file has been sent to the As-Run Log and #n is the respective TitleBox
instance number.
For example, TBRL_2012-06-19_15-23-01_#1.log is a log file, in which the first command has been sent on June 19th, 2012 at 15:23:01 o’clock from
TitleBox Instance #1 to the As-Run Log.
The Limit as-run log files to spin-box allows you to set a limitation for the log file size in Megabytes. The minimum value that you can enter here is 1 MB,
and the maximum is 2000 MB.
Be aware that the log files are saved per instance and per day, meaning that when the current date changes a new log file, for the next date, will be
opened by the As-Run Log for writing. New log files are created also if the limit, set in the abovementioned spin-box is reached. The last case when
the As-Run Log will create a new log file is if it is manually shut down by the user and reactivated by TitleBox.
Use the Delete as-run logs older than spin-box to automatically delete log files that are older than the configured number of days. The minimum number
of days here is 1 day and the maximum is 180 days.
In the Log items to file area place a check next to the events, which you want to appear in your log file. The options here are self-explanatory. If you click
the Default button only the options, which are checked in the picture above will be selected.
NOTE: These configurations refer only to the log file that is saved. The actual As-Run Log application displays all types of events.
HELP MENU
This module gives the opportunity to generate easy-to-complete problem reports. It is integrated in each PlayBox module. It can gather almost all the
information, needed by the PlayBox support team in order to provide you with prompt answers, without too many questions about your system
configuration.
The Basic User’s manual contains a detailed description of the PlayBox Doctor Report and other functionalities. If you do not have the Basic manual, you
can download it from www.playboxtechnology.com.
Displays the About box of the AirBox module. It contains useful information, such as: module version, WIBU Box number, mode, registration, etc. The
name of the currently selected platform is displayed at the bottom.
Help Index
Opens the default starting page of the TitleBox help (i.e. Glossary). You can also use <Shift> + <F1>.
TIP: Press F1 for context-sensitive help. The help window will open, displaying information about the currently selected object/ active dialog.
28
CREATING OBJECTS
ADDING OBJECTS
All objects are created in a similar way:
2. Click and drag in the Working area to draw a rectangular marquee where the object will be placed.
3. For text objects, double-click inside the object to edit its text content.
For non-text objects, the Properties dialog will open. It contains object-specific options and settings.
When you click an object in the working area, the bottom toolbar in the toolbars stack will change to display its object-specific properties. These
properties might differ when the object is clicked or double-clicked. They can also be accessed by clicking the Properties buttons .
For more information about the settings of supported objects, go the Object Properties section further in this manual.
EDITING OBJECTS
You can edit objects either by invoking the object properties dialog box (for non-text objects), or by using the special toolbars (for text objects). Do this
by double-clicking on the object, or by clicking on the Properties buttons.
Animations and Clocks CANNOT be resized in TitleBox, whereas Pictures and Text templates with graphics background can.
Crawls, Rolls and Text Templates without graphics background can be resized even on-air. You can resize all dimensions of Text objects, Crawl’s width
and text size, and Roll’s height and text size. However, resizing a Crawl’s height and a Roll’s width should be done while the objects are stopped.
DELETING OBJECTS
An object can be deleted by selecting it and clicking on the Delete button on the Main Toolbar. It can also be deleted by using the <Delete> key on
your keyboard.
All objects can be deleted by clicking on the New Project button and clicking on the No button in the dialog that asks you if you want to save your
changes.
OBJECT LIST
The Object list is intended for fast switching and reviewing of objects and their properties, such as Left and Top side positions, Duration and
Delay. Here you can easily Group/Ungroup objects, change their Order (z-order), and control their playout and visibility status by clicking the
relevant buttons on the toolbar.
29
OBJECT PROPERTIES
The Object Properties dialog boxes are different, depending on the object type. All buttons have specific pictures and provide hints when you slide the
mouse pointer over them.
Context menu
Right-clicking on any object opens the context menu (displayed below).
The upper half of the menu contains the most common status and editing commands.
The Send Copy To command allows you to easily create copies of the currently selected object of all slides and layers in your project.
The Add To Scheduler item will open the TitleBox Scheduler, where you can set the scheduling for the selected object.
If the object has already been added to the Scheduler, use the Scheduler Properties item to view the settings of all objects in the current project.
Set File Link – opens a browse dialog to locate the text file (*.txt or *.rtf), to which you would like to link your object. Thus, your object’s content will be
updated every time the linked text file is saved. An additional window will open to display all objects and their file links (if any) in the current project. You
can set/change the file links from within the Links dialog. Just click the browse button to the far right of the relevant row to open a new browse dialog.
If you right-click on the selected row, the following dialog will open:
If you do not want to have a link anymore, just uncheck the Active row. When you create a new link, Active is checked automatically.
Clicking Set File Link will open a new browse dialog for selecting a text file for the link.
30
AutoPlay On file Change is used for starting the object automatically, if there is a change in the linked text file.
Change File Path allows for changing the file path to the linked file. It is used in case the linked file is moved to another location.
EXAMPLE:
To insert a still picture in a text file, linked to a roll/crawl:
1. Save the image as a *.bmp file to a preferred location. In this example, a file named “hello.bmp” located on drive D:\ will be used.
2. Enter the roll/crawl text to a *.txt/*.rtf file. In this example, the line "Hello, this is a test project" will be used.
3. Enter <BITMAP>D:\hello.bmp</BITMAP> in the text file, where the image should be displayed.
The text file should look like the following:
Hello, <BITMAP>D:\hello.bmp</BITMAP> this is a test project
To change the picture, change the file name and location in the script. The output will be refreshed each time you edit the text file and save the changes.
TIP: To insert an animated GIF file in the roll/crawl through the text file, use the tag <MOVIE> instead of <BITMAP>.
The text file should look like the following:
Hello, <MOVIE>D:\hello.gif</MOVIE> this is a test project
NOTE: TitleBox text objects (roll, crawl and text template) do not provide internal spell-checking! You can use an external spell-checking application and
copy the text into the TitleBox object.
Since version 4.3, pictures in roll/crawl objects can be resized and aligned to the text directly from the text file.
To resize a picture, include the desired dimensions in the bitmap tag, as follows:
<BITMAP>width=X;height=Y;D:\hello.bmp</BITMAP>
Where X and Y are the desired dimensions for width and height in pixels. If you enter the width only, the height will be scaled accordingly to keep the
aspect ratio of the image.
NOTE: If you enter dimensions, which exceed the original dimensions of the file, the quality of the picture might decline.
To resize a picture to the current size of the text, include the autosize parameter in the bitmap tag, as follows:
<BITMAP>autosize;D:\hello.bmp</BITMAP>
31
Without autosize parameter
NOTE: The autosize parameter will not resize the picture each time you change the text inside the TitleBox project! The picture will be resized only
when the file is saved!
To center a picture to the text vertically, include the centerline parameter in the bitmap tag, as follows:
<BITMAP>centerline;D:\hello.bmp</BITMAP>
32
Additional options for the positioning of the embedded picture are available in the context menu (on right-click). To access the context menu, double-
click inside the text object, click and drag around the picture to mark it, then right-click over the picture. When marked, the picture will be highlighted in
grey. The context menu contains the following options:
Size… - opens an additional dialog, in which you can define picture size
Full Size – spans the picture to its original size in pixels (as in the file)
Invert Alpha – inverts the alpha channel of the image (if applicable)
Update From File - forces update from file (changes should be saved)
The Picture Properties dialog box looks like the one to the left.
The Toolbar allows you to Open and Save the image, Load and Invert the mask (the alpha channel), and Flip the image horizontally and/or
vertically. If your picture does not have an alpha channel, you can import one separately, by using the Open mask button.
33
The Draw Alpha Only button provides a new, interesting option. Click this button to create a Picture object over other objects in the project.
Thus, you will overlay its alpha over all underlying objects. Try to make effects this way!
At the right part of the window you can adjust the object’s Contrast, Brightness and change its Color Balance. You can choose to Blur the object and set
the blur radius by using the slider below.
The Anti-flicker option is designed for smoothing the high-contrast computer graphics when overlaying it over video. Change the Vertical Value to
prevent flickering of the graphics’ edges.
You can edit the common text attributes (such as font selection, size, color, blur, shadow, etc.) and background attributes from another object-specific
toolbar:
This toolbar appears in the last row of the TitleBox toolbar when you double-click on a Text template object. Another way to open it is by clicking the
Property button in the toolbar, while a Text object is selected (single click).
Clicking opens the FontDialogEx dialog, which allows you to manage the font of the selected text. Here you can find all the formatting options, as
known from other windows-based editing applications:
The Set Default at the bottom button restores the TitleBox native settings.
Click to open the Paragraph-formatting dialog box, where you can set all paragraph-formatting options.
The Script State and Script Control areas are related to the use of Arabic language and Arabic (Arabic-Indian) digits in the project.
34
The Set Default button at the bottom restores the TitleBox native settings. The
button in the toolbar allows you to change the color of the background. Click
The following fields in the toolbar provide general text-formatting options (font, font size, bold, italics, underlined, text alignment, font color).
The button inserts a still picture. Click it to open a browser dialog for selecting a picture image to be inserted inside the text into the text object.
If you choose Create New, the relevant application opens, and you will be able to create the desired object. Any changes in the relevant OLE object
will be visible in TitleBox, when saved.
If you choose Create from File, you will be prompted to browse for it. You can create a link, or display it as an icon through checking the relevant
box.
The drop-down list for vertical alignment is used to manage the position of the inserted OLE objects into the text object.
Background properties
If you click once on a text object, the following object-specific toolbar appears in the last line of the TitleBox toolbar:
The button is related to the objects (OLE object or pictures), inserted into the text. Click this button to open the list of all objects that are already
inserted into the text objects. The insertion of the objects is described in details in the previous section.
You can set an automatic refresh period for the object. Click the clock button in the upper left corner to activate this function and set the refreshing
period in seconds by using the arrows. Thus, if you update the original file, it will be refreshed automatically in your TitleBox project. In addition, right-
clicking on an object in the list will open a context menu, containing the following options:
35
Update – for OLE objects only;
If you want to open an image as a background, click the Open image button . Use the drop-down list to the right to fix its layout in the object
(Normal, Stretch, Tile or Center).
The property dialog box for text objects allows for displaying different texts consequently, for specified periods in seconds. The different texts are shown
as a list of texts (separate lines) in the Text Template window – click the button to view it (or right-click over the object and select Property Tools).
You can prepare texts in advance or create them online. Use the buttons in this dialog to do the following:
Open button – You can open a previously prepared text file, by using the Open button. Each paragraph in the text appears as a separate
line in the Text Template window.
Stop button - stops displaying the text lines in the preview/output window.
Play button – starts displaying the text lines in the preview/output window.
Global Time spin-box – defines the frequency of changing the text lines. This is actually a “duration,” applied for each new line added in the
text template. If you need to specify a different duration for a particular line, use the spin-box in the text input dialog.
Edit item button – opens a dialog box for editing the selected text line.
TIP: You can change the text by right-clicking on a text string as well.
Add item button – adds a text line. A dialog box opens for typing the text in it.
Insert item button – inserts a text line. A dialog box opens for typing the text in it.
36
Delete item button – deletes the selected text line.
Auto refresh box – automatically displays the changes made in the currently loaded text file, even during its play-out.
When a crawl/roll object is selected (single click) the following string appears in the last row of the toolbar: .
The gear-wheel button opens the Embedded Objects list. This is the one already described for text objects. Please, check above in the Manual.
Speed field - controls the speed of dynamic objects, such as animations, crawls, and rolls. Its value can be positive (right-to-left movement) or negative
(left-to-right movement). If zero, the object is frozen.
NOTE: You can change the speed interactively at any moment, even when the object is running on-air.
If the value in the Loop field is [0], the object will be displayed endlessly.
The next three buttons refer to the object’s background continuity mode. The first one means that the background will be displayed only while
the text is running. The second one will “glue” the texts one after another, without any space in between. The third button will display the background
continuously.
The last two buttons in this toolbar concern the Queuing functionality. After clicking one of these buttons, TitleBox will “remember” the changes
for background colors and text colors and it will play them one after another, i.e., you will be able to make a queue of color changes (loops). If none of
the above buttons is clicked, TitleBox will show only the latest change. You can choose how to switch between changes (loops) while in play mode:
Use if you want to display the subsequent loops one by one, i.e., to leave some space between them (empty or with background color, depending on
your settings – see the previous paragraph). In addition, use if you do NOT want any space between the successive loops in the object. TitleBox will
generate one loop out of all loops in the queue.
You can edit the common text attributes (such as font selection, size, color, blur, shadow, etc.) and background attributes from another object-specific
toolbar:
It appears in the last row of the TitleBox toolbar when you double-click a Roll/Crawl object. Another way to open it is by clicking the Property
button (in the second row of the toolbar) while a Crawl/Roll object is selected.
37
NOTE: There is no possibility to insert images as background but you can still insert images and OLE objects in the Roll/Crawl objects.
Click to open the FontDialogEx dialog, which allows you to manage the font of the selected text. Here you can find all the formatting options, as
known from other windows-based editing applications:
Fill Effect button and its additional buttons to modify the colors for your text. You can select None for color, Gradient color, or
Use the
Texture Fill.
If you click on Gradient color from the drop-down list, you can select from 255 levels of graded transparency and a vast variety of colors.
38
Back in the Gradient properties dialog, you can change the position of the point by dragging it. Also, you can add as many color-change points to the
gradient, as you like. Finally, click OK.
Click to open the Paragraph-formatting dialog box, where you can set all paragraph-formatting options:
▪ The two buttons to the right concern the background. Click to view a transparency background during editing in the preview area.
▪ Text-formatting buttons - font, font size, bold, italics, underlined, text alignment, font color.
TIP: When a Roll, Crawl or Text object is linked to a text file (*.txt or *.rtf), you can insert a still picture in the text – the image will be displayed among
the characters, according to the position of its script in the text. Write the following command in the text file:
EXAMPLE: Make sure that BITMAP is written in capital letters. Please, check the EXAMPLE above.
1) Save your image. Let us assume the file name is “logo.bmp” located on D:\
2) Enter the text in a file, for example "Hello, this is a test project".
3) Continue writing the following: <BITMAP>D:\logo.jpg</BITMAP>.
Thus, your text file will be:
Hello, this is a test project <BITMAP>D:\logo.jpg</BITMAP>
It could also be:
Hello, this <BITMAP>D:\logo.jpg</BITMAP> is a test project
or
Hello, this is a <BITMAP>D:\logo.jpg</BITMAP> test project
Every time you edit the text and save the changes, the text on the output will be refreshed.
If you want to change the picture, change the file name and location part in the script (here it is D:\logo.jpg).
If you want to insert an animated *.gif file in the text, write <MOVIE> instead of <BITMAP>. For example:
Hello, this is a test project <MOVIE>D:\smilie.gif</MOVIE>
39
NOTE: There is no spell-checker implemented in the TitleBox text objects (roll, crawl, and text template). You can use some external application for
spell-checking and then just copy and paste the text into the TitleBox object.
Clicking the Property tools button while a Roll/Crawl object is selected will open the Dynamic properties dialog box:
This property dialog box allows you to specify different speeds of the Roll’s and Crawl’s movement.
The movement is represented graphically and you can define the speed of each point of the graphics. The horizontal axis of the graphics represents the
position of the Crawl/Roll on the screen. The vertical axis represents the speed multiplier (0; 1; 2; etc.) of the default speed, which is set in the main
screen (see the Toolbar section above). The zero value means 0xdefault speed, i.e., the object does not move; one means 1xdefault speed, i.e., the
object moves with the default speed; two means 2xdefault speed, i.e., the object moves twice as fast as the default speed, etc.
On the top of the graphics, you can see the object’s (Roll/Crawl) text. By moving the mouse pointer over the grid (the blue lines) or by using the arrow
keys, you can select the position in the text, where you would like to change the speed. The text section, which will be displayed at the selected “speed
change” point, is enclosed in a frame.
By default, the first point is situated at the beginning of the graphics. A new point is added by clicking the Add button or by double-clicking in the
yellow-squared area.
When you select a position to change its speed, a green point will appear in the grid and its properties (Speed and Position) will be displayed in the Point
Properties area to the right. The position’s coordinates are also displayed in the status bar.
If you set a speed of ‘0’ for any position, then you will have to define a delay period. This is the period (in seconds), during which the object will remain
stopped. The wait-time appears in a red square under the zero-point.
All points are shown in the Point list to the right of the graphics. Their names are [Point #], where the # stands for the sequential number of the point.
The Align buttons allow for aligning the selected point toward the previous, the next or the first point in the graphics.
The Default speed field shows the default speed, as it is defined in the main TitleBox window (see the Toolbar section above).
In the Point Properties area, the following properties of the selected point are shown: Speed, Position, and Time (for zero-speed points only).
The Point list shows the list of all “speed change” points in the object.
The Add button adds a new “speed change” point in the object graphics.
The Delete button deletes the selected “speed change” point in the object graphics.
40
Analog Clock Properties
The Analog Clock properties dialog box looks like the one above.
The Save button saves the current clock image into a file (*.clc).
There are different pages for each clock layer – background (clock plate), hours, minutes, and second hands, as well as a preview page of the overall
clock layout.
All pages have an identical structure: a settings area and a preview area.
Settings:
Load Image – loads the relevant image (for the background, hour, minute, or second hands).
Key Color– key color for the image. If the image does not have a mask, you can select the key color.
TIP: To achieve a satisfactory result, use a picture-editing application to create four square images with equal dimensions. Save them in separate files –
one for each element of the clock (background, hour hand, minute hand, and second hand). Be sure to place the hands’ ends on the exact centers of
the relevant images. Keep in mind that the clock object will have the same size as the image in the file. It cannot be resized!
41
Animation Properties
The Sequence Property dialog box looks like this:
The Open button loads a file (*.seq) or a sequence of files (*.tga) for an animated logo:
Besides, you can load animated *.gif files. If you use the Add button, TitleBox will load only the first picture of the file. The
Open button, TitleBox will load the entire range of *.gif images.
