                                                                   Page 4-1

                         Chapter 4 - Graphic Screens

OVERVIEW


A graphic screen is a picture or drawing that The Monitor II 
will display, such as a building floor plan, equipment 
diagrams, etc. Controller variables, I/O points, setpoints, 
times and dates may all be placed on a graphic screen and 
the values of these points will dynamically update on the 
screen. The user can change setpoints with a mouse, turn 
equipment ON and OFF, change schedules, and switch to other 
graphic screens with a press of the mouse button.

There are also 3 types of animation (or dynamic screen 
modification) that can be performed:

* PALETTE CYCLING - This technique uses rapid color
  changing to give the illusion of animation. This can be
  used for spinning air handlers, showing airflow through
  duct work, making out of range temperatures flash, etc.

* COLOR FILLING - This technique will fill an enclosed area
  of the screen with up to 4 different colors (1 at a time)
  based on the value of a variable. This can be used for
  displaying lighting yellow when ON and black when OFF,
  changing the color of pipes with the temperature of the
  water, etc.

* FILL GRAPHS - This will fill a rectangular area of the
  screen with a color. From 0% to 100% of the rectangle
  will be filled based on the variables value. This is
  useful for showing cooling tower water level, graphic
  thermometers, etc.

To get a quick start with graphics follow these steps:

* Draw your picture in a third party software package, such
  as Microsoft Paintbrush, Deluxe Paint, etc. You may skip
  this step if you wish to use the built-in drawing tools.

  SEE THE NOTES ON THE NEXT PAGE BEFORE DRAWING YOUR PICTURE.

* The graphic must be added to the GRAPHIC DATABASE. Select
  BUILD/EDIT from the SYSTEM MENU, then select EDIT GRAPHIC
  DATABASE.

* Highlight an empty entry, press [Enter] or the left mouse
  button, and then select the 'EDIT' button.


                  CONTINUED ON NEXT PAGE

                                                                   Page 4-2

* Enter a description for this graphic screen and also a
  filename for the graphic DATA FILE. You can use any legal
  DOS filename that you wish. It should be something
  meaningful to you. This filename can be different from
  the .PCX picture file.

* Select the 'OK' button and then select the 'DONE' button
  on the selection screen.

The graphic is now in the database and can be edited by
selecting BUILD/EDIT from the SYSTEM menu and then selecting
BUILD GRAPHIC.


                             IMPORTANT NOTES

* The PAINT program in Microsoft Windows will not work. The
  drawing will load properly but PAINT modifies the screen
  colors of the drawing so that almost all of the drawing
  will be in a different color when it is loaded into The
  Monitor II.

* The drawing should be in the 640x480 16 color mode.

* The drawing must be a valid .PCX file and be placed in
  the \MONITOR\GRP directory.

* The upper and lower 15 rows of the drawing will be
  overwritten by the status bar and menu bar. Try to center
  your drawing in the middle of the screen.

* Remember that the graphic filename you put in the GRAPHIC
  DATABASE is the DATA filename and not necessarily the
  .PCX drawing filename. This allows you to use one generic
  drawing for many different graphics.

* When adding variables, setpoints, etc., you do not need
  to enter the master name if that point is on the
  controller that The monitor II is connected to. The
  master name is used only for points on a different
  controller on the energy net of the Infinity.

                                                                   Page 4-3

4.1   The Graphic Database

Before graphics can be built they must be in the graphic
database. The graphic database is where information about
each graphic screen is stored. It may contain up to 100
different entries. The information stored in the database is
used by The Monitor II to display each graphic screen. Each
controller has it's own graphic database.

4.2   Editing the Graphic Database


THERE IS NOT A SEPARATE "SAVE" OR "CANCEL" WHEN EDITING THE
GRAPHIC DATABASE. ALL CHANGES ARE SAVED AS THE EDITING
OCCURS. THERE IS NO WAY TO RESTORE A DATABASE TO ITS
PREVIOUS STATE AFTER SORTING, DELETING, ETC.

After selecting EDIT GRAPHIC DATABASE from the BUILD/EDIT
menu, a list of graphics will be displayed. Select a entry
to edit by highlighting it with the mouse or the arrow keys,
and then press the left button or [Enter]. This will place
the entry in the small box at the top of the selection
screen. Once an entry is selected, the following functions
may be used:

* EDIT - Allows the editing of the information contained in
  the database for this entry (see below).

* DELETE - Will delete this entry. All of the information
  about this graphic will be erased. No other entries are
  affected.

* COPY - Will copy all of this entries data into another
  entry. This could be used to organize the database
  entries into a specific order.

* SORT - Will sort the entries in the database
  alphabetically. You do not have to select an entry before
  using the SORT function.

When EDIT is selected, the selection screen will disappear
and the edit graphic screen will be displayed. The
information contained on this screen is as follows:

* DESCRIPTION - This can be up to 30 characters long. It is
  mainly used to select a graphic to build or view.

