226 Glossary
FXDeko User’s Guide
navigate
To navigate around a dialog box, use Tab and Shift+Tab to move
between fields, or click on the desired field. The up and down arrow
keys (↑↓) scroll through the items in a list.
Double-click a directory to select it.
Double-click a file name to open the file.
object
An object is a discrete data structure, that stores a collection of
values to be treated as a single item. An object is created by a
command and can be used by other commands as a parameter.
Typical FXDeko objects include colors, shaders, ellipses,
rectangles, boxes, fonts and looks.
object parameter
An object parameter specifies a collection of values that is treated
as a single item, i.e. an object. For example, color=(rgb 100 0
0).
Typical objects in FXDeko include colors, shaders, ellipses,
rectangles, boxes, fonts and looks.
The letter command, which adds a letter to a text field, includes two
object parameters, font and look:
letter [character=] [font=] [look=] [tx=]
[ty=] [code=] [insert+] [-show] [-attach]
The font parameter specifies an object created by the font command,
and the look parameter specifies an object created by the look
command.
An object is created by a command, such as font or look, and its
components correspond with the parameters of the command that
created it.
For example, the rgb object has four components, red, green, blue
and opacity. To access a component of an object, use the : operator.
operator
An operator is a symbol or other character that indicates an
operation performed on one or more values. Some examples are the
arithmetic operators, + and -, or the assignment operator, =.
optional parameter
An optional parameter always has a default value. FXDeko uses the
default value unless your command specifies a different value.
parameter
A parameter is a command modifier, and may be optional or
required.