NOTE: We do NOT recommend using *.gif sequences for high quality applications, since they have only 256 indexed colors and do NOT have 8-bit
transparency (just one color can be either entirely transparent, or entirely solid).
If you want to load only а part of the files, uncheck the Load All box and enter either the number of the first or the last file of the sequence, or both, by
checking the Load From and Load To boxes and filling the relevant spin-boxes. Use the blue arrows to the right to enter the number of the currently
selected file in the relevant field. If you are loading an interlaced animation, specify the first field – A Field First or B Field First.
42
Click Open. The sequence will be displayed in the animation property window. The currently selected file from the sequence will be shown in the
preview area to the right.
The Invert alpha button inverts the alpha channel of the selected file. The
Move Up/Down buttons move the selected file up/down the list. The
The View buttons are used for changing the sequence files’ view to list or thumbnail mode.
If the animation files do NOT have an alpha channel, you can select a key color by using the Key color tool:
The Range and the Loop-related spin-boxes are situated below the key-color setting kit. Select the Range of frames that will be used in the sequence –
enter the values you wish in the From and To fields. The names of the frames that are out of this range will become red, and their background – grey. The
background of the working range will remain white. If you want to loop between two frames in this working range, place a check in the Loop box, and fill
in the Start and End fields, as well as the number of loops. The frames, included in the loop will be highlighted in pale yellow. A blue arrow to the right of
them will mark the final and the initial frame of the loop.
After adding your animation to the preview area, an additional toolbar will become active. In order to see it, click on the animation object:
Select the desired Speed and enter the number of times you want to Loop the animation.
This taskbar duplicates the range and loop settings in the Properties dialog box. You can change those settings here as well. Just choose a Range of
animation frames to be displayed, or check/uncheck the Loop option (it enables leader-loop-trailer functionality). When you check it, select the range of
frames, within which you want to loop. If this option is selected, the animation will start from the beginning. Run to the End frame and loop between
Start and End frames. If you want the animation to run regularly again, simply uncheck the Loop box.
NOTE: The From and Start fields represent the first frame that will be shown, and the To and End fields represent the first frame that will NOT be shown.
Thus, the difference between the To and the From (and between the End and Start) values will be equal to the number of frames that will be shown in
your sequence. These numbers will be displayed in the status bar of the sequence’s properties dialog box. Count stands for the total number of frames in
the list, Used stands for the number of frames in the working Range, and Loop stands for the number of frames that will be looped.
NOTE: You must have enough uninterrupted free RAM to load a TGA sequence in TitleBox. The minimum free RAM needed for loading a TGA
animation is calculated with the following formula: (Animation_Width multiplied by Animation_Height, multiplied by 4) multiplied by the
Animation_Frame_Count.
43
EXAMPLE: Minimum Free RAM for Animation Sequence
To save or open a project, which contains such an animation, you will have to multiply the needed RAM by 2.
Thus, the minimum free uninterrupted RAM for saving/opening a 100-frame animation with 300x200 frame size will be:
TIP: In order to reduce these requirements, you could export your longer animations to sequence files by using the Create Animation File object
(see the section below).
NOTE: Fielded animations are NOT supported! Use frame-based animations with each field in a separate file. Then, use speed 2 for proper speed and
field interpretation.
This object was created to avoid the real-time rendering of sequences, thus, reducing the system resources’ load during playout. We recommend using it
for large-sized animations with numerous frames. The resulting file format is *.seq2.
The properties of this object appear in the dialog above. It is similar to the Animation properties dialog and most of the options are the same.
To load an already existing sequence file, click on the Open sequence button.
To create a new sequence file, click on the Add Images button and browse for them. In the Open sequence dialog, select the images to load and
click Open.
In the Range spin-boxes, specify which images should be included in the sequence. All of them are included by default.
Once you have loaded all the frames you want to include in the sequence, click the Export Sequence button, and save the file.
NOTE: Fielded animations are NOT supported! Use frame-based animations with each field in a separate file. Then, use speed of‘2’ for proper speed and
field interpretation.
44
NOTE: The Animation/Sequence is limited to 32-bit TGA.
The File string contains the file path or URL to play in the object. Click the Load button to the right to browse for it.
NOTE: In the dialog you should specify the URL of a live network stream, not a link to a file.
The Capture Device drop-down list contains all direct-show compatible capture devices installed in the PC (like FireWire camera, DeckLink card,
etc.). Select one of them.
Custom (Support) – this is an advanced option. Click on it to select the filters to use in this object on your own. You can add filters to the graph by
clicking on the Add button. A list of all available filters will open for you to select from. To view the properties of a filter in the graph, select its line in the
list and click Properties.
If there is a separate DeckLink card installed, TitleBox could use it as a capture device. It will be visible as DeckLink Video Capture (2) in the capture list,
as in the screenshot bellow:
45
You can crop the image [Width] and [Height] by using the relevant spin-boxes under the preview window.
When a direct show object is selected in the TitleBox preview area, an object-specific toolbar appears under the standard ones:
The Properties button opens a list of all filters used in the current graph.
Check Alpha to use the video’s alpha channel. You can adjust it by using the percentage spin-box to the right.
In this toolbar, there are two drop-down lists: one for selecting the display Mode, [Stretch] or [Center], and another one for the scaling quality. If the
[Pure (Fast)] quality is selected, the CPU usage is lower.
Enter the Loop number to repeat the video as many times, as you want. Loop = [0] means that the video will be endlessly repeated; Loop = [1] means
that the video will be played once; Loop = [2] means that the video will be played twice, and so on.
Any loop number different from zero represents how many times the object will be looped.
Keep Aspect – check this box to preserve the aspect ratio when resizing the object.
The next two spin-boxes control the image’s[X] and [Y] offset in relation to the object’s center. Use them while in [Center] mode, to move the video
vertically or horizontally within the object boundaries.
When in [Center] mode, you can use alpha matte to fill-in the space between the edges of the video and the object’s borders. You can select its Color
from the palette to the left of the Use Alpha check-box.
The two sound controls are situated at the end of the toolbar. The Audio Delay spin-box allows for adjusting the A/V sync of the object. To the right of it
you can find the Volume control.
NOTE: Audio in the DirectShow objects will be output through the Default Audio device, set in Windows Control Panel > Sound and Audio Devices >
Audio.
NOTE: The playout of Direct Show media objects depends on third-party filters. Audio/ video synchronization of such objects cannot be guaranteed.
Banner Properties
The pictures selected in the Banner Properties dialog will be displayed as a slideshow in this object:
46
Use the respective buttons to add, insert, and delete pictures from the list; invert their alpha, move them up and
down, as well as reverse their order.
When you select a picture from the gallery to the left, it is displayed in the preview window to the right. The buttons above it are relevant for the
currently selected picture. The button allows you to choose a background color for it. Specify how long it will be displayed (in seconds), the
transition pattern and duration, as well as the picture’s layout (from the drop-down list in the upper right corner).
If you would like to set the same parameters for all pictures, included in the banner, simply click the Set As Default button.
Thus, the settings you have already made will affect all newly inserted images in this object.
When you check the Watch Directory option, a browser dialog will open for you to specify a folder (watch folder) that contains picture files. Opening the
folder will activate a kind of slideshow in the banner and the images from the watch folder will be shown in the banner object in a random order.
NOTE: Keep in mind that all files, used in the banner objects are kept into the project. In this way, the size of the project is increased and it is possible to
overload it. To avoid such overloading, we recommend using the Watch Directory option.
Another object from the object palette is the Chat note object . This kind of object can be used together with some third-party applications, like
SMS, chat, etc. It creates a text file. You can insert a file link (Project > Plugins > File Link) in this text file. The chat note will be updated every time
the relevant file is saved. The object’s properties are controlled in the same way as the other objects (see the Text object properties section).
A Chat Note can be also treated as a Text object but when you enter a text in it, the text is always shown as a new line coming from the bottom, and
the old text is rolling to the top. The information entered is not saved into the project.
When you click on this object once, an additional object-specific toolbar will appear below the standard ones. Specify the desired speed for changing the
text lines in the chat note in seconds via the Speed spin-box:
When you double-click on the object, a window will appear. The properties are the same as for the Text object’s Text and Background properties.
NOTE: When the object is linked to *.txt file, then the font formatting is taken from TitleBox font properties. When the object is linked to an*.rtf file on
the other hand, then the font formatting is taken from the *.rtf file itself.
47
Sound objects
The sound objects are actually links to DirectShow-compatible sound files. After drawing the object rectangle in the work area, a browse dialog opens for
you to locate the sound file. When a sound object is selected, the following toolbar appears under the standard toolbars in TitleBox:
Here you can specify a number of loops for this sound and change its appearance in the work area from the color palette.
The sound filename is displayed to the right. If you want to change the sound or the file path, double-click on the object to open the browse dialog.
TIP: You could apply transition effects to your sound objects via the In and Out transition toolbar, situated above the object-specific toolbar. It contains
two drop-down lists of transition effects and two spin-boxes for the In and Out transition duration.
Select [Fade] from the In drop-down list and enter some figure in the spin-box next to it. Thus, the sound volume will increase gradually according to the
time set – the longer the time, the slower the increase.
Select [Fade] from the Out drop-down list and enter a figure in the spin-box to the right of it. Thus, the sound volume will decrease gradually at the end
of the sound file.
WARNING: Be careful when moving TitleBox projects containing sound files! If the sound file is not available at the new location (its file path is not the
same as the one saved in the project), the sound object will not be executed!
NOTE: The sound objects are quite heavy. Inserting more than three sound objects per project could slow down the rendering of TitleBox objects.
NOTE: This object’s sound will be output through the Default Audio Device (set in Windows Control Panel > Sounds and Audio Devices > Audio tab).
The default Digital Clock object looks like the one to the right:
It displays the current system time. You can change it by using the Time Offset spin-box (see the bottom of this page).
Use this toolbar to edit the digital clock’s common text attributes (such as font, size, color, blur, shadow, etc.) and background attributes. This toolbar has
already been described in the Text template properties section above.
If you click once on your Digital Clock item, the toolbar below will appear below the standard TitleBox toolbars
The Digital clock has four modes of operation. It can run as a [clock] or a [counter], or it can display [Long] or [Short Date].
48
While in [clock] mode, the object runs as an ordinary digital clock. You can choose its time format through the 12/24 hours clock button . The
twelve-hour time format is active when the button is clicked, and the twenty-four hours format – when it is not clicked.
Select a mask for the clock in the Mask drop-down menu. Update the mask by using the green arrows button next to it. If you have changed the
mask, you will have to click this button to show it on the display.
In [counter] mode some additional options are available. You can select the counter to be countdown by clicking the Countdown button. If
you click this button, the counter will count from an Initial time to a Stop time or until the Stop box is checked. If not enabled, the counter will count up.
After selecting the counter type and entering the Initial and Stop times, as well as a Mask, you are ready to run your Counter. Run your project and
show your object by using the well-known Play button. Then, Prepare your counter and Start it.
After clicking the Prepare button your counter sets to Initial time and waits for a Start command. Stop the counter with the button. Clicking the
Intermediate button will “freeze” the counter. During freeze, the counter will be running in the background but you will see a still frame,
displaying the time of the counter from the moment, when the Intermediate button has been clicked. When you click the Intermediate button
once more, the counter will start showing the current time again.
Two buttons are active for both the [clock] and [counter] modes – Properties and Visible . Clicking Properties opens the font
formatting dialog. The Visible button determines if the Clock/Counter will be visible on the monitor, or not. It does not stop the clock/counter but it
just hides/shows it.
Time Offset – This spin-box allows for creating digital clocks for different time zones.
In [Date] mode the object will display the system date instead of the system time. There are two date formats: [Long Date] and [Short Date]. Their
appearance depends on the regional settings of your TitleBox server. You can change them in Windows Control Panel > Regional and Language Options
> Regional Options. After clicking the Customize button, go to the Date tab. There you can check your current system date settings and change
them at your will.
Flash objects
Flash objects in TitleBox are links to Flash files. To create a Flash object, click the Flash button in the Object palette and draw a rectangle. When you release
the mouse button, two windows will open: a standard browse dialog (to locate the Flash file) and an interactive properties window. The name of the Flash
object will be displayed in the caption of the properties window.
When a Flash object is selected, the following toolbar will be displayed below the standard TitleBox toolbars:
Click the Pointer button to show your mouse pointer on the output. The operator’s actions will be displayed on the monitor.
49
Click the Invert button to change the color of the pointer that is displayed on the output.
Select the mode, in which your Flash object is displayed from the first drop-down list to the left. It contains all standard Flash options. Select an option
that matches the system capabilities of your computer.
Use the second drop-down list to set the quality of your Flash object. This is the anti-aliasing setting of the Flash object.
From the last drop-down list to the right, select a color to make transparent by checking the Use Key Color box.
The last check-box to the right is used for correcting aspect-ratio incompatibility. If your Flash file has an aspect ratio of 4:3 and the output (in Project
menu > Options > Output) is set to a different aspect ratio (e. g. 16:9), check this box to ensure the correct display of Flash objects in the working
area.
NOTE: Flash objects require a Flash player to play in TitleBox. The recommended player is Adobe Flash Player, version 14.0.0.176.
WARNING: Do NOT close the preview window of the Flash object. Do NOT minimize the TitleBox window while displaying a Flash object.
You can insert PowerPoint presentations in your TitleBox projects. Click the PowerPoint Presentation button in the object palette and draw
a rectangle in the work area. In the dialog that follows, browse for the PowerPoint presentation file. To change that file later, double-click over the Power
Point object or select the object and click the Properties button in the toolbar.
If you right-click on a PowerPoint object or click the Properties 2 button, an advanced PowerPoint properties window will open. It is interactive
and provides control over your slideshows.
The title of the currently selected object is displayed in the window’s caption.
NOTE: PowerPoint objects require a full PowerPoint version to play in TitleBox. Only PowerPoint 2003 is supported.
WARNING: Do NOT close the preview window of the object. Do NOT minimize the TitleBox window while displaying a power point presentation – this
will hide it from the output!
50
Primary Shapes
You can create background shapes for text objects directly in the TitleBox work area. They are true-color with 256-level transparency.
Click the Create Shape button in the object palette and draw a rectangle in the work area. By default, an oval shape will appear in it, and the object-
specific toolbar will appear under the standard ones:
The toolbar provides a wide variety of editing options. The drop-down list of available shapes is situated to the far left. The color palette next to it is
designated for the background color. You can select it from the available ones, or create it on your own.
Further to the right there is another palette for the fill effects. You can choose between None, Gradient color, or Texture Fill.
The fill and outline effects are the same as in text objects. Check the Roll/Crawl properties section above.
NOTE: The background color serves as an alpha channel to the fill-effect. The background color (and transparency) will be mixed with the fill-color and
its transparency.
Use the Radius spin-box to enlarge your objects or to make them smaller.
The next spin-box determines the Outline width. The color palettes next to it are for the background color of the outline and its fill effects respectively.
Similar to the shape background and fill, these will be mixed as well.
The Angle value is in degrees and it is valid for polygon and star shapes only.
The Square button in the far right of this toolbar fixes the aspect ratio of the shape object. It will change your object to fit a square and will keep this
shape when you resize it.
WARNING: You will NOT be able to revert to your previous shape after checking the Square check box.
Browser Properties
The browser object uses Internet Explorer to display web pages as graphics on the screen.
51
As soon as you release the mouse key after drawing the object’s rectangle, the Open page dialog will appear in the work area. Type in the URL you
would like to browse, or paste it from the clipboard.
Once you click OK, the object-specific toolbar will open under the standard toolbars:
In it, you can type another URL to be loaded in the browser object .
The Properties 2 button will open the Browser dialog. In it, you can see the currently loaded web page. If the object’s dimensions are smaller than
the page itself, you can use the scrolls to select which part of the page to be shown on screen.
NOTE: A link on the webpage which is set to open in a new window/tab cannot be opened in the same browser object!
WARNING: Do NOT close the preview window of the browser object! Do NOT minimize TitleBox while using browser objects - this will hide the
objects from the output!
The window above will appear as soon as you create the screen capture object. Its size is the same as of the rectangle you drew in the work area. Drag it
to the area you would like to show on the screen.
In the upper right corner, there is a two-sided arrow button. Use it to minimize/maximize the main TitleBox window but leave the Screen Capture window
ON. Please, note that if you use the minimize/maximize buttons in the main TitleBox window; the screen capture dialog will be affected as well.
In the lower left corner, you can find two other buttons that control the mouse pointer. The first one is for showing/hiding it from the screen. The second
button will invert the cursor color. Thus, if the background of your desktop is light, you can turn the cursor black, so it will be easier seen on the screen.
52
When a screen capture object is selected in the work area, the object-specific tool bar will appear under the regular toolbars:
The first two buttons in it duplicate the ones for cursor control in the lower left corner of the Screen Capture window. To the right is the Antialiasing
check box. Use it to make the sharp edges smoother, thus avoiding possible aliasing effects on the output.
Chat Line
Chat line objects appear in the work area as the one below.
Chat lines, like Chat notes, are developed to display text messages, coming from SMS service applications. Chat line objects should be linked to text files,
where third-party applications save the newly-received messages. Unlike chat notes, the messages in chat lines are moving constantly, even if there are
no new messages arriving in the linked text file. When a new message appears there, it will be displayed during the next queue rotation.
- paragraph formatting allows you to change the alignment, spacing, word wrap, and other properties of the currently selected paragraph.
You can change the speed of the text through the Speed spin-box: the higher value, the faster will move the text. If you want to change the direction,
type a minus [-] in front the speed value.
The Queue Length spin-box is used to define the number of messages to be displayed in the chat line. By default, it is three ‘3’, which means that in the
chat line you can see only three messages at a time. When a new message appears in the linked file, it will be displayed at first place in the chat-line
object. The oldest message will disappear, so the number of the messages in the chat-line will remain three (3).
Chat Roll
The function of this object is the same, as it is with the Chat Line and Chat Notes (displaying messages coming from third-party applications to a linked
text file). The only difference is that it displays the saved text as Roll ticker.
To create a Chat roll object, click the button in the object palette. Then, right-click on the object to set the File link.