* FILENAME - This is the filename that will be used by The
  Monitor II for this graphic. This filename is used for
  the data file (the file with all the variable and
  setpoint information) and it will be created
  automatically.

                                                                   Page 4-4

4.3   Building a Graphic

Before building a graphic screen it must be added to the
graphic database (see above). The graphic screen must also
be drawn. In most cases, the actual drawing would be done in
a third party graphic drawing program, such as Microsoft
Paintbrush. The drawing must be in a .PCX format. Almost any
drawing package that saves drawings in this format will
work.

THE PAINTBRUSH INCLUDED WITH MICROSOFT WINDOWS 3.0 WILL NOT
WORK. THE DRAWING WILL LOAD PROPERLY, BUT IT MODIFIES THE
SCREEN COLORS OF THE DRAWING, SO THAT ALMOST ALL OF THE
DRAWING WILL BE IN A DIFFERENT COLOR THAN WHAT IT WAS DRAWN
IN.

THE DRAWING MUST BE IN THE 640 X 480, 16 COLOR MODE.

THE DRAWING FILE MUST HAVE THE EXTENSION '.PCX' AND BE
PLACED IN THE \MONITOR\GRP DIRECTORY.

THE UPPER AND LOWER 15 ROWS OF THE DRAWING WILL BE
OVERWRITTEN BY THE STATUS LINE AND MENU.

REMEMBER THAT THE GRAPHIC FILENAME SPECIFIED IN THE GRAPHIC
DATABASE IS THE DATA FILENAME AND NOT NECESSARILY THE
DRAWING FILENAME. IN THIS WAY, ONE DRAWING COULD BE USED FOR
MANY GRAPHIC SCREENS (1 DRAWING FOR MANY FLOORS OF A
BUILDING, ETC).

After selecting BUILD GRAPHIC from the BUILD/EDIT menu, a
graphic selection screen will be displayed. Use the arrow
keys or the mouse to highlight an entry and press the left
mouse button or press [Enter]. This will select the entry
and place it in the small box at the top of the selection
screen. Then select the 'OK' button.

A graphic may also be selected by "double-clicking" on the
entry with the mouse. To do this, put the mouse cursor on
the desired entry and press the left button two times
quickly.

Once a graphic has been selected, the top menu bar will
change to the BUILD GRAPHIC menu. The following is a
description of the FILE and TOOLS menu functions.

                                                                   Page 4-5

4.3.1   The File Menu

* SAVE PCX SCREEN - This will save the current screen
  drawing to disk.

* LOAD PCX SCREEN - This will load another drawing from
  disk. Whenever a new drawing is loaded from disk, the new
  drawing will then be displayed when this graphic is
  viewed.

* SAVE GRAPHICS DATA - This will save the graphic data file
  to disk. The graphic data file contains all the
  information that is displayed with the graphic
  (variables, setpoints, etc.).

* TEST - This will allow testing of the animation features.
  If changes have been made to the drawing, save it before
  trying this, because sometimes the results will be other
  than expected.

* EDIT HEADER - This allows the editing of this graphics
  header (title). This header will always be displayed on
  the top line of the screen when this graphic is being
  viewed. Each graphic has a different header. One drawing
  of a floor plan could be used for all the buildings
  floors, with just the variable names different and a
  different header.

* CONFIGURATION - Here you may change the configuration for
  this graphic. Each graphic has its own configuration.

  * AUTO UPDATE - If set to YES, The Monitor II will
    save the value of all variables and setpoints after
    each viewing of this graphic. Then when the graphic
    is viewed again, the saved values will be
    immediately displayed.

  * TIME FORMAT - This specifies the format of the TIME
    SETPOINTS. It can be set to TOD (the Andover's time-
    of-day) format, or HOD (the Andover's hour-of-day
    format).

  * DEF. VARIABLE NORMAL/ON FG - This specifies the
    default foreground color for the NORMAL or ON color
    of variables.

    Changing this will not affect any variables already
    placed on the graphic, only when ADDing variables.

                                                                   Page 4-6

  * DEF. VARIABLE NORMAL/ON BG - This specifies the
    default background color for the NORMAL or ON color
    of variables.

    Changing this will not affect any variables already
    placed on the graphic, only when ADDing variables.

  * DEF. VARIABLE ALARM/OFF FG - This specifies the
    default foreground color for the ALARM or OFF color
    of variables.

    Changing this will not affect any variables already
    placed on the graphic, only when ADDing variables.

  * DEF. VARIABLE ALARM/OFF BG - This specifies the
    default background color for the ALARM or OFF color
    of variables.

    Changing this will not affect any variables already
    placed on the graphic, only when ADDing variables.

  * DEF. SETPOINT FG - This specifies the default
    foreground color for setpoints.