The object-specific toolbar is identical to the Chat lines. Please, check the Chat line section above for details.
53
SCHEDULER
The Schedule mode allows you to create schedules for playing the objects in your project.
Schedule commands
Object properties
Objects list
To add an object to the Schedule, click Add to Schedule on the TitleBox Toolbar. The Schedule window will open. It consists of Schedule
commands, Object settings, and an Object list.
SCHEDULER COMMANDS
Activate – click to activate the schedule for the current project.
Log File – click to write Scheduler data to a log file. In the Browse dialog that follows, navigate to the log file.
Default – sets the default settings. You can create your own default settings as well.
Clone – “clones” the settings of the selected object. A new line for the same object will appear in the Object list. Then you can modify its settings. This
feature is useful, when you want to define a different behavior of the object in the different days or hours, for example.
OBJECT SETTINGS
The Schedule dialog contains settings for scheduling objects. Select an object from the list below to be able to change its settings. You can modify
the following:
Date – defines the Start and/or Stop date. By default, the Start day is today. The Stop date field is not mandatory.
54
Start by – defines the starting trigger. It can be a specific time, an event (for example GPI) or CMD.
Loop – the number of loops. This field is active only for dynamic objects.
NOTE: This duration is different than the object’s duration, set in the project. When defining different scheduling and object duration, keep in mind the
following:
If the object duration is shorter, the object will disappear after its end, even if its schedule duration is not finished.
If the scheduling duration is shorter, the object will disappear after its end, even its own duration is longer.
Loop Until – defines a stop event for the object’s occurrence in the output (e.g., GPI trigger).
Type – defines the frequency of the object occurrence in the output – Once, Every day, Every week, Every month, or in a more
complex pattern i.e. Advanced.
Cycling – defines the period for repetition of the object occurrence in the output in minutes. It is possible to define the termination of the
object’s occurrence within the day – Until spin-box. Note that the latter spin-box is only active if you have defined a cycling period in
the Every spin-box.
Advanced – to get access to these settings, select the Advanced option in the Type section, and then define a specific day of the week or a
date for showing the object.
OBJECTS LIST
The Objects list in the lower part of the Scheduler window displays all scheduled objects and their settings.
Use the checkboxes before the objects in the list to activate/deactivate scheduler settings of the objects. To transfer all settings of an object to another,
right-click the object in the list and select Copy Settings from the context-menu. Right-click the other object and select Paste Settings.
You can also use the following key combinations: <Ctrl + Alt + C> for Copy Settings and <Ctrl + Alt + V> for Paste Settings
55
Slide Manager
In previous TitleBox versions it was possible to create projects with a single-tier layout only. To add a different layout, you had to load a new project
– like having each project on a single sheet of paper. With the Slide Manager each project turns into a sketchpad and can be organized in a multi-
tier layout. Each sheet of this pad is called a Slide. A Slide can contain multiple groups of objects, called Layers. Each Layer can hold as many objects
as the system can handle. Slides, layers and objects can be controlled manually. Slides can also be set to play consecutively (or simultausly) using the
Slide Controller.
By default, the Slide Manager and Slide Controller start in floating mode. You can dock the Slide Controller to the Slide Manager window, and the
Slide Manager to the main TitleBox window for convenience. When docked, the Slide Manager will be situated in the rightmost section of the main
TitleBox window.
Click Slide Manager in the Slide Control toolbar to show/hide the Slide Manager.
To dock/undock the Slide Manager right-click in the empty grey area on the window and check Dock/Undock Slide Manager.
To dock/undock the Slide Controller right-click over the counters and check/uncheck Dock in Manager.
INTERFACE OVERVIEW
The Slide Manager window contains project controls, project tabs and tab contents, as indicated on the screenshot below.
Project controls
Project tabs
Tab contents
Drag and drop slides/layers/objects to reorder. To show/hide/pause a slide, a layer, or an object manually, move the mouse pointer to the end of the
row. The Play/Stop/Pause buttons will be displayed. They apply only to the current line. Element hierarchy will be observed, i.e., when
56
you play a slide, all layers and objects that belong to it will be played (if not disabled). When you play a layer, only the objects in this layer will be played.
You can play layers and objects from slide even if the slide is stopped.
PROJECT CONTROLS
Use the first three buttons to Add , Insert , and Delete slides to the project.
NOTE: Add will place the new slide to the bottom of the slides list. Insert will place the new slide above the currently selected slide.
Click Thumbnails to show/hide slide thumbnails in the Details tab. Slide thumbnails are displayed separately in the Preview tab.
NOTE: Actions, assigned to a slide are not displayed on the slide thumbnails in the Details tab!
Click Shortcut mode button to enable the shortcuts functionality and operate slides with keyboard keys/ key combinations. For more
information about keyboard shortcuts, go to the Preview section further in this manual.
PROJECT TABS
There are three tabs – Details, Preview and Properties, each providing different options for project preview and control. The Details tab is displayed by
default when you first start the Slide Manager.
Details
The Details tab displays the hierarchical structure of your project. It is divided in two parts – project tree and properties.
Toggle visible/invisible
Lock/ unlock
Item type
Tooltip
57
Project tree
The project tree is divided in two levels – Level 1 that contains the Project line and the Master container and Level 2 that contains all regular slides. Right-
clicking anywhere in the project tree opens a context menu, which is described in the Right-click section further in this manual.
Level 1
The Project line is situated on top. It displays the filename of the current project. The line control buttons here have a slightly
different functionality as compared to the other lines below. These buttons control the Slide Controller that will play all slides in the project one after the
other (see the Slide control section for details). Under the project line, you will find a list of all unassigned objects (if any). These objects are present in
the object but do not belong to any of its slides. Click on the plus sign in the beginning of the project line to view them. You might need to show/hide
such objects manually, without affecting the rest of the project.
The Master Container line is situated right under the project line. In it, you can create layers to be assigned later to the “regular” slides below. By
using these master layers, you will avoid inserting the same objects in numerous slides.
For example, if you need a logo shown in Slides 1, 3, 7 below, just create a Layer in the Master container. Then, go to Slide1, click the Assign Layer
button and select the logo-containing layer from the drop-down list. Repeat the procedure for Slides 3 and 7. Thus, each time TitleBox displays Slide
1, 3 or 7, it will also display the logo-containing layer from the Master Container.
Another way to do this is just drag-n-drop the Layer from the Mater Container to the relevant slide.
Level 2
All slides are listed in this part of the Slide Manager window. You can create as many Slides and Layers as your computer can handle. You MUST
have at least one Layer per slide.
Each element is displayed in a separate line. Each line starts with a plus sign. You can click in it to expand the relevant level.
Next to the plus sign, you can see a play status notification. Further on there are several controls that vary within the different levels. You can find a
detailed description of each level below.
In a Slide line, you will see Enable/Disable check box, Assign Layer button, Lock/Unlock button (it is
under development now), and the Slide name (check the Slide Line Properties section below on how to change Slide names).
If you have assigned some layer(s) from the Master Container to a slide, their number will be reflected in the Assign Layer button. Thus, if you have
assigned one layer, a small dark-blue square will appear in the button. If you assign two layers to the slide, there will be two dark-blue squares in the
Assign Layer button, and so on.
In a Layer line there is no Assign Layer button as this contradicts the hierarchy. However, there is a
Visible/Invisible button. This button will hide the currently selected layer from the work area, so its objects will not impede you while creating
another layer in the same slide. After the Layer name, there is always a figure in brackets. It represents the number of objects contained in this layer.
In an Object line, you can see the status of the object (play / pause / stop), its visibility status, an icon, distinguishing its type,
and the name of the object.
NOTE: The object visibility concerns only the status of the object within the project and it does NOT affect the output.
58
Right-Click
The first three commands of the context match the project controls:
Add Slide – use this command to add a slide at the bottom of the project tree
Add Layer – use this command to add a new layer at the bottom of the currently selected slide
Delete – use this command to remove the currently selected item from the project tree
The Play Control menu allows you to Play, Stop or Pause the currently selected item.
Use the Play Mode menu to add a play mode to the currently selected slide. Play modes are described in the Properties section.
Visible – this option is only applicable for layers, it shows/hides the currently selected layer.
Load Template – use this command to load an already created TitleBox template in the currently selected slide. Select your template from the
browser that appears.
Use the Master Base Layer command from the Global Layer Links menu to link the currently selected slide to the master layer. In this way the
slide will use the design of the master layer as a base.
Use the Slide Actions menu to assign an action to the currently selected slide:
Stop Playing – the slideshow will stop playing when it reaches this slide
Jump To… – select an existing slide. Whenever the slideshow reaches this slide, it will jump to the slide you select.
Wait Key Press – the slide will not be executed until you press a keyboard key.
Click Assign Shortcut to assign a keyboard key/ key combination to control the object. In the dialog that follows, click in the Shortcut field and then
press a key/ key combination. Under Command, select the command to be executed on key press – Toggle Play/Stop or Play From Slide
and click OK.
The last four commands relate to the appearance of the project tree:
Properties
In the area below the project tree, you can see the property’s window for the currently selected line (project, slide, layer, or object).
59
Project properties:
Default color– this color will be applied in the preview thumbnails of your slides. You might need it in case there are some white characters in
a text object that would be impossible to see on a white background.
Default slide duration– the time for showing the slides when playing them with the Slide Controller;
Default Play mode– the way of showing the slide on the screen:
Cross Play– if the previous slide has an out transition, the following slide will appear as soon as the out transition starts.
Stop Previous– if the previous slide has an out transition, the following slide will “wait” for this transition to end and only then will appear on
the screen.
Add – the previous Slide will remain on the screen and the following will be overlaid on top of it. Currently, there is a known limitation, related
to this type of play mode – once you pile up a slide on top of another one, the first slide will remain on the screen, even if the second
one is stopped. Thus, if you want to stop the first slide, you will have to do this manually.
Clear Previous – the previous slide will be removed immediately off the screen, its out transitions (if any) will not be executed.
Loop – specifies how many times the Slide Controller will play ALL slides in the project. The default value [zero] means endless loop – the
Slide Controller will play all slides one by one repeatedly.
Slide properties:
Duration – this is the time (in seconds) for showing the selected slide with the Slide Controller. If you decrease this value to zero, the duration
will be set to [Auto]. Auto duration is applicable when there are objects with different duration in the slide. In such a case, the Slide Controller
will show the slide until the longest duration is through, then will go to the next slide in the list.
TIP: This property can be used for crawl/roll and animation objects when they are looped.
Play mode – how TitleBox should treat the previous slide on starting the currently selected one. Check the project properties above for
details.
Layer properties:
Enabled – shows the status of the Enable check box of the currently selected layer.
60
Visible – shows the status of the Visible/Invisible button.
Object properties:
When an object is selected, its specific object properties will be displayed. A detailed description of object properties is available in the Object Properties
section.
Properties
This tab displays detailed properties of the currently selected project, slide, container, layer or object, as in the Details tab.
Preview
In this tab you can see thumbnails of all Slides in the current project.
Double-clicking in a slide’s thumbnail will load it in the work area for editing. If you select an object in the work area, its properties will be displayed in
the Details area below.
Right-clicking in a slide will open a context menu. It contains basic slide controls.
The Play Mode represents the way of showing the slide on the screen in relation to the previously played slide. Please, check the project properties
section above for further details.
Sliding the mouse over the Global Layer Links line will open a drop-down list of all Layers available in the Master container.
The Slide Actions list contains four commands related to the Slide Controller. They will be executed when the duration of the current slide is over.
None is the default slide action, no command will be sent to the Slide Controller when the slide duration is over.
Stop Playing – when the duration of the currently selected slide is over, it will send a stop command to the Slide Controller. A small sign will
appear in the lower right corner of the slide thumbnail to notify the operator about the assigned action.
A Jump To… action will make the Slide Controller loop between the current slide and the specified Jump To… slide.
Wait Key Press is a pause command sent to the Slide Controller. Playback of slides will resume at any key stroke. The following sign will appear
in the thumbnail to notify the operator.
Selecting Assign Shortcut will open a shortcut-defining dialog. To define a shortcut, click in the Shortcut string and press the keys you would like to
61
assign.
Below, select the command to be executed when the keys/ key combinations are pressed:
Play From Slide – start displaying all following slides in a row (via the Slide Controller).
The red background means that there is an assigned shortcut to this slide but the Shortcut mode button is not clicked.
The assigned shortcuts will be active only when the Shortcut mode button is clicked.
NOTE: In shortcut mode, the newly assigned shortcuts have higher priority than the default ones. Thus, while in shortcut mode, the default shortcuts in
TitleBox will operate normally unless duplicated with newly assigned shortcuts. For example, the default command for <Ctrl + H> is Add to
schedule, but if you assign <Ctrl> + <H>to be Toggle Play/Stop of a slide, the keyboard shortcut will act as Toggle Play/Stop.
SLIDE CONTROLLER
The slide controller will play your slides consecutively, with duration at your will. If you want to rearrange the order of showing the slides, you will have to
drag-n-drop them in the Details tab. If you want to skip a slide, just disable it by un-checking the Enable checkbox in its row. .
The Slide Controller window contains four rows and eight buttons. The Controller counter is situated in the top row. It counts the time since the slide
controller was started.
Below, you can see the name of the currently playing slide.
Further down is the Slide counter. By default, it shows the elapsed time since the start of the current slide. If you want to see how much time remains to
the end of the slide duration, click in the Time> cell. It will turn into <Time and will start counting down.
62
The last row has three parts – play status, loop value and the number of the currently playing slide.
At the bottom of the Slide Controller are situated the playout control buttons. They provide hints and hotkeys:
Play F5
Stop F6
Pause F7
Resume F7
TIP: By default, the Slide Controller opens in a separate window outside the Slide Manager. To dock it to the Slide Manager window, right-click the
counters and select Dock in Manager.
This engine allows connecting different properties of a TitleBox object to different data sources or providers, like RSS channels, *.html files, *.xml
files or third party data bases. Besides, the same data source(s) can be related to different objects in TitleBox.
The dialog below opens after clicking the Data Source Manager Button in the main TitleBox interface.
63
The left part of this dialog contains a list of all objects in the current project and already assigned to them data source instances.
A dialog with a list of all currently supported data provider plug-ins will open. Select the data source from that list and click Add. The Data Provider
configuration dialog will open. Configuration dialogs vary based on the selected plug-in.
Detailed descriptions of the configuration dialogs of all plug-ins are provided further in this manual.
After you configure the selected plug-in, click OK/ Apply in its configuration dialog box. A new data provider entry will be added to the list in the Data
Source Manager window.
Click to select a data provider, and then drag and drop it over a TitleBox object in the left section of the Data Source Manager window.
A Data Distributor Properties dialog will open. In it, you can define how the contents of the data source are displayed within the object, as well as how
and when data is reloaded.
NOTE: In the section below, the term cursor denotes the cursor position into the selected data source.
The name of the currently selected data provider is displayed in the first row of the Data Distributor Properties dialog.
Under Update, specify how often the source data should be updated. Select Automatically to update the data automatically on source change. This
option is available only for the EAS Data Provider and the File Link Data Provider.
Select Every xx sec to update the data periodically, at every xx sec. The default value is 60 seconds.
Under Cursor scroll, specify how the cursor is moved to the next row of a multiple-row data source. Select Every xx seconds to move the scroll
periodically. If you select Manually, you can control the data provider manually from main menu of the Data Source Manager (shown in the screenshot
64
below).
NOTE: The cursor will continue moving, even when the connected object is not played on air. When you start the object again, it will show the data from
current cursor position.
TIP: If you want to show the first line from the data source at every object start, leave the Cursor scroll setting to Manual and check Start cursor
scroll on any object play.
Scroll by X rows - X is the number of rows to move the cursor by. If X=1, the cursor will scroll each row. If X =2, the cursor will scroll every other
row (i.e. will skip one row), etc.
Reset cursor on dataset change –the cursor will be moved to the initial position when data in the Master column of the data provider is
changed.
Reset cursor on field change - the cursor will be moved to the initial position if any field of the data provider is changed.
Start cursor scroll on any Object Play – the cursor will start moving from the first position of the data source each time the object is started.
Stop Objects on bottom cursor – object(s), connected to the data provider will be stopped when the cursor reaches the end of the data in the
data source.
Stop/Next Slide on bottom cursor - the object will be stopped and TitleBox will move to the next slide when the cursor reaches end of the
data in the data source.
Stop Objects on any Object stop – all objects connected to the same data provider will be stopped if any of these objects is stopped. This
option is useful for remotely controlled projects.
Start Objects on any Object play - all objects connected to the same data provider will be started if any of these objects is started.
Start Objects on automatic update - all objects connected to the same data provider, will be started on automatic update of the data source.
This option only works if Automatic update is selected. Automatic updates are available for EAS data providers and File link data providers only!
In the Object Link Properties dialog that follows, define how to link the data from the data source to the TitleBox object.
The name of the TitleBox object to which the data provider is assigned and the name of the data provider are displayed in the first two rows of the
window.
65
The Links section below contains:
Link Name – contains the type of the selected object (Text, Sound, etc.).
Field – contains a list of all fields, available in the data source. Select the field, which will be displayed within the TitleBox object from the
drop-down list.
NOTE: You can assign a data source field to a TitleBox object only if they are from the same type, i.e. text, sound, etc.
Master column – you can select one of the data provider’s columns to be a Master column. Enter YES in Master column field, if the selected
field is from this master column. Set a column to be a Master, if you want to reset the cursor for all columns, on data change in this particular
column.
In Data control area you can set a Cursor offset – this is the offset upon the cursor for displaying the data into this particular TitleBox object.
EXAMPLE: Let us show the data from data source in a table 3x3 (3 rows and 3 column) in TitleBox. You have to draw 9 objects in TitleBox project, each
connected to a separate field from data provider. Into Data Source Link Properties->Cursor control->Scroll by, enter 3(scroll should be equal to the
numbers of table rows). Into Object Link Properties ->Cursor offset, cursor offset should be 0 for the first row; 1 for the second row and 2 for the third
row.
If you want to use in/out effects, you have to check the relative check-box.
Click the OK button to save the settings.
To adjust the Weather Data Provider, click the button in the main TitleBox interface. The Data Source Manager dialog will open. The left part of it
contains a list of all objects in the current project. To add a new Weather Data Provider instance, click the ADD button. A list of all currently available
data source plug-ins will open. Select the Weather Data Provider and after that click the ADD button. A dialog will appear for specifying a station:
Use the Country and City drop-down lists to pick your desired location.
Notice the Add country/city button next to the City field. Use this button to add any new cities (and respectively – countries) that are not
provided in the drop-down suggestion lists. To do so, you should perform the following steps:
1. Go to https://weather.yahoo.com/ to find the desired city. For example, if you intend to display information about the city of Sofia (Bulgaria),
enter its name or zip code in the search box and then select the proper option from the drop-down suggestions or press <ENTER> on your
keyboard:
66
2. Wait for the new page to load. The URL in the address bar in your browser should look like this:
3. Now, you should copy the digits ONLY, placed at the end of the URL – “839722”. By means of this code you will be able to add the new
city/country in the Country and City drop-down lists of the Weather Data Provider configuration dialog in the TitleBox interface;
4. Click the Add country/city/ button next to the City drop-down field;
5. In the small dialog that opens paste that code in the field provided and click OK:
6. A confirmation dialog will appear that you have successfully added the new city and respectively – the country, if it was missing before. Now
you can select the country and the newly added city from the combo boxes!
Keep the Metric box checked if you want the temperature to be displayed in Celsius. Uncheck it for Fahrenheit. Click the Test button to see if the
connection to the station is successful. Click Apply to save your configurations and then click Close.
After clicking OK, a Weather Data provider instance will appear in the list to the right part of the Data Source Manager dialog. For displaying
information, using this instance, select the line and drag it to the object desired.
When you release the mouse button, a fine-tune dialog will open so you can select what kind of information will be shown in the object (as
Temperature, Postal Code, Current city humidity, etc.).
This plug-in will display the weather information according to the settings you have made. For example, if you intend to display information about Sofia
town and you have chosen Temperature C from the Field drop-down list, the Weather Data Provider will show the current temperature within the object
67
FILELINK DATA PROVIDER
Select this plug-in if you intend to link certain objects in TitleBox to text documents.
Earlier in this Manual it was described a simple file link. It is assigned to a text object and shows the whole text document, as it is.
Unlike simple File Link, the FileLink Data Provider allows the user to modify how the text from the text document will be displayed on screen.
EXAMPLE: By using FileLink Data Provider, one text document could be interpreted as a table. It is applicable for texts, where the data is organized in
columns and rows (like in the example Test4.txt file in the screenshot below). The user can define in what kind of order to display the rows and columns.
Select the FileLink Data Provider and click Config. Browse for the file you need, select it and click Open.
The dialog above will appear, so you could define Formatting of the linked file.
Check the Header row check box, if the first row of the linked document is a column header and should not be visible on the screen.
Check the Format rows check box if the file consists column delimiters (like coma, semicolon, etc.). Checking this check – box will activate Columns
Delimiter radio-buttons.
Check the Skip Blank rows check box, when there are empty rows in the linked file; they will be skipped on data scrolling in the text object.
Check the Group up to blank row check box, if you want to show into the text object, a group of data separated by empty row.
Check the Group by paragraph check box, if you want to show into the text object, a group of data separated by some Paragraph Delimiter. Checking this
check – box will activate Paragraph Delimiter radio-buttons.
Columns Delimiter is a symbol, which is used for separating the data by columns in the text file. You can choose between Tabulation (Tab), Comma (,)
and Semicolon (;) as delimiter, or you can define your own delimiting symbol in field Other. In our example, the column separator is Tab,
Paragraph Delimiter is a symbol, which is used for separating the data by paragraphs in the text file. You can select a certain number of rows as
paragraph separation or you can define a symbol, which to be used as paragraph separator. Enter the symbol in Char field.
If you want to separate the source data by paragraphs, but there are not delimiter symbols inside your file or the numbers of rows per each paragraph is
different, then you can use the PlayBox Delimited Inserter.
PlayBox Delimited Inserter (TextConvert.exe) is an additional application, which helps the users to separate the source data file at different paragraphs.
It is installed through the main TitleBox installation. You can start the application from TitleBox main folder (by default: C:\Program Files\PlayBox
Technology Ltd\TitleBox).
Into the Source field, browse the location and name of the source file.
68
Into Destination field browse the location and name of the resulting file.
It is possible to have alternating paragraphs with different length (number of rows). Then you can select the number of rows for the first paragraph in
TitleRows field and the number of fields for the second paragraph in Descr. Rows.
EXAMPLE: Let the source file contains news data, organized into two paragraphs: in the first one there are the titles of the news and in the second one,
there are the full texts of the news. Then the “Title Rows” number is different than the “Description”rows number.
When you are ready, click the Save And Apply button. The new file will be created in destination folder. Depending on status of this proccess, the next
three squares will flash:
First square is Running status : Red=Stop; Green=Running;
Second square is Error status: Red=Error; Green=OK;
Third square is Converting status: Yellow=Converting; Green=Waiting for file change.
If the source file is updated periodically, keep the Delimiter inserter opened. It will create a new file at each saving of the source file. Converting square
will show the status.
Back into the Data Source Manager window; drag the FileLink data source from the right to a text object in the left.
When you release the mouse button, a link fine-tune dialog will open so you could select which column from the file should be linked to that text object.
NOTE: Currently with File Link Data Provider, you can link your text object only to *txt files!
1. Open Data Source Manager and click Add to create a new data source. In the dialog that follows, select ODBC Data Provider and click Add.
Add
Alternatively, you can access the Data Source Manager directly from the TitleBox object intended to display Excel data. Just right-click the object and
select Assign Data Source > Data Source Manager from the drop-down menu.
69
2. In the ODBC Instance Configuration, click Select/Edit button. In the dialog that follows click the New button that is located at the top of the
dialog:
Select/ Edit
New
3. In the dialog that follows enter an alias (user-friendly name) to the connection and click the Build button in order to configure the
connection:
4. Under the Provider tab of the Data Link Properties dialog that follows, select Microsoft OLE DB Provider for ODBC Drivers and click Next to
move to the next tab.
70
5. In the Connection tab of the dialog, select the Use connection string radio button and then click Build.
6. In the Select Data Source dialog that follows, head to the Machine Data Source tab and click New… In the warning message box that shows
up click OK.
7. On the first screen of the Create New Data Source wizard, select User Data Resource and click Next.
71
8. On the following screen select Driver do Microsoft Excel (*.xls) and click Next.
9. On the final screen of the wizard, click Finish. The ODBC Microsoft Excel Setup dialog will open.
10. In the ODBC Microsoft Excel Setup dialog, enter a name (required) and description (optional) to the data source, select the Excel version in
which the file was created and click OK.
11. In the Select Data Source dialog which comes next, click OK at the bottom of the dialog box.
12. In the Select Workbook dialog, navigate to the folder in the right hand side pane, where your Excel file is located. Double-click directory
names to open directories and access sub-directories. All Excel files in the currently selected directory will be listed on the left hand side of the
dialog under Database name. Click your file name to select it, and then click OK.
72
13. On the Connection tab of the Data Link Properties dialog, click Test connection at the bottom of the dialog as shown below.
14. If the connection to the data source is successful, click OK in the notification dialog box that shows up and then click OK while in the Data
Link Properties dialog.
15. In the ODBC Connection dialog that follows click OK.
16. The ODBC Connections dialog will open. In it, select the newly-created ODBC Data Provider instance and click OK.
73
17. A data filter dialog will open for you to configure the data Query. Enter your custom Structured Query Language (SQL) query in order to
retrieve data from the source file table(s) based on specific criteria and click Execute command. Keep in mind that this operation requires
SQL knowledge. For your convenience, you can use the <Ctrl> + <Space> keyboard shortcut after you start writing, the shortcut will provide
you with autocomplete options.
Execute command
For example, if type the following statement and clause: “SELECT * FROM” (without the quotes, but with the trailing space) and then press <Control> and
<Space> together you will view a drop-down list with possible object names to insert.
NOTE: Please note that the example query shown above is for illustrative purposes only. It shouldn’t be regarded as applicable in all cases.
18. The ODCB Instance configuration dialog will display the command entered in the upper window. The result of the execution will be
displayed in the lower part of the dialog:
74
19. To assign the ODBC Data Provider instance to an object, drag it from the list from the right to the relevant object in the left.
20. You could view all settings for the current connection in the DataDistributor properties fine-tune dialog. After adjusting click OK.
21. In the Object Link properties dialog select the desired Field and click OK.
Now you have your text object linked to Excel data source!
Choose it from the list of available plug-ins and click Add button. The following window will open:
Into XSL field enter the location of the related *.xsl (*.xslt) file.
An XSL (eXtensible Stylesheet Language) file is needed for defining XML document transformation and presentation. Since the XML language does not
use predefined tags, it is necessary to provide the application with information on how to interpret the XML document.
In TitleBox, the XSL file is needed to transform the XML file to coma separated text table.
NOTE: Currently, under Microsoft Windows 7 you can use only Msxml4.0 (with update msxml4-KB973685). There is no update from Microsoft Windows 7
for Msxml6.0.
If you have a header line, check the check-box Treat first row as header.
75
Click More button to see the source *.xml file, the related *.xls file and the result of the transformation. In order to see the Result, first click play button.
NOTE: If *.xml files used with XML data provider are web based files, it is needed to download these files locally on your PC first. For downloading, you
can use a dedicated application (Downloader.exe) included in TitleBox installation.
You can find Downloader.exe in TitleBox folder. Start the application and the following window will open:
To add a new source for downloading, right mouse click on the black area and the set-up dialog will appear. Here you have to enter the URL of the
source and the location for saving the file. If access to the source needs some Username and Password, enter them in the relevant fields.
RSS (Really Simple Syndication) is an XML-based format for sharing and distributing Web content, such as news headlines for example. Currently many
web sites provide RSS feeds.
There are 2 types of RSS data providers in TitleBox. The main difference between them is that Data Provider I shows RSS feed line by line into the
linked object, while Data Provider II shows all lines of RSS source together into the linked object.
Choose it from the list of available plug-ins and click Add button. The following window will open.
76
In RSS/Atom Feed field enter the URL of the needed RSS feed.
To check the connection, click Test Feed button. You will receive a message if the connection is successful.
There are two advanced options available for choosing the proper behavior if the RSS feed is not reachable or if there is no data.
Check the first check-box, into Advanced area if the RSS feed is not reachable, but you want to see the old data in the relative TitleBox object;
Check the second check-box, if there is no any data in RSS feed, but you want to have some text into related TitleBox object (like “No data
available” or “please excuse us…” etc.).
Choose Data Provider II from the list of available plug-ins and click Add button. The following window will open.
Check Limit check-box if you want to limit the number of displayed lines and enter the number of lines into the next field. By default, Limit check-box is
checked and the number of lines is five.
Then enter the Delimiter sign. If the source channel provides the Channel image, you can select Use Channel Image check-box. If it is checked, but
there is no channel image, then the AirBox channel image will be shown by default. If you want to use your own picture as delimiter, you can use
bitmap or movie tags into the field. Inserting of the bitmap or movie tags is the same like for text objects. See here for description.
NOTE: RSS data providers works with Internet Explorer only. You need Internet Explorer v.8.0 or higher.
NOTE: It is possible to see RSS data in TitleBox differently ordered than it is visible in the RSS source site. It is because some RSS sources (news
channels for example) give opportunity to user to order the visible into browser data differently - by date or by title, etc., while TitleBox data-
provider extracts the data from the original *.xml file of the RSS and there is no possibility to re-arrange their order.
TIP: You can use downloader.exe, described in XML data provider section for downloading RSS feed first. It is useful in case the link to the RSS breaks.
77
HTML TABLE DATA PROVIDER
Choosing this plug-in allows you to insert data into TitleBox object from an *.html file. Choose it
from the list of available plug-ins and click Add button. The following window will open.
Empty value string – enter here the string, which you want to be visible if there are no data into the table.
Header format – this is the format of the table header. By default, it is “Column {0}”
Into Tables found in HTML area, you will see the list of tables found into the source *.html file. In order to see a table, you have to select a line and click
Get Table button in the bottom of the window.
Click Close button, to close the window without saving the changes.
The system also may be used by state and local authorities to deliver important emergency information, such as AMBER alerts and weather information
targeted to specific areas.
Each State and several territories have their own EAS plan.
The EAS regulations and standards are governed by the Public Safety and Homeland Security Bureau of the FCC (Federal Communications Commission).
TitleBox is connected to EAS decoder unit via LAN connection. The messages coming from EAS unit are connected to TitleBox objects via EAS data
provider.
EAS data provider is started as service. It could be assigned to a text and to an audio object.
When you select EAS data provider from a list of data providers, the following setup win window opens:
78
Here, you have to enter the IP address of the EAS unit, as well as some advanced details of the connection. If there is connection username and password
defined, you have to enter them also.
When you are ready, click the Play button, in order to start the service.
NOTE: It is very important to set the proper time zone to the system and the system clock to be accurate, in order the service to work correctly.
NOTE: TitleBox works with decoders, produced by Digital Alert Systems, LLC with FCC ID: R8VDASDEC-1EN.
Task Manager
Task Manager is an instrument for creating specific tasks in TitleBox.
A task is an action, which is executed in TitleBox (like play object, stop object, etc.). The Task usually is performed, when happens a specific
condition. The condition (trigger) on which Task is executed is defined by user.
The condition (trigger), on which the task is performed, is called event. An event could be the object’s status (like play, stop, etc.) or a command (like
incoming GPI signal; TitleBox internal command, etc.).
First you have to create a task, and then you can assign this task to an event.
Suppose that the user wants to start Object1 when Object2 stops. Then the task, which have to be created is “Start Object1” and the condition, i.e. the
event is “OnStop Object2”.
Another example is, if the user wants to start Object1, when a GPI signal comes. Then the task is “Start Object1” and the event is incoming the GPI signal.
Another example: To generate a GPI signal when Object1 starts, then the task is “GPI” and the event is “OnStart Object1”.
TASKS
For creating tasks, you can start the Task Manager from Project menu > Plugins > Task Manager.
The window will open also if right mouse click over an object in TitleBox working area and select Task Manager from the list.
79
All tasks are visible into the Task list.
To create a new task, click the related icon from the menu bar.
To delete a task, select it and click delete button from the menu bar.
The tasks could be executed manually (for test purposes). Click play button to start a task and stop button to stop a task.
Object Control
It provides options for creating object-related tasks: Play Object; Stop Object; Toggle Play/Stop; Pause object; Move Object. Select one of these options
and then select an object from a drop-down list at the right of the window. In this drop-down list are listed all objects existing in the current project.
Click OK and you will see your task in the task list.
If you select the Move Object control, an additional window will open where to enter the moving options.
Select Move to and enter X and Y values, to move the object to a position with exactly these X and Y coordinates.
Select Increment position and enter X and Y values, to increase the existing coordinates of the object with these values.
Repeat the procedure till you have all necessary tasks related to objects.
DataProvider Control.
Here you can create tasks related to data providers.
80
At the first field in the window, you have to select a data provider from a list of all existing data providers. Then you can choose an activity for this data
provider, like Stop, Start, Update data provider.
If there are more than one row in the data provider source (like in RSS data provider or in ODBC data provider), then you can select also Cursor
scroll –move cursor to next row; Cursor top – move cursor to the first row and Cursor bottom – move cursor to the last row.
If Cursor scroll is selected, an additional field is visible. There you can enter the number of rows to scroll cursor.
“PROJECT LOAD=template1.tmpl”
Further you can assign this task to any of the existing events.
Enter the name of the task in the Script Name field. Be aware that if you save your script with a certain name, recognized by TitleBox, it will be
executed automatically under given conditions. Check the Auto-executed Scripts function, described below.
Enter the TitleBox command into Script text field. Click
OK button to create the task.
If you want to save the script from created task in a file, click the Save Script button
If you want to use an existing script, click Load Script button and select the script file.
NOTE: To use the Script task properly, you must be familiar with the TitleBox API commands. Request the TitleBox API User Manual from
www.playboxtechnology.com/support/api-sdk.
81
Program Script Task
The Program Script Task is an extended feature in TitleBox, which not only gives you the opportunity to write program scripts for all the tasks
that can be done in TitleBox by writing a code for them but it also allows you to make your projects even more functional and user friendly. Note that
in order to take full advantage of this TitleBox option, you need to be an advanced user of the program and you must have at least a basic programming
knowledge.
▪ Pascal script
▪ C++ script
▪ Visual Basic script
▪ Java script
TIP: Considering the TitleBox functionality, it is advisable that you use Pascal or C++ script, instead of Visual Basic or Java script. Since you always
have to declare the type of a variable in Pascal and C++, the latter are more thorough in terms of avoiding mistakes. In Visual Basic and Java script,
on the other hand, new variables are not defined in terms of their type. They simply adopt the variant type and can accept all kinds of variables, no
matter if they are string, integer, etc., throughout your script, which inevitably becomes a prerequisite for errors.
Please, be aware that TitleBox’s Program Script Task does NOT support all the functionalities that each of the programming languages, listed above
offers. All the classes, functions, types, and variables that this interface supports, are listed in the tree view, situated in the right area of the Create
Program Script window.
NOTE: PlayBox products do NOT offer support for third party scripts, developed with the Program Script Task. This function should be used at the sole
responsibility of the corresponding third party developer.
User Interface
Work Area
82
Click Program Script in the Task Manager window to open the Create Program Script dialog:
1.Program View
This is the area, marked with number ‘1’ in the picture above. This is the place, where the user enters their script. Depending on the programming
language, selected from the Language drop-down menu above it, the script will automatically load a language identifier in the beginning of the script
window, which is in the following format: [#language Pascal/C++/Basic/Java], depending on the language selected.
Note that the grey area to the left shows certain events, added manually in the script, like Execute next step, and Toggle breakpoint, as
explained in the Toolbar section below.