    Changing this will not affect any setpoints already
    placed on the graphic, only when ADDing setpoints.

  * DEF. SETPOINT BG - This specifies the default
    background color for setpoints.

    Changing this will not affect any setpoints already
    placed on the graphic, only when ADDing setpoints.

* QUIT - This will quit the graphic builder program and
  return you to the main menu.

                                                                   Page 4-7

4.3.2   The Tools Menu

The TOOLS menu contains primitive drawing tools. It is not
meant to be a substitute for a third party drawing package.
It can be extremely useful for touch-ups or last minute
additions to the drawing, without having to exit The Monitor
II.


THERE IS NO "UNDO" FUNCTION, SO "SAVE PCX SCREEN" OFTEN.


* LINES - Draws straight lines.

* BOXES - Draws empty boxes.

* CIRCLES - Draw empty circles.

* CLEAR AREA - Draws filled boxes.

* CUT TO... - Will remove (erase) a rectangular area of the
  drawing and save it to disk. This is useful for moving an
  object from one location to another, or from one drawing
  to another.

* COPY TO... - Will save a COPY of a rectangular area of
  the drawing to disk. Nothing will be erased.

* PASTE FROM... - Will read a rectangular area from disk
  and allow placement on the current drawing.

* FILL - Will fill (paint) an enclosed area with color. The
  area MUST be completely enclosed, or it may fill the
  entire screen. The area will be filled with the current
  background color, and the border of the area must be in
  the current foreground color. SAVE THE DRAWING BEFORE
  USING THIS FUNCTION!

* TEXT - Allows the placement of text on the drawing.

* COLOR - Allows changing of the current foreground and
  background colors. Pressing <Alt>-C will work also.

                                                                   Page 4-8

4.3.3   Using Variables On Graphics

Up to 100 variables may be placed on a graphic screen. There
are two types of variables:

NOTE: MASTER NAME IS NOT USED FOR AC256 OR AC8 CONTROLLERS.

* ANALOG - These are variables that will be displayed as
  numbers (temperatures, voltages, etc.). An analog
  variable can also display STRING VARIABLES from the
  Infinity controller, if the MINIMUM VALUE and MAXIMUM
  VALUE are BOTH set to zero (see below). String variables
  will only be read and displayed once, when the graphic is
  first viewed. After selecting ADD or EDIT an analog
  variable, the following information should be supplied:

* VARIABLE NAME - This is the name given to the point
  in the controller. A point on a different controller
  (on the same network) may be used by supplying the
  path to it.

  EXAMPLE: Floor_1 Room_Temp

* MASTERS NAME - This is the name of the controller
  that this point is in. For Infinity controllers,
  this is the energy net controllers name. This name
  will be added to the VARIABLE NAME to read the
  point.

  EXAMPLE:
         VARIABLE NAME = Floor_1 Room_Temp
         MASTERS NAME  = Building_1

  The Monitor II will issue the command:

  PRINT Building_1 Floor_1 Room_Temp

  and read the value returned by the controller.

* MINIMUM VALUE - This is the low alarm limit for this
  variable. If the current value of this variable is
  less than the MINIMUM VALUE, the variable will be
  displayed in the ALARM COLOR (see below).

* MAXIMUM VALUE - This is the high alarm limit for
  this variable. If the current value of this variable
  is greater  than the MAXIMUM VALUE, the variable
  will be displayed in the ALARM COLOR (see below).

                                                                   Page 4-9

* NORMAL FG COLOR - This is the foreground color the
  variable  will be displayed in if the point is
  within the MINIMUM and MAXIMUM values given above.

  STRING VARIABLES WILL ALWAYS USE THE NORMAL FG AND BG
  COLORS.

* NORMAL BG COLOR - This is the background color the
  variable will be displayed in if the point is within
  the MINIMUM and MAXIMUM values given above.

* ALARM FG COLOR - This is the foreground color the
  variable will be displayed in if the point is not
  within the MINIMUM and MAXIMUM values given above.

* ALARM BG COLOR - This is the background color the
  variable will be displayed in if the point is not
  within the MINIMUM and MAXIMUM values given above.


* DISPLAY LENGTH - This is the number of characters
  that will be displayed for this point. If more
  characters are read from the controller, it will be
  truncated to this number of characters. If less are
  received, it will be left justified and padded with
  spaces.


* DIGITAL - These are variables that will be displayed as
  words (ON/OFF, CLEAN/DIRTY, etc.).  After selecting ADD
  or EDIT a digital variable, the following information
  should be supplied:

* VARIABLE NAME - This is the name given to the point
  in the controller. A point on a different controller
  (on the same network) may be used by supplying the
  path to it.

  EXAMPLE: Floor_1 Airhand1

                                                                   Page 4-10

* MASTERS NAME - This is the name of the controller