Also, the grey area at the bottom of the program script view shows the position of the cursor, [13:1] in this example. This information is useful when
debugging, since the errors are indicated in accordance to these position coordinates in the Debug view.
83
2.Browser View
This is the area, marked with number ‘2’ in the picture above. This view shows you a
list of all the [Classes], [Functions], [Types], and [Variables], available for you
to include in your program script. You can expand/shrink the list of each of the above
items by clicking the plus/minus sign next to it, or by double-clicking on them.
Drag-n-Drop
Double-Click
Besides drag-n-dropping, you can also double-click on the items from the Tree View.
If you double-click on a or a , the list will correspondingly expand or shrink.
The Browser area is only visible while the Browser box in the toolbar is checked.
3.Watch View
This is the area, marked with number ‘3’ in the picture above. It allows you to have an additional control over your program via “watching” how your
variables behave in your script.
Watch Name – this column shows the name of the item/variable that is being watched
Type – this column shows the type of the corresponding item/variable (like integer, string, float, etc.)
Value – this column shows the current value of the corresponding item/variable. Note that if the script has been executed up to a certain
line only, the entry will represent the value of the item until this step
Right-clicking on any line in this area will open a context menu with the following options: Add, Edit, Delete, and Clear.
If you select Add or Edit, the Watch Properties dialog will open. Another way for invoking this dialog is by clicking <Ctrl> + <F7>. In the Expression
field enter the name of the item you wish to watch. Select the type of the variable by clicking one of the radio buttons below. If you choose Auto, the
type of the variable will be obtained automatically from the script, if possible. If you wish to transform the result in another value type, you can select a
84
type, different from the default type of your variable, as long as the two types are compatible.
Checking the Enabled box will add a check-box to the corresponding row in the Watch List. The idea of this check-box is to give the user the ability to
control which variables should be “watched,” and which should not be “watched” at a time. Thus, if an item is not checked, its value in the Value
column will not be changed until the box next to it is checked back.
The Delete and the Clear commands from the context menu are self-explanatory.
The Watch area is only visible when the Watch box in the toolbar is checked.
4.Debug
This area shows all the syntax errors that appear in the script while debugging. Note that logical errors will not be traced by the script engine.
The Debug mode is only active when the Debug box in the toolbar is checked.
NOTE: The TitleBox script engine allows you to check whether or not you are in Debug mode via a special variable, named [DEBUG], which is of type
Boolean. When [DEBUG = True], this means that you are in Debug mode, and when [DEBUG = False], the Debug mode is off, so the script is
executed without interruptions. Please, check Example 13 in Appendix 10 below.
Toolbar:
Use the drop-down menu in the toolbar for selecting the programming Language, in which you are going to write your script. Your options are Pascal,
C++, Basic, and Java.
Several buttons and check-boxes are situated after the drop-down menu. Their functions are as follows:
- This is the Insert button. It is used for inserting Modules, Objects, Slides, Tasks, and Data Providers. When you click the black arrow next to
Here you can select the type of the item you would like to insert in your script. Notice that there is a combination of keys written next to each item. Thus,
instead of clicking on the respective item from the Insert drop-down menu, you can simply enter the corresponding key combination. Furthermore,
note that in the screenshot above the second line [Object] is marked with a bold font. This means that when you click only the Insert button
instead of the arrow next to it, an Object will be added to the script. If, next time you insert an item you select [Slide] from the context menu, its line
will be bolded and a Slide will be added after clicking only the button instead of the arrow.
If you select the Use module option from the context menu above, you can insert any script, situated in TitleBox’s Library, regardless of the
language, in which it is written. This option is very useful if you need to use the same function in different scripts. Please, check Example 15 in Appendix
10 below to see how modules are inserted in different script syntaxes.
– Use the New button to clear the Program View and start working on a new script.
85
– Use the Open Script in editor button to load an already saved script.
– Use the Undo changes button to undo your latest changes. You can press the <Ctrl>+<z> keys instead. Up to 60 steps can be reversed.
– Use the Run Script button to debug your entire script. You can press the <F9> key instead.
– Use the Execute next step button to only execute the line after the one, where the cursor is situated. You can press the <F8> key instead.
In the example above, please notice the light-blue line with a green arrow in the beginning. After a step is executed via the button, described above, this
step is marked like that.
– Use the Stop execution button to stop debugging your script. You can press the <Ctrl>+<F2> keys instead.
– Use the Toggle breakpoint button to insert a breakpoint in the script. You can press the <F5> key instead. When a breakpoint is added, the
next time you start executing your script, it will pause executing at that breakpoint.
In the example above, please notice the red lines with a red circle in the beginning. After a breakpoint is included, the line that corresponds to the
breakpoint will be marked like that.
Also, be aware that you can add a breakpoint also by clicking in the grey area to the left of the script view. If you want to remove that breakpoint, simply
click on it again.
Debug – If checked, the script will be debugged when executed. Otherwise, only the final result will be shown and no messages will appear in the Debug
area at the bottom.
86
Browser – If checked, the Browser area will be visible.
Evaluate expression – will open the dialog window below. In the Expression field you can enter different mathematical expression, as well as
expressions that include variables from your script. After you press <Enter>, the result of the expression will be displayed in the Result field. If you have
entered a variable/symbol which cannot be recognized by the script engine, it will return an error message.
Menu Bar:
TIP: Available shortcut keys/ key combinations are displayed to the right of the commands on the menu.
File
The File menu contains the Open, Save, and Exit commands.
NOTE: Scripts might be executed automatically if saved under specific names. For more information, go to the Auto-executed Scripts section further in
this manual.
Edit
The Edit menu consists of several commands. The first three, Cut, Copy, and Paste, are self-explanatory.
The Insert command is the same as the insert button, explained in the Toolbar section above.
The Open file at cursor command simply allows the user to load a script at the current location of the cursor.
The Browser Window command is the same as the Browser checkbox in the Toolbar, explained above.
Execute
87
The Execute menu is very similar to the Toolbar, explained above. However, it offers some additional commands, explained below.
The Run to Cursor command is not included in the toolbar. When selected, this command will execute the script to the point, where the cursor is
currently situated.
This menu also offers an additional function for the Toggle breakpoints. If you go to Breakpoints, a context menu will be opened, from which you can
either add a breakpoint (Toggle command), or remove all breakpoints, via the Clear All commands.
If checked, the Auto add Variables option will automatically add all variables used in the script to the Watch View at the bottom of the Create
Program Script dialog.
Take a look at the Browser View in the Create Program Script dialog. When you expand the classes section, a large list of classes appears. The classes are
arranged in alphabetical order. Most of them are self-explanatory and refer to common programming options and functions. Several of the classes,
however, were created strictly for TitleBox:
TTBObject
This class operates all objects in TitleBox, Text objects, Pictures, Rolls and Crawls, etc. Be aware that the possible properties for all TitleBox objects are
listed here. Some of them are strictly related to a particular type of object. For example, you cannot apply [ClockPrepare] to a Text object. If you try to
apply a property or method that the object in question does not support, the script engine will simply ignore it.
There are two ways, in which you can create an object in TitleBox: with the Create and with the CreateNew command.
The Create command is used when an object has already created in the Work Area via the Object Palette. Thus, when you Create an object, you simply
link your script command with that object by using the object name. If you use this option for creating objects, instead of typing in the name of the
particular object, you can simply click <Ctrl> + <Alt> + <O>, which will invoke a dialog with a list of all objects in the project, like the one shown below.
The CreateNew command, on the other hand, is used when the object you want to create does not already exist in your project. When you create it, you
can define its X and Y parameters, as well as its width and height. If you do not define any parameters, it will be placed at the (0,0) coordinate in the grid.
A description of all properties, procedures, and functions that the [TTBObject] class supports is available in Appendix 9 below. Furthermore, you can
check Example 1, Example 2, Example 5, and Example 10 in Appendix 10 below to see how it works in practice.
88
NOTE: If you try to create a new object with the name of an existing one, be aware that TitleBox will automatically add ‘1’ to the end of the name, so
that it does not coincide with the already existing name.
NOTE: You should always set your objects free in your script via the Free command after you stop working with them. This is done to prevent your
memory from overloading. Be aware that the Free command does not delete an objects. It simply breaks the link between the object and the program
script.
NOTE: If you want to remove an object both from the script, and from the grid, you should use the Delete command.
TIP: Place your Free command after the Try–Finally command combination to make sure that the Free command is executed.
TIP: If you are using the [TTBObject] class to update text formatting in a certain text object, do NOT forget to use the UpdateParams command to
apply the new formatting to the text. Check Example 5 in Appendix 10 below.
TTBSlide
This class is used in the same way as the [TTBObject] class. You can create new slides (CreateNew command) and link to already created slides
(Create command), and you need to set your Slide free after you stop working with it (Free command).
A description of all properties, procedures, and functions that the [TTBSlide] class supports is available in Appendix 9below. Furthermore, you can
check Example 4, Example 5 and Example 9 in Appendix 10 below to see how it works in practice.
NOTE: If you attempt to create a new slide with the name of an already existing one, TitleBox will return an error in the Debug view.
NOTE: If you use the Delete command to delete a slide, only the slide will be removed and not the objects, contained in it. They will simply be moved to
the ‘zero’ slide, which contains all objects that are not assigned to a particular slide.
TTBSlidesManager
The [TTBSlidesManager] class is used for operating with the slides manager. Like the [TTBProject] and [TTBStorage] class, the user does not
create, nor free this class, as it stores only one variable, [Slides], which is created upon TitleBox initialisation.
A description of all properties, procedures, and functions that the [TTBSlidesManager] class supports is available in Appendix 7below. Furthermore,
you can check Example 9 in Appendix 10 below to see how it works in practice.
TTBDataProvider
The [TTBDataProvider] class is used for operating with the data providers that are already set in the Data Source Manager. Be aware that when
you Create such a [TTBDataProvider] variable and link it to a certain provider, the variable in the script will control all the objects that are linked to
that particular Data Provider. Furthermore, you need to set the [TTBDataProvider] variable Free after using it. This class is often used with
Transform Events.
A description of all properties, procedures, and functions that the [TTBDataProvider] class supports is available in Appendix 7below. Furthermore,
you can check Example 6, Example 7, Example 8, and Example 12 in Appendix 10 below to see how it works in practice.
89
TTBDataDistributor
The [TTBDataDistributor] class is used for operating with the data distributor properties that are already defined for each Data Provider in the Data
Source Manager. This variable is NOT set free after operation, since it is freed together with its corresponding Data Provider.
A description of all properties, procedures, and functions that the [TTBDataDistributor] class supports is available in Appendix 9 below.
Furthermore, you can check Example 7 in Appendix 10 below to see how it works in practice.
TTBProject
This class is used for controlling your whole Project. As it stores only one variable, [Project], which is created upon TitleBox initialisation, you do not
create, nor do you set free a [TTBProject] class.
A description of all properties, procedures, and functions that the [TTBProject] class supports is available in Appendix 9 below.Furthermore, you can
check Example 10 in Appendix 10 below to see how it works in practice.
TTBStorage
The [TTBStorage] class is used for storing specific values to be used in different scripts and / or projects within one TitleBox session. It allows the user
to save up to 100 values and it is extremely useful when you need to use the same values in more than one script or even a whole TitleBox project.
As it stores only one variable, [Storage], which is created upon TitleBox initialisation, you do not create, nor do you set free a [TTBStorage]
class.
A description of all properties, procedures, and functions that the [TTBStorage] class supports is available in Appendix 9 below. Furthermore, you can
see how it works in practice in Example 14 in Appendix 10 below.
There are two additional classes, which are not TitleBox specific but are commonly used in the TitleBox scripts for various operations and
functions. They are the [TRichEdit] and the [TBitmap32] class.
The [TRichEdit] class is often used with all TitleBox text objects, especially with procedure TTBObject.TextAssign(RichEdit: TrichEdit), described in
Appendix 9 below. It allows you to change all kinds of formatting in a given text selection.
The [TBitmap32] class is used for creating and controlling Bitmap32 images. It is often associated with procedure TTBObject.ImageAssign(Bmp32:
TBitmap32), described in Appendix 9 below. A Bitmap32 image will not be shown in the TitleBox work area, unless you paste it in a certain object in the
grid. These variables need to be set Free after using in the script.
A description of all properties, procedures, and functions that the [TBitmap32] class supports is available in Appendix 9 below.
For your convenience, check the table below for the major functions of the classes, specifically created for TitleBox. It also shows whether or not
they have to be set Free in the script after operation:
TTBDataProvider To be linked to all Data Providers set in the Data Source Manager. Yes
90
TTBDataDistributor To be linked to all Data Distributors, set in the Data Source Manager. No
TTBStorage To save certain variables to be used in different scripts and / or projects within one No
TitleBox session.
TIP: If you are not certain whether you need to Free a certain variable or not, you can check the list of functions, procedures, and properties, related to
its class in the Browser View. If [procedure: Free] exists there, then you have to free that particular variable. Otherwise, the variable does not need
to be set free.
If you want to operate with more than one TitleBox object or slide at a time, the script engine allows you to group your desired items via the List
commands. The Program Script Task has two types of list commands – for grouping of objects and for managing already grouped objects.
The program script engine allows you to operate with several items together via the List variables. In order to do that, first, you need to define a set of
objects or slides to belong to a certain list. For this purpose, you can use the available List commands, which are situated within the TTBProject and
TTBSlidesManager classes:
ObjectsList – This command is situated in [Classes → TTBProject] in the Browser Area. It lists all the objects in the project and you can
choose which objects you wish to keep in the list, with which you are going to operate.
TagsList – This command is also situated in [Classes → TTBProject] in the Browser Area. It lists all objects that share the same tag. You can
read more about Tags in TitleBox in the relevant section above.
TasksList – This command is also situated in [Classes → TTBProject] in the Browser Area. It lists all tasks in your project.
SlidesList – This command is situated in [Classes → TTBSlidesManager] in the Browser Area.It lists all slides in your project.
DataProvidersList – This command is situated in [Classes → TTBProject] in the Browser Area. It lists all the objects in the project and you
can choose which objects you wish to keep in the list, with which you are going to operate.
Once you have grouped your desired items via one of the List commands, described above, you can work with these groups within your script. There are
three List functions, available in the script engine, [PlayList], [StopList], and [ToggleList]. All of them are situated in [Functions → TitleBox].
Please, check Example 3, Example 6, Example 7, and Example 9 in Appendix 10 below to see how to use the TitleBox List commands in practice.
For the purposes of avoiding memory load and endless scripts, two error checks are implemented in the TitleBoxProgram Script:
If some of the objects, used in the script have not been set free with the Free command, the Program Script will show an error message, like the one in
91
the image below, listing all the variables that have not been freed during the script execution.
If the execution of a certain script takes more than 1 - 2 seconds, the Program Script will terminate the script execution and return an error message,
like the one below, stating at how many seconds the execution has been stopped.
Exception Messages
Sometimes it is very useful to work with Exception Messages and the Try – Except / Try – Catch block, if you are working with a certain procedure in
your script, which does not work in some exceptional cases. You can check Example 11 in Appendix 10 below to see how it works in practice.
GPI Task
This task is designed for creating GPI pulses.
Into the GPI task window, specify the GPI Signal type (RTS or DTR) and to which COM port it should be sent. Specify also the Pulse duration in
milliseconds.
The GPI events window can be started from Project->Plugins-GPI manager as well.
In the GPI manager, you can view all GPI events and the objects to which they have been assigned.
92
EXAMPLE: If you want to start a Digital Clock, then to start a picture and move it horizontally on screen over a specific period of time and at finally to
start another task. You will have the following sequence of tasks:
In this example, you have to fill the setup window like it is shown in the following screenshot:
Into Task Name, enter the name of your time sequence (sequence 1).
Into OnStart field, select the name of the first task in the sequence (Play Digital Clock 1). Select the name from the drop-down list. If you don’t want to
have task on sequence start, uncheck relative Enable check-box.
Into Delay before Loop field, enter the interval of delay in milliseconds (5000ms=5sec.). This is the delay after the sequence start and before the start of
the loop task. Into OnEndDelay field enter the task which will be executed with this delay (PlayPicture1). Select the name of the task from the drop-down
list with existing tasks. If you don’t want to have delayed task, uncheck relative Enable check-box.
Into OnLoop field, enter the task which will be executed on every loop (Move Picture 1). Into Loop Interval field enter the interval for repeating the task
(5sec=5000ms). Into Loops Count field enter how many times the task will be repeated (10).
If Loops Count is zero (0), the looping will be infinite, until task is running.
Into OnStop field, enter the task which will be executed at the end of the sequence (Start timer1). This task will start when the looping is finished or when
a Stop sequence command is send.
When you are ready with definition of the sequence, click the OK button to save it. You will see two tasks in the task list, created automatically: Start
sequence name and Stop sequence name. The command Stop sequence name usually is used to stop a sequence when the Loop Interval is zero
(infinite).
Play Sound
It is designed for creating sound tasks. Clicking the icon will open the Play Sound dialog and all you have to do is to browse for the sound you need.
You can open all Direct-Show compatible sound files (*.wav, *.mp3, etc.). You can preview all sound tasks in the Task Manager using the Play and
Stop buttons.
This task is related to Windows Named Event Objects. For more information about them, you can refer to Windows documentation.
93
The Event Name task was developed to synchronize the external applications to TitleBox. Thus, if there is a third party application that can accept
certain event names, TitleBox can trigger events in these applications.
Each system event should have a Name. You can type it in the Event Name string. Below, you have to choose the Action and the type of Initialization.
Into field File enter the executable file name (including the full file’s path). You can start *.exe *.bat or *.cmd files.
Into Params field, you can enter some parameters for starting the application.
EXAMPLE: If in the File is entered AirBox, into Parameter you can enter the name of the playlist which you want to start or the AirBox instance number.
If there is a file association existing, you can enter into the File field, only the file name of the document to start the associated application.
EXAMPLE: If you have a file association for Windows Media Player, into field File you can enter only the location and name of the *.mp3 file.
Auto-executed Scripts
TitleBox provides an additional way to assign scripts to certain events. If you want a certain script, created either via the Command Script Task, or by
the Program Script Task to be executed when you load, unload, start, or stop your project, simply save the corresponding script with one of the following
names:
NOTE: If you have more than one script, bearing one of the above listed names, TitleBox will only execute the first one from the list, i.e., the oldest one.
INPUT EVENTS
94
The events are triggers, on which the tasks are performed.
The Input Event dialog opens when you select an object, right mouse click and select Task Manager from menu.
The input events are grouped in four major groups: Object related events, GPI events, API events, Keyboard events.
Objects events
The available object’s events are: Play, Stop, Pause, AutoStop, Loop, End display old data, Start display new data, End Input transition, Start Output
transition, Data Ready, Property Change.
AutoStop – this event concerns rolls, crawl, and animation objects. This event is generated when a number of loops for the object is set and the last loop
is executed.
End display old data and Start display new data events are connected to changing of the content into the rolls, crawls and animations. Because of the
nature of these objects, it is possible to have both – old content and new content on screen. The End display old data event happens when the old data
stops to be visible on the screen. And the Start display new data event happens when new data become to appear on the screen.
Data Ready – this event is related to changing the data into an object. When the new data is ready to be displayed, than Data Ready event is happening.
Transform events
As explained in the image above, these events are used in combination with the Program Script Task. In other words, the only way to use such an
event is to link it to a certain Program Script by entering the following function in the script:
95
For Java and Visual Basic script: <function Transform(Obj, Text)>;
The Transform event is used for transforming the information that is fed by a Data Provider, Net Control, or File Link to TitleBox. You can link such
an event to all types of objects in TitleBox. Thus, you could change the format of the text that is provided by the data source, erase some parts of it,
add new text to it, or even assign a picture to be displayed instead of the text that is being fed.
In order to create a Transform event for a certain object, two things need to happen. First, you need to save a program script, which contains the
abovementioned transform function with a reference to that particular object in the Program Script Task. Then, you need to click on that object, click
the Task button on the toolbar, and go to the Transform tab. Select the script that contains the corresponding Transform function from the list in
the Select Task to execute area, and click the Create Task button.
Notice that the Transform function is of type Boolean. This means that you should implement a True or a False value to be returned by your script to
the particular object, containing the Transform event. If a False value is returned to the object, it will ignore the Transform event and output the
information, as provided by the Data Provider linked to it. Otherwise, if the object receives a True value from the Transform function, it will show the
output as it is provided by the latter.
Please, check Example 12 in Appendix 10 below to see how the Transform function works in practice.
NOTE: The Transform event only executes the Transform function, shown above, NOT the whole script. Thus, you do NOT need to save a separate
script file, containing the transform function only. You can simply add the desired transform function to any program script that you use for your project.
NOTE: If the script that you assign to the Transform event does NOT contain a Transform function, TitleBox will simply ignore this event. Rather, it will
display the corresponding Data Provider entry exactly as it is being fed to the object, linked to it.
NOTE: If there are any modal windows (e.g., Show Message dialogs) within the Transform function, TitleBox will ignore them. This precaution is
introduced for the purpose of preventing the Transform function execution from postponing.
GPI events
This feature in TitleBox allows controlling objects through receiving certain signals on the PC COM ports. In order to specify the “meaning” of each
signal to each COM port, select the Com port and then select the type of signal.
API events
These events are connected to usage of TitleBox API (Application Program interface).
In TitleBox API, there is a command “EVENT xxx”, where xxx is a number equal or higher than 1001. In Task Manager->API events, you can define a
specific number which to be used further in such Event command.
When to the API event (for example: number=1001) is assigned a task and TitleBox receives a command “EVENT xxx” (xxx=1001), then the task
assigned to this API event will be executed
96
KeyBoard events
Keyboard events are user definable keyboard shortcuts for some action.
These events are connected to some task, so when the keyboard combination is clicked, the assigned task is executed.
To assign a task to an event, you have to open the Assign Task dialog. It is available after right mouse clicking on an object in TitleBox project and
selecting Assign Task from menu.
You will see the list of already created tasks. If there are no tasks, first create them into Task area of the window.
Select an event from the available events and then select a task from Task list. Click the Create Task button in the bottom of the Assign task window
In the right side of the Assign Task window, you can see the list of all tasks related to the currently selected object.
If you want to see the tasks related to another object, just select this object and click the task list button from the main TitleBox window. To
see the tasks, which are not related to any object (keyboard shortcuts), unselect all objects in TitleBox and click the task list button. There is a
specific definition, if you want to control the whole TitleBox project on incoming GPI signal.
To invoke the global Assign GPI event window, unselect all objects in TitleBox project, right mouse click and select Assign GPI event from menu.
97
Select the PC COM port and the type of the GPI signal which will be received (CTS, DSR, RING or RLSD).
In the lower part of the screen, select the Command which TitleBox have to execute when the GPI signal is received. There are three possible
commands: Play, Stop and Toggle.
In the example from screenshot above, when on port COM1 a CTS signal is received, TitleBox will start to Play the current project
As-run log
The As-Run Log is an external application, displaying log information for all TitleBox instances, which are running locally. It can be enabled/disabled
from the dedicated button in the main TitleBox toolbar. Also, it is configured per instance in Project menu > Options > As- Run Log tab.
USER INTERFACE
The interface of the As-Run Log is very simple and user-friendly.
Grid
The largest area in the As-Run Log is dedicated to displaying messages about all the events that take place in the local TitleBox instances, which
have enabled logging. Each Message contains information about the Instance, to which it refers, as well as the Time/Date of the event.
98
Toolbar
The toolbar allows you to perform the following simple commands:
Copy selected lines – click it to copy the currently marked lines from the log. Use the <Shift> and <Ctrl> keys to select lines
Save to file – click this button to save the current log messages to file
Options… - click this button to invoke the Options dialog, which looks like the image below:
Show on startup–check this box if you want to view the As-Run Log when you initiate TitleBox
Show on message received–check this box if you want the log to be displayed every time it receives a message from TitleBox
New messages added to the bottom –check this box if you want the log messages to be displayed at the bottom of the field as opposed to the top
In the Maximum number of lines to keep specify the number of lines you wish to keep visible in the As-Run Log interface. You can enter a maximum of
1,000,000 lines. If you enter 0, then the log will display all messages without clearing any lines.
MENU BAR
The As-Run Log menu bar contains the following menus:
File Menu
The first two commands are the same as the ones in the toolbar – the Pause Messages command is used for temporary stopping the log messages
and the Options command invokes the options dialog, described above.
You can also exit from the As-Run Log via the Shutdown command or just minimize it with the Hide Window command.
99
Edit Menu
Commands here also repeat the commands from the toolbar. You can copy the lines selected in the log, clear the log window, or save the messages to a
file. Also, you can select all lines via the Select All command.
View Menu
The View menu allows you to show and hide the toolbar from the user interface. Also, you can check the Stay on Top command so that the As-Run
Log is always displayed on top of the other windows.
100
APPENDIX – TitleBox specific Class Properties,
Functions, and Procedures Explained
TTBOBJECT (INHERITOR OF TOBJECT)
function CreateNew(const ObjType, Creates a new object in the project and links to it All
ObjName: String): Constructor
procedure Delete Deletes currently selected object and sets it free All
procedure Toggle Switches object’s status from Play to Stop and vice versa All
procedure UpdateParams Updates the text when formatting properties are changed through Text, Roll, Crawl, Chat objects
the script
procedure Move(IncX, IncY: Integer; Moves the selected object by <IncX> and <IncY> in the respective All
Frames: Integer = 0) directions.
procedure MoveTo(PosX, PosY: Same as procedure Move command except that <PosX> and All
Integer; Frames: Integer = 0) <PosY> define the new position as absolute values.
procedure SizeTo(Width, Height: Sets object’s size according to the specified values. All
Integer; Frames: Integer = 0)
If some of the values are 0, the respective property of the object is
not changed.
procedure Rect(Left, Top, Right, Sets object’s position and size with one command All
Bottom: Integer)
procedure RectТо(Left, Top, Width, Defines a new position of the object as absolute values and sets All
Height: Integer; Frames: Integer = 0) the object’s size according to the specified values. If some of the
values are 0, the respective property of the object is not changed.
procedure TopOne Moves the currently selected object with 1 layer to top (Z-order) All
101
TTBObject Description Objects That Use It
Property/Procedure/Function
procedure BackOne Moves the currently selected object with 1 layer to bottom All
procedure Loop(Start: Integer; Stop: Defines the number of loops to run. If you set ‘0’ the object will be Roll, Crawl, Animation File, Animation Sequence,
Integer = -1) looped endlessly. Banner, Sound, Digital Clock objects
procedure TextAssign(RichEdit: Assigns an object of type TRichEdit, i.e., places its text with its Text, Roll, Crawl, Chat objects
TRichEdit) formatting in the object at matter
procedure TextSelect(StartPos: Use this command to change the parameters of a part of the text. Text, Roll, Crawl, Chat objects
Integer = -1; EndPos: Integer = -1) Selects part of the text starting at [StartPos] and ending at
[EndPos], where the first letter of the text is indexed with ‘1’. Use a
‘-1’ value for selecting the text from the beginning, until the end,
or both, as follows:
property AutoWrap: Boolean Enables / Disables the auto wrapping of the selected text Text, Roll, Crawl, Chat objects
property FontSize: Integer Sets the font size for the selected text. Text, Roll, Crawl, Chat objects
property FontName: String Sets the font for the selected text. Text, Roll, Crawl, Chat objects
property FontShadowSize: Integer Sets the font shadow size to the selected text. Text, Roll, Crawl, Chat objects
property FontStyle: TFontStyles Sets a variable of type TFontStyle with value fsBold, fsItalic, Text, Roll, Crawl, Chat objects
fsStrikeout, or fsUnderline to the selected text.
property FontShadowAngle: Integer Sets the font shadow angle to the selected text. Text, Roll, Crawl, Chat objects
property FontShadowOffset: Integer Sets the font shadow offset to the selected text. Text, Roll, Crawl, Chat objects
property FontShadowColor: Integer Sets the font shadow color to the selected text. Text, Roll, Crawl, Chat objects
property FontEdgeSize: Integer Sets the font edge size to the selected text. Text, Roll, Crawl, Chat objects
property FontEdgeColor: Integer Sets the font edge color to the selected text. Text, Roll, Crawl, Chat objects
property FontLineSpace: Integer Sets the line space of the font to the selected text. Text, Roll, Crawl, Chat objects
property FontColor: Integer Sets the font color to the selected text. Text, Roll, Crawl, Chat objects
property FontJustify: Integer Justifies the font horizontally in accordance to the following values: Text, Roll, Crawl, Chat objects
property FontAlignment: Integer Vertically aligns the font in accordance to the following values: Text, Roll, Crawl, Chat objects
102
TTBObject Description Objects That Use It
Property/Procedure/Function
property FontUseFill: Boolean Disables / Enables fill of the text Text, Roll, Crawl, Chat objects
property FontUseOutline: Boolean Disables / Enables outline of the text Text, Roll, Crawl, Chat objects
property FontUseShadow: Boolean Disables / Enables shadow of the text Text, Roll, Crawl, Chat objects
property Name: String Sets or gets the name of the object All
property Text: String Sets or gets text data of the selected object. ANSI, UTF8 and RTF Text, Roll, Crawl, Chat objects
are supported.
property State: TObjectState Returns the property state: autostop, pause, play, or stop All
property Color: Integer Sets or gets the color of the object All
property Tag: Integer Sets or gets the tag number of the object All
property Top: Integer Sets or gets the Y coordinate of an object in terms of pixels All
property Left: Integer Sets or gets the X coordinate of an object in terms of pixels All
property Width: Integer Sets or gets the width of an object in pixels All
property Height: Integer Sets or gets the height of an object in pixels All
property Delay: Extended Sets or gets a delay play time for an object in seconds All
property Speed: Extended Sets or gets the speed of an object. If you set a speed of ‘0’ the Rolls, Crawls, Animation Files, Animation Sequences,
object will not move. If you set a negative speed value you will Mesh Files, Chat Notes/Lines/Rolls
reverse the movement of the object.
property Link: String Links the specified file to a TEXT or GRAPHICS object. The file’s Text, Roll, Crawl objects
content is used as a data source for the object.
property LinkAutoPlay: Boolean Disables / Enables Auto play of the object linked to a file whenever Text, Roll, Crawl objects
the data in the file changes.
property ScrollStyle: Defines the scroll style of the object by setting a TScrollDrawStyle Rolls, Crawls, Animation Files, Animation Sequences,
TScrollDrawStyle variable to it, which can have the following values: Mesh Files, Chat objects
procedure ClockPrepare Sets the initial clock time and waits for start command. Digital Clock Objects
103
TTBObject Description Objects That Use It
Property/Procedure/Function
property ClockIntermediate: Boolean Disables / Enables clock freeze. Digital Clock Objects
Property ClockVisible: Boolean Shows / hides a clock object Analogue/Digital Clock Objects
property ClockCountdown: Boolean Valid only in counter mode. Digital Clock Objects
property ClockStyle: Boolean Defines the mode of operation for the Clock object. Digital Clock Objects
property ClockOffset: Extended Used to create clocks for different time zones. Analogue/Digital Clock Objects
Specifies a time offset related to the current time. The format is:
<hh:mm:ss>
property ClockInitTime: Extended Sets the clock initial time in format <hh:mm:ss> Digital Clock Objects
property ClockStopTime: Extended Sets the clock stop time in format <hh:mm:ss> Digital Clock Objects
property ClockUseStopTime: Boolean Disables / Enables the use of the clock stop time. Digital Clock Objects
property ClockMask: String Sets a mask for the format the time will be displayed in. The Digital Clock Objects
following options are available: HH:MM, HH:MM:SS, HH:MM:SS:MS,
HH:MM:SS:FR, MM:SS, or SS
procedure OutEffect(Effect: Sets an OUT effect for the selected object All
TEffectType; Duration: Extended = 1.0;
Motion: Integer = 0; FullScreen:
Boolean = True)
procedure LoadImage(const FileName: Loads the specified file in the selected object Text, Picture Objects
String)
procedureImageAssign(Bmp32: Assigns an already defined TBitmap32 image to an object Text, Picture Objects
TBitmap32)
property ImageStyle: Defines image display style from the following options: Text, Picture Objects
TStretchDrawStyle
‘1’ for Stretch
property ImageAlpha: Integer Defines image transparency 0 to 255, where 00 is full Text, Picture Objects
transparency, and 255 is solid color
104
TTBObject Description Objects That Use It
Property/Procedure/Function
property ImageFlip: Boolean Disables / Enables image flip Text, Picture Objects
procedure LoadMedia(const FileName: Loads the specified media file in the selected object. DirectShow Media Source Objects
String)
property MediaPosX: Integer Defines the X position of the video in the selected object DirectShow Media Source Objects
property MediaPosY: Integer Defines the Y position of the video in the selected object DirectShow Media Source Objects
property MediaAlpha: Integer Defines the transparency for the selected object from 0 to 255, DirectShow Media Source Objects
where 00 is full transparency, and 255 is solid color
property MediaStyle: Integer Sets a style to the Media object from two options: DirectShow Media Source Objects
property MediaColor: Integer Defines the background color in case the object is in <Center> DirectShow Media Source Objects
mode and media does not fit in the object (there is some empty
space left).
property MediaQuality: Integer Sets video quality from the following options (note that ‘1’ is the DirectShow Media Source Objects
recommended value):
‘0’for Pure
property MediaUseOwnAlpha: Disables/ Enables the use of own ALPHA DirectShow Media Source Objects
Boolean
property MediaUseAlpha: Boolean Disables / Enables the use of ALPHA DirectShow Media Source Objects
property MediaKeepAspect: Boolean Disables / Enables the <Keep aspect> option DirectShow Media Source Objects
property MediaAudioVolume: Integer Sets the volume for the media in decibels from 0 to 10,000, where DirectShow Media Source Objects
0 is the highest volume, and 10,000 is mute
property MediaAudioDelay: Integer Sets the delay value for the audio related to the video in DirectShow Media Source Objects
milliseconds. This command is used to synchronize the audio with
the video in the DXMedia object.
procedure Event(EventNo: Integer) Triggers user defined event specified by its number. All
property OnPlay: String Sets or gets a user defined task to an object to be executed on All
Play
property OnStop: String Sets or gets a user defined task to an object to be executed on All
Stop
property OnPause: String Sets or gets a user defined task to an object to be executed on All
Pause
property OnAutoStop: String Sets or gets a user defined task to an object to be executed on All
AutoStop
105
TTBObject Description Objects That Use It
Property/Procedure/Function
property OnLoop: String Sets or gets a user defined task to an object to be executed on All
Loop
property OnEndInputTransition: String Sets or gets a user defined task to an object to be executed on All
End Input Transition
property OnStartOutputTransition: Sets or gets a user defined task to an object to be executed on All
String Start Output Transition
property OnDataReady: String Sets or gets a user defined task to an object to be executed on All
Data Ready
property OnPropertychange: String Sets or gets a user defined task to an object to be executed on All
Property Change
property OnTransform: String Sets or gets a user defined task to an object to be executed on All
Transform
TTBSLIDE
function Create(const Name: String): Links to an existing slide in the project Slides
TTBSlide: Constructor
procedure Delete Removes currently selected slide and sets it free. All objects from the slide Slides
are moved to the Unassigned Slide.
procedure ObjectList(List: TStrings) Get the list of all objects currently contained in the Slide Slides
property Index: Integer Sets or gets the index number of a slide Slides
property BackColor: Integer Sets or gets the background color of a slide Slides
property Duration: Extended Sets or gets the duration of a slide in seconds Slides
property PlayMode: TPlayMode Sets or gets a property of type TPlayMode to a slide, which can have the Slides
following values: pmAdd,pmClear,pmCrossPlay, pmStopAll, and
pmStopPrevious
property State: TObjectState Gets a property of type TObjectState, which can have the following values: Slides
osAutoStop,osPause,osPlay, and osStop
106
TTBSLIDESMANAGER
procedure SlidesList(List: TStrings) Lists the names of all slides in a variable of type TStrings Slides Manager
function Count: Integer Returns the number of the slides in Slides Manager Slides Manager
procedure Reset Initialises all buffers used by the slideshow Slides Manager
procedure Prev Plays the previous slide in the Slides Manager Slides Manager
procedure Next Plays the next slide in the Slides Manager Slides Manager
procedure Delete(Index: Integer) Removes the slide, designated by index number from the Slides Manager. Slides Manager
All objects from the slide are moved to the Unassigned Slide.
procedure Move(OldIndex, NewIndex: Moves the currently selected slide to a new position by shifting the indexes Slides Manager
Integer) of the other slides from the Slides Manager.
index property Slide(p0: String): Returns the index number of a Slide, distinguished by its name Slides Manager
Integer
index property Items(p0: Integer): Returns the name of an item (Slide), distinguished by its index number Slides Manager
String
TTBDATAPROVIDER
function Create(const Name: String): Links an object to a configured Data Provider Data Providers
TTBDataProvider: Constructor
procedure Delete Removes the Data Provider and sets it free Data Providers
procedure ObjectsList(List: TStrings) Lists the names of all objects, linked to a given Data Provider in a variable of Data Providers
type TStrings
procedure Play Plays all objects, linked to a Data Provider Data Providers
procedure Stop Stops all objects, linked to a Data Provider Data Providers
procedure Top Moves the cursor to the top line in the Data Provider Data Providers
procedure Bottom Moves the cursor to the bottom line in the Data Provider Data Providers
procedure Prev Moves the cursor to the previous line in the Data Provider Data Providers
107
TTBDataProvider Description Used By
Property/Procedure/Function
procedure Next Moves the cursor to the next line in the Data Provider Data Providers
procedure Scroll(Lines: Integer = 1) Moves the cursor with a given number of lines forward. Data Providers
procedure Update Refreshes the information, sent from the Data Provider Data Providers
procedure ColumnsList(List: TStrings) Lists the names of the columns from the Data Provider to a variable of type Data Providers
TStrings
function LinkObject(Obj: TTBObject; Sets the properties of a link between an object and a Data Provider as in the Data Providers
DataColumn: String; Offset: Integer = Object Link Properties Dialog
0; UseEffects: Boolean = False): Boolean
procedure DeleteObjectLink(Obj: Removes a link between a Data Provider and an object Data Providers
TTBObject)
function GetValue(Col, Row: Integer; Gets the value of a particular entry in a Data Provider, designated by its row Data Providers
var Data: Variant; var DataType: and column number
TDPDataType): Boolean
function GetColumn(Col: Integer; var Gets the whole column from a Data Provider Data Providers
DataType: TDPDataType): Variant
property Name: String Sets the name of a Data Distributor Data Providers
property State: TObjectState Sets a variable of type TObjectState, which can have the following values: Data Providers
osAutoStop,osPause,osPlay, and osStop
property ColCount: Integer Sets the number of columns in a particular Data Provider to an integer Data Providers
variable
property RowCount: Integer Sets the number of rows in a particular Data Provider to an integer variable Data Providers
index property Columns(p0: Integer): Sets the name of a column, distinguished by its number, to a string variable Data Providers
String
TTBDATADISTRIBUTOR
property Update: Integer Sets how often to update the source information from a Data Provider in Data Distributors
seconds. If you enter ‘0’, the updating will be Automatic
property Scroll: Integer Sets the time in seconds, by which to scroll the cursor in the Data Provider. If Data Distributors
you enter ‘0’ the scrolling will be Manual
property ScrollBy: Integer Sets the number of rows, by which the cursor scrolls within a Data Provider Data Distributors
property ResetOnDatasetChange: Disables / Enables the Reset On Dataset Change property for the scroll Data Distributors
Boolean options of the Data Distributor
property ResetOnFieldChange: Boolean Disables / Enables the Reset On Field Change property for the scroll options Data Distributors
of the Data Distributor
property StartCursorOnPlay: Boolean Disables / Enables the Start Cursor On Play property for the scroll options of Data Distributors
108
the Data Distributor
property NextSlideOnBottom: Boolean Disables / Enables the Next Slide On Bottom property for the scroll options Data Distributors
of the Data Distributor
property StopObjectsOnBottom: Disables / Enables the Stop Objects On Bottom property for the scroll Data Distributors
Boolean options of the Data Distributor
property StopObjectsOnAnyStop: Disables / Enables the Stop Objects On Any Stops property for the scroll Data Distributors
Boolean options of the Data Distributor
property StartObjectsOnAnyPlay: Disables / Enables the Start Objects On Any Play property for the scroll Data Distributors
Boolean options of the Data Distributor
property StartObjectsOnUpdate: Disables / Enables the Start Objects On Update property for the scroll Data Distributors
Boolean options of the Data Distributor
TTBPROJECT
function Merge(const TemplateName: Merges a new project to the existing one Projects
String): Boolean
procedure MoveAll(IncX, IncY: Integer; Moves all objects in the project. The ExcludeList variable is optional. If you Projects
ExcludeList: String = “) enter a value for it, the objects, listed there will not be moved.
procedure ObjectsList(List: TStrings) Gets the list of all objects currently loaded in TitleBox. Projects
procedure TagsList(Tag: Integer; List: Gets the list of all objects with a given tag. If you enter a negative value, a Projects
TStrings) list of all existing tagswill be returned.
procedure TasksList(List: TStrings) Gets the list of all tasks currently set in TitleBox. Projects
procedure DataProvidersList(List: Gets the list of all Data Providers currently set in TitleBox. Projects
TStrings)
property State: TObjectState Gets a variable of type TObjectState, which can have the following values: Projects
osPlay, and osStop
109
TTBProject Description Used By
Property/Procedure/Function
property StateStr: String Gets the current state of the project in a string variable Projects
property Modified: Boolean Returns a true / false value, designating if the project has been modified Projects
since the last time it has been saved or opened
property AspectRatio: Extended Gets the Aspect Ration, in which the project is set Projects
property ResolutionX: Integer Gets the X resolution, in which the project is set Projects
property ResolutionY: Integer Gets the Y resolution, in which the project is set Projects
property Version: String Gets the last TitleBox version, in which the project has been saved Projects
TITLEBOX FUNCTIONS
Function Description
Execute(const CommandScript: String) Executes a script, written for the Command Script
LoadScript(const FileName: String): Boolean Loads any script, written for TitleBox. If you use the name of an existing script, it will be
overwritten by the new script
SetScript(const Name, Script: String) Saves a script with a given name. If you use the name of an existing script, it will be
overwritten by the new script
RunTask(const Task: String) Runs a task, saved in the Task Manager, designated by its name
TBVersion: String Returns the version number of the currently opened TitleBox
function ClassName: String Returns the class name of an item in a String variable
procedure AssignFrom(Bmp: TBitmap; Flip: Boolean = True) Assigns a Bmp32 object to the current TBitmap32 item. The image can be flipped.
procedure AssignTo(Bmp: TBitmap; Flip: Boolean = True) Assigns the current TBitmap32 item to another Bmp32 object. The image can be flipped.
110
procedure Draw(X, Y: Integer; Bmp32: TBitmap32; Mix: Boolean = Draws a TBitmap32 item in given X and Y coordinates. The image can be flipped. It can also
False; Flip: Boolean = False) be mixed with the current image if it has a defined alpha value.
procedure DrawFrom(X, Y: Integer; Bmp: TBitmap; Flip: Boolean = Copies a Bmp32 object in the current item in given X and Y coordinates. The image can be
False) flipped.
procedure DrawTo(X, Y: Integer; Bmp: TBitmap; Mix: Boolean = False; Copies the current item in given X and Y coordinates to another Bmp32 object. The image
Flip: Boolean = False) can be flipped. It can also be mixed with the current image if it has a defined alpha value.
procedure FillRect(Left, Top, Right, Bottom: Integer; Color: TRGBA; Creates a Rectangle by giving it coordinates and fills it with a given color. The rectangle can
Mix: Boolean = False) be mixed with the current image if it has an alpha value.
procedure SetSize(Width, Height: Integer; PixelFormat: TPixelFormat Sets width, height, and pixel format, defined by a TPixelFormat class, to a TBitmap32 item
= pf32bit)
procedure SetTransparent(Color: TRGBA; Alpha, NoAlpha: Integer) Searches in an object for a color by its RGB value and sets an alpha value to it in [Alpha], as
well as an alpha value for the remaining part of the object, i.e., the one that does not contain
the searched color, in [NoAlpha]
property Alpha: Integer Defines image transparency 0 to 255, where 00 is full transparency, and 255 is solid color
property Canvas: TCanvas Return the canvas object of class TCanvas for a TBitmap32 item
property Pixel(p0: Integer; p1: Integer): TRGBA Gets / sets the pixel value at coordinates X, Y
property PixelFormat: TPixelFormat Sets a pixel format, defined by a TPixelFormat class to a TBitmap32 item
property ScanLine(p0: Integer): Pointer Returns the address for the first pixel in Line
TTBSTORAGE
procedure Clear Clears the TTBStorage class, i.e., removes all variables saved in it
index property Items(p0: Integer): Variant Gets / sets an item in TTBStorage, distinguished by its index
For a detailed description of all other classes, supported by the TitleBox Program Script Engine, please, visit:
http://docwiki.embarcadero.com/VCL/en/Classes
111
http://docwiki.embarcadero.com/VCL/en/Controls
http://docwiki.embarcadero.com/VCL/en/Graphics
112
APPENDIX – TitleBox Program Script Examples
Below you can find simple examples, presenting the basic TitleBox Program Script classes and functions, as well as some basic programming rules and
organization to be used when programming with this new TitleBox feature. Each example is shown in all the four language syntaxes, supported by the
TitleBox Script Engine and has a short explanation.
Example 1
Pascal C++
var {
Obj: TTBObject; Project.Start;
Basic Java
Project.Start Project.Start;
113
Example 1 Explained:
1. Declaration of an object variable, named Obj of type TTBObject (in Pascal and C++ only)
2. Starting the Project
3. Linking the Obj variable to an existing object, named “Text 1”
4. Checking if the Obj variable is actually linked to a “Text 1” object with an if statement
5. Obj variable is played and freed within a try-finally block
6. A new picture object is created in the work area and linked to the Obj variable
7. Check if the picture object is actually assigned for the Obj variable
8. The new picture object is given X and Y coordinates, as well as a width and height values in pixels and it is played and freed in a try-finally
block
Example 2
Pascal C++
var {
Obj: TTBObject; TTBObject Obj = TTBObject.Create("Text 1");
St: TObjectState; if (Assigned(Obj))
try
begin {
Obj := TTBObject.Create('Text 1'); TObjectState St = Obj.State;
if Assigned(Obj) then
try if (St == osPlay)
St := Obj.State; Obj.Stop;
else
if St = osPlay then Obj.Play;
Obj.Stop }
else finally
Obj.Play; {
Obj.Free;
finally }
Obj.Free; }
end;
end.
Basic Java
Obj = TTBObject.Create("Text 1") var Obj = TTBObject.Create("Text 1");
if Assigned(Obj) then if (Assigned(Obj))
try try
St = Obj.State {
if St = osPlay then Obj.Stop var St = Obj.State
if St = osStop then Obj.Play
finally if (St == osPlay)
Obj.Free Obj.Stop
end try else
end if Obj.Play;
}
end finally
Obj.Free;
Example 2 Explained:
1. Declaration of a variable of type TTBObject, named Obj and a variable of type TOBjectState, named St (in Pascal and C++ only)
2. Linking the Obj variable to an existing object, named “Text 1”
3. Check if the Obj variable is actually linked to a “Text 1” object with an if statement
4. Setting a value to the St variable, equal to the state of the Obj variable in a try-finally block
5. Introducing an if statement, which checks if the “Text 1” is in state play. If yes, the Obj variable is stopped. If no, the Obj variable is played.
6. The Obj variable is freed.
114
Example 3
Pascal C++
var {
List: TStringList; TStringList List = new TStringList;
I: Integer; try
Obj: TTBObject; {
S1, S2: String; Project.ObjectsList(List);
Example 3 Explained:
1. Declaration of a variable named List of type TStringList, an integer variable named I, a variable named Obj of type TTBObject, and two string
variables, named S1 and S2 (in Pascal and C++ only).
2. Creating the List variable
3. Assigning the names of all the objects from the project in the List variable
4. Initialization of a try-finally block
5. Initialization of a for loop, walking through the whole list of names.
6. Linking the Obj variable to the corresponding object from the List variable (with number I).
7. Checking if an object is actually assigned to the Obj variable with an if statement
8. Assigning a value to the S1 variable, equal to the current name of the Obj variable, i.e., the name of the object with number I in the List.
9. Checking the state of the Obj variable (play or stop) with an if block
10. Assigning the state of the Obj variable to the S2 variable (play or stop)
115
11. The Obj variable is freed.
12. Showing the current values of S1 and S2 within the loop in a Message Dialog
13. Finishing the loop and setting the List variable free
Example 4
Pascal C++
var {
Slide: TTBSlide; TStringList List = new TStringList;
List: TStringList; try
I: Integer; {
S: String; TTBSlide Slide = TTBSlide.Create("Slide 1");
if (Assigned(Slide))
begin try
List := TStringList.Create; {
try Slide.Play;
Slide := TTBSlide.Create('Slide 1'); Slide.ObjectsList(List);
if Assigned(Slide) then char S = "Objects in Slide " + Slide.Name + ": ";
try for(int i = 0; i < List.Count; i++)
Slide.Play; S = S + List[I] + ", ";
Slide.ObjectsList(List); ShowMessage(S);
S := 'Objects in Slide "' + Slide.Name + '": '; }
for I := 0 to List.Count - 1 do finally
S := S + List[I] + ', '; {
ShowMessage(S); Slide.Free;
finally }
Slide.Free; }
end; finally
finally {
List.Free; List.Free;
end; }
end. }
Basic Java
List = new TStringList var List = new TStringList
try try
Slide = TTBSlide.Create("Slide 1") {
if Assigned(Slide) then var Slide = TTBSlide.Create("Slide 1")
try if (Assigned(Slide))
Slide.Play try
Slide.ObjectsList(List) {
S = "Objects in Slide " + Slide.Name + ": " Slide.Play
for i = 0 to List.Count - 1 Slide.ObjectsList(List)
S = S + List[I] + ", " var S = "Objects in Slide " + Slide.Name + ": "
next ' for i for(var i = 0; i < List.Count; i++)
ShowMessage(S) S = S + List[I] + ", "
finally ShowMessage(S)
Slide.Free }
end try finally
end if Slide.Free;
finally }
List.Free finally
end try List.Free;
end
Example 4 Explained:
1. Declaration of a variable, named Slide with a type TTBSlide, a variable named List of type TStringList, an integer variable, named I, and a
string variable, named S (in Pascal and C++ only)
2. Creating the List variable
3. Creating the Slide variable by linking it to “Slide 1” in a try-finally block
4. Checking if a slide is actually assigned to the Slide variable
5. Playing the Slide
6. Assigning the objects’ names from Slide to the List variable
7. Assigning text to the S variable, including “Objects in Slide” and the name of the Slide, assigned to the Slide variable
8. Adding the name of each object from the List variable to the S variable in a for loop
9. Showing the current value of the S variable in a Message Dialog
10. The Slide variable is freed
11. The List variable is freed
116
Example 5
Pascal C++
var {
Obj: TTBObject; TTBObject Obj = TTBObject.Create("Text 1");
if (Assigned(Obj))
begin try
Obj := TTBObject.Create('Text 1'); {
if Assigned(Obj) then Obj.TextSelect(1, 3);
try Obj.FontSize = 50;
Obj.TextSelect(1, 3); Obj.FontStyle = [fsBold, fsItalic];
Obj.FontSize := 50; Obj.FontName = "Arial";
Obj.FontStyle := [fsBold, fsItalic]; Obj.UpdateParams;
Obj.FontName := 'Arial'; }
Obj.UpdateParams; finally
finally {
Obj.Free; Obj.Free;
end; }
end. }
Basic Java
Obj = TTBObject.Create("Text 1") var Obj = TTBObject.Create("Text 1")
if Assigned(Obj) then if (Assigned(Obj))
try try
Obj.TextSelect(1, 3) {
Obj.FontSize = 50 Obj.TextSelect(1, 3)
Obj.FontStyle = [fsBold, fsItalic] Obj.FontSize = 50
Obj.FontName = "Arial" Obj.FontStyle = [fsBold, fsItalic]
Obj.UpdateParams Obj.FontName = "Arial"
finally Obj.UpdateParams
Obj.Free }
end try finally
end if Obj.Free
end
Example 5 Explained:
1. Declaring a variable named Obj of type TTBObject
2. Linking the Obj variable to an already created text object, named “Text 1”
3. Checking if an object is actually assigned to the Obj variable
4. Initialising a try-finally block
5. Selecting the first three symbols from the text object and setting their size, font and font style
6. Updating the parameters of the Obj variable so that the new text formatting is applied
7. The Obj variable is freed
117
Example 6
Pascal C++
var {
DP: TTBDataProvider; TTBDataProvider DP = TTBDataProvider.Create("FileLink Data
List: TStringList; Provider Text04");
if (Assigned(DP))
begin try
DP := TTBDataProvider.Create('FileLink Data Provider {
Text04'); DP.CursorStop;
if Assigned(DP) then DP.Top;
try
DP.CursorStop; TStringList List = new TStringList;
DP.Top; try
{
List := TStringList.Create; DP.ObjectsList(List);
try PlayList(List);
DP.ObjectsList(List);
PlayList(List); DP.Next;
DP.Scroll(2);
DP.Next;
DP.Scroll(2); StopList(List);
}
StopList(List); finally
finally {
List.Free; List.Free;
end; }
finally }
DP.Free; finally
end; {
end. DP.Free;
}
}
Basic Java
DP = TTBDataProvider.Create("FileLink Data Provider Text04") var DP = TTBDataProvider.Create("FileLink Data Provider
if Assigned(DP) then Text04")
try if (Assigned(DP))
DP.CursorStop try
DP.Top {
DP.CursorStop
List = new TStringList DP.Top
try
DP.ObjectsList(List) var List = new TStringList
PlayList(List) try
{
DP.Next DP.ObjectsList(List)
DP.Scroll(2) PlayList(List)
StopList(List) DP.Next
DP.Scroll(2)
finally
List.Free StopList(List)
end try }
finally finally
DP.Free List.Free;
end try }
end if finally
end DP.Free;
Example 6 Explained:
1. Declaration of a variable, named DP of type TTBDataProvider and a variable, named List of type TStringList (in Pascal and C++ only). The
Data Provider input is already linked to file “Text 4.txt”shown below.
2. Checking if the DP variable is actually linked to the existing data provider
3. Initialising a try-finally block
4. Stopping the cursor scrolling within the linked text file
5. Moving the cursor to the top line of the linked text file
6. Creating the List variable
7. Initialising another try-finally block
8. Returning a list of all objects, linked to the Data Provider in the List variable
9. Playing all the objects in the List variable
10. Scrolling the cursor to the next line in the Data Provider
11. Scrolling the cursor with two lines in the Data Provider
12. Stopping all the objects in the List variable
13. The List and DP variables are freed
118
Example 7
Pascal C++
var {
L: TStringList; TTBDataProvider DP = TTBDataProvider.Create("FileLink Data
O: TTBObject; Provider Text04");
DP: TTBDataProvider; if (Assigned(DP))
try
begin {
DP := TTBDataProvider.Create('FileLink Data Provider TStringList L = new TStringList;
Text04'); try
if Assigned(DP) then {
try DP.ColumnsList(L);
L := TStringList.Create;
try TTBObject O = TTBObject.Create("Text 1");
DP.ColumnsList(L); try
{
O := TTBObject.Create('Text 1'); DP.LinkObject(O, L[1]);
try }
DP.LinkObject(O, L[1]); finally
finally {
O.Free; O.Free;
end; }
finally }
L.Free; finally
end; {
DP.Distributor.Scroll := 2; // sec L.Free;
DP.Distributor.ScrollBy := 1; // row }
DP.CursorStart;
DP.Play; DP.Distributor.Scroll = 2; // sec
finally DP.Distributor.ScrollBy = 1; // row
DP.Free; DP.CursorStart;
end; DP.Play;
Project.Start; }
end. finally
{
DP.Free;
}
Project.Start;
}
Basic Java
DP = TTBDataProvider.Create("FileLink Data Provider Text04") var DP = TTBDataProvider.Create("FileLink Data Provider
if Assigned(DP) then Text04")
try if (Assigned(DP))
List = new TStringList try
try {
DP.ColumnsList(List) var L = new TStringList
try
O = TTBObject.Create("Text 1") {
try DP.ColumnsList(L);
DP.LinkObject(O, List[1])
finally var O = TTBObject.Create("Text 1")
O.Free try
end try DP.LinkObject(O, L[1])
finally finally
List.Free O.Free;
end try }
finally
DP.Distributor.Scroll = 2 'sec L.Free;
DP.Distributor.ScrollBy = 1 'row
DP.CursorStart DP.Distributor.Scroll = 2 // sec
DP.Play DP.Distributor.ScrollBy = 1 // row
finally DP.CursorStart
DP.Free DP.Play
end try }
finally
Project.Start DP.Free;
end if
Project.Start
end
Example 7 Explained:
1. Declaration of a variable, named L of type TStringList, a variable, named O of type TTBObject, and a variable, named DP of type
TTBDataProvider (in Pascal and C++ only). The Data Provider input is already linked to file “Text 4.txt”shown below.
2. Checking if DP variable is actually linked to the existing data provider
3. Initialising a try-finally block
4. Creating the L variable
5. Adding the names of the columns in the Data Provider to the L variable
119
6. Linking the O variable to an existing text object, named “Text 1”
7. Initialising another try-finally block
8. Setting the link between the data provider and the text object to show data from column with index ‘1’ from the Data Provider, i.e., the second
column
9. Setting the O variable and the L variable free
10. Setting the Data Distributor for the Data Provider to scroll every 2 seconds
11. Setting the Data Distributor for the Data Provider to scroll by 1 line
12. Starting the cursor movement in the source file
13. Playing all the objects, linked to the Data Provider
14. The DP variable is freed
15. Starting the project
Example 8
Pascal C++
var {
DP: TTBDataProvider; TTBDataProvider DP = TTBDataProvider.Create("FileLink Data
I, Rows, Cols: Integer; Provider Text04");
ColumnValues: Variant; if (Assigned(DP))
DT: TDPDataType; try
S: String; {
int Rows = DP.RowCount;
begin int Cols = DP.ColCount;
DP := TTBDataProvider.Create('FileLink Data Provider char S = "";
Text04'); TDPDataType DT;
if Assigned(DP) then
try variant ColumnValues = DP.GetColumn(0, DT);
Rows := DP.RowCount; if (DT == dtText)
Cols := DP.ColCount; {
for(int I = 0; I < Rows; I++)
S := ''; S = S + VarArrayElement(ColumnValues, I) + #13#10;
}
ColumnValues := DP.GetColumn(0, DT); ShowMessage(S);
if DT = dtText then
for I := 0 to Rows - 1 do ColumnValues = null;
S := S + VarArrayElement(ColumnValues, I) + #13#10; }
finally
ShowMessage(S); {
DP.Free;
ColumnValues := null; }
finally }
DP.Free;
end;
end.
Basic Java
DP = TTBDataProvider.Create("FileLink Data Provider Text04") var DP = TTBDataProvider.Create("FileLink Data Provider
if Assigned(DP) then Text04");
try if (Assigned(DP))
Rows = DP.RowCount try
Cols = DP.ColCount {
S = "" var Rows = DP.RowCount
ColumnValues = DP.GetColumn(0, DT) var Cols = DP.ColCount
if DT = dtText then var S = ""
for I = 0 to Rows - 1 var ColumnValues = DP.GetColumn(0, DT)
S = S + VarArrayElement(ColumnValues, I) + #13#10 if (DT == dtText)
next {
end if for(I = 0; I < Rows; I++)
ShowMessage(S) S = S + VarArrayElement(ColumnValues, I) + #13#10;
}
ColumnValues = null ShowMessage(S)
finally
DP.Free ColumnValues = null;
end try }
end if finally
DP.Free;
end
Example 8 Explained:
1. Declaration of a variable, named DP of type TTBDataProvider, three integer variables, named I, Rows, and Cols, a variant variable, named
ColumnValues, a variable, named DT of type TDPDataType, and a String variable, named S (in Pascal and C++ only). The Data Provider
input is already linked to file “Text 4.txt”shown below.
2. Checking if DP variable is actually linked to the existing data provider
120
3. Initialising a try-finally block
4. Returning the number of rows in the Data Provider in the Rows variable
5. Returning the number of columns in the Data Provider in the Cols variable
6. Setting a value of ‘ ‘ to the string variable
7. Setting the values from column 1, i.e., the column with index 0 to the ColumnValues variable
8. Checking if the data type in the abovementioned column is of type dtText, i.e., text data
9. Initialising a for loop, covering all the rows in the column and adding their values to the S variable one by one
10. Showing the value of S in a message dialog
11. Setting a null value to the ColumnValues variable to free memory
12. The DP variable is freed
Example 9
Pascal C++
var {
Slide: TTBSlide; TStringList List = new TStringList;
List: TStringList; try
{
begin Slides.SlidesList(List);
List := TStringList.Create;
try TTBSlide Slide = TTBSlide.Create(List[0]);
Slides.SlidesList(List); if (Assigned(Slide))
try
Slide := TTBSlide.Create(List[0]); {
if Assigned(Slide) then Slide.Play;
try Slides.Move(Slide.Index, List.Count);
Slide.Play; }
Slides.Move(Slide.Index, List.Count); finally
finally {
Slide.Free; Slide.Free;
end; }
finally }
List.Free; finally
end; {
end. List.Free;
}
}
Basic Java
List = new TStringList var List = new TStringList
try try
Slides.SlidesList(List) {
Slides.SlidesList(List)
Slide = TTBSlide.Create(List[0])
if Assigned(Slide) then var Slide = TTBSlide.Create(List[0]);
try if (Assigned(Slide))
Slide.Play try
Slides.Move(Slide.Index, List.Count) {
finally Slide.Play;
Slide.Free Slides.Move(Slide.Index, List.Count);
end try }
end if finally
finally Slide.Free;
List.Free }
end try finally
List.Free;
end
Example 9 Explained:
1. Declaration of a variable, named Slide of type TTBSlide and a variable, named List of type TStringList (in Pascal and C++ only)
2. Creating the List variable.
3. Initialising a try-finally block
4. Adding the names of the current slides in the project to the Slides variable
5. Linking the Slide variable to the first slide, i.e. the slide with an index of ‘0’
6. Checking if a slide is actually linked to the Slide variable
7. Initialising another try-finally block
8. Playing the Slide
9. Changing the index of the slide to the index of the last slide in the SlidesList, i.e., moving it at the end of the slide list
10. The Slide and the List variables are freed
121
122
Example 10
Pascal C++
var {
Obj: TTBObject; Project.New;
Project.Start; Project.Start;
end. }
Basic Java
Project.New Project.New;
Project.Start Project.Start;
end
Example 10 Explained:
1. Declaration of a variable, named Obj of type TTBObject (in Pascal and C++ only)
2. Opening a new project.
3. Creating a new text object within the project, named “Text 1” and linking it to the Obj variable
4. Checking if an object is actually linked to the Obj variable
5. Initialising a try-finally block
6. Assigning X and Y coordinates to the text object, as well as width and height
7. Entering the text “Test Object” in the object
8. Playing the object
9. Setting the Obj variable free
10. Starting the project
123
Example 11
Pascal C++
var {
I: Integer; int I = 0;
try
begin { I = 5 % I; }
I := 0; catch
try {
I := 5 div I; I = -1;
except ShowMessage(ExceptionMessage);
I := -1; }
ShowMessage(ExceptionMessage);
end; ShowMessage(I);
ShowMessage(I); }
end.
Basic Java
dim I = 0 var I = 0
try try
I = 5 / I I = 5 / I
catch Catch
I = -1 {
ShowMessage(ExceptionMessage) I = -1
end try ShowMessage(ExceptionMessage)
}
ShowMessage(I)
ShowMessage(I)
Example 11 Explained:
1. Declaration of an integer variable, named I (in Pascal and C++ only)
2. Setting a value of ‘0’ to the I variable
3. Initialising a try-except / try-catch block
4. Attempting to divide ‘5’ by the I variable
5. Setting a value of ‘-1’ to the I variable in case there is an error between the “try” and “except” statements and shows a message with a
description of the type of error that has occurred. In this case the step will not be executed, since I is equal to ‘0’ and you cannot divide by ‘0’.
6. Showing the value of I in a message dialog
124
Example 12
Pascal C++
function Transform(Obj: TTBObject; Text: String): Boolean; bool Transform(TTBObject Obj, char Text)
var DP: TTBDataProvider; {
begin if (Text != "")
if Text <> '' then return(False);
Result := False else
else {
begin TTBDataProvider DP = TTBDataProvider.Create("FileLink
DP := TTBDataProvider.Create('FileLink Data Provider Data Provider Text04");
Text04'); DP.Next;
DP.Next; DP.Free;
DP.Free; return(True);
Result := True; }
end; }
end;
{
begin }
end.
Basic Java
function Transform(Obj, Text) function Transform(Obj, Text);
if Text <> "" then {
return False if (Text != "")
else return(False)
DP = TTBDataProvider.Create("FileLink Data Provider else
Text04") {
DP.Next var DP = TTBDataProvider.Create("FileLink Data Provider
DP.Free Text04")
return True DP.Next
end if DP.Free
end function return(True);
}
end }
{
}
Example 12 Explained:
1. Declaration of a Transform Function
2. Declaration of a variable, named DP of type TTBDataProvider (in Pascal and C++ only)
3. Checking if the Text in the object, to which the transform function is linked is different from ‘ ’, i.e., if there is an empty line.
4. If an empty line is not found, returning a False result to the Transform Function, i.e., the object will display information as it is fed by the Data
Provider
5. If text is not different from ‘ ‘, i.e., an empty line is found, the DP variable is linked to the *.txt file Text4, shown below.
The cursor is moved to the next line in the Text 4 file
6. The DP variable is set free
7. A True result is returned to the Transform Function, i.e., the object has already shown the proper data
Example 13
Pascal C++
begin {
if DEBUG then if(DEBUG)
ShowMessage('Debug!') ShowMessage("Debug!");
else else
ShowMessage('Executing!'); ShowMessage("Executing!");
end. }
Basic Java
if DEBUG then if(DEBUG)
ShowMessage("Debug!") ShowMessage("Debug!")
else else
ShowMessage("Executing!") ShowMessage("Executing!");
end if
end
Example 13 Explained:
1. Checking if TitleBox is in debug mode
125
2. If yes, showing a message with text “Debug!”
3. If no, showing a message with text “Executing!”
Example 14
Pascal C++
var {
S: String; char S = "Stored Value";
if(Storage[0] != 500)
begin {
S := 'Stored Value'; Storage[0] = 500;
if Storage[0] <> 500 then Storage[1] = S;
begin }
Storage[0] := 500; ShowMessage(Storage.Count);
Storage[1] := S; if(Storage.Count > 10)
end; Storage.Clear;
ShowMessage(Storage.Count); }
if Storage.Count > 10 then
Storage.Clear;
end.
Basic Java
dim S = "Stored Value" var S = "Stored Value"
if Storage[0] <> 500 then if(Storage[0] != 500)
Storage[0] = 500 {
Storage[1] = S Storage[0] = 500
end if Storage[1] = S
ShowMessage(Storage.Count) }
if Storage.Count > 10 then ShowMessage(Storage.Count)
Storage.Clear if(Storage.Count > 10)
end if Storage.Clear
end
Example 14 Explained:
1. Declaration of a string variable, named S (in Pascal and C++ only)
2. Setting a value, equal to “Stored Value” to S.
3. Initialization of an if statement for checking whether the first item in the Storage is different from 500. If it is different, assigning a value of 500
to the first item in the Storage and a value, equal to S to the second item in the Storage.
4. Ending the if statement.
5. Showing the number of items stored in a Message dialog.
6. Clearing the Storage if the number of items, stored is greater than 10.
Example 15
Pascal C++
uses 'Unit.pas', 'Test.cpp', 'String.vb', 'Script.js'; #include "Unit.pas", "Test.cpp", "String.vb", "Script.js"
begin {
... ...
end. }
Basic Java
imports "Unit.pas", "Test.cpp", "String.vb", "Script.js" import "Unit.pas", "Test.cpp", "String.vb", "Script.js"
... {
end ...
}
Example 15 Explained:
1. Assigning the following saved modules to be used in the script: “Unit.pas”, “Test.cpp”, “String.vb”, and “Script.js”. Notice that the four files
are written in different script syntaxes.
2. Initialising and ending the main part of the script.
126
Test 4.txt
Header Col_1 Header Col_2 Header Col_3
127
APPENDIX – Integration of AirBox with TitleBox
TitleBox settings:
1) Run Programs > PlayBox Technology Ltd. > TitleBox PLNetInst.exe and select a folder for your TitleBox templates.
3) Export them via Network >Export project as template, giving them respective names.
5) Go to Project\Options, look at Network tab. Remember the TitleBox channel ID and Port values. Confirm any changes.
1) Go to Settings > Modules, then to Remote control tab. Enable TitleBox NetCtrl Output setting with Yes. Click Configure.
3) There are two modes for event insertion - 'Wizard' or 'Advanced' (selectable through the Advanced button). You are recommended to choose the
'Wizard' mode for now. The functions are self-explanatory, but since this module is still under development, some of them are not functioning as
desired...
4) In 'Wizard' mode you can choose between Template Control and Play Project - the first one is for global TitleBox control commands; the
second one is for project/objects control commands.
5) If you have entered Play Project mode, further you can select your project by list - all exported template projects should appear in this list. Select a
whole project or some objects from it.
Run AirBox. When the time for a TitleBox event approaches, respective commands are being sent to TitleBox and it runs the appropriate objects.
128
APPENDIX – TITLEBOX KEYBOARD
SHORTCUTS
Function Shortcut
Undo Ctrl+Z
Delete Del
PROPERTY TOOL
Add point A
129
Align to the previous point Alt+left arrow
130
APPENDIX – Windows Configurations for Using
Non-English Object Names in AirBox – TitleBox Net
Control Mode
The following instruction is applicable for users who work use non-English languages for TitleBox objects and use TitleBox together with AirBox.
Execute the steps, provided below and you will be able to use TitleBox objects in
NOTE: If you are using TitleBox and AirBox on different machines, make sure to make the following configurations on both machines.
1. Go to the Windows Start Menu > Control Panel > Region and Language > Location tab.
2. From the Current location drop-down list select the corresponding location, relative to the language you are using.
3. Go to the Administrative tab of the same dialog:
131
4. Click Change system locale… A new dialog will be invoked:
5. From the dialog, displayed above, select the language you are using.
APPENDIX - SERVER MAINTENANCE BEST
PRACTICES
In order to maintain trouble -free system, the following maintenance practices are recommended:
WEEKLY
• Check system for audible and visual (front and power supply LEDs light) alarms
• Check that system hard drive (ex. C:\) has at least 10% free space
• Make sure that media files are not stored on the desktop or media files are not played from the System Drive (ex. C :\)
MONTHLY
• Weekly Check list PLUS
• Check Windows System Logs for Errors
• Check the RAID controller ( if installed) for Errors
• Clear temporary files
QUARTERLY
• Weekly, Monthly Check lists PLUS
• Check Storage for Fragmentation issues
(If Defragmentation is needed - should be performed when Off – Air)
• Reboot the system to clear possible internal OS( Windows) inconsistencies
YEARLY
• Quarterly, Weekly, Monthly Check lists PLUS
• Clean server from dust, if necessary (power must be off, if you will open the chassis)
• Replace any chassis filters – if applicable
Playbox Technology UK Ltd
Brookmans Park Teleport
Great North Road
Hatfield AL96NE
United Kingdom
www.playboxtechnology.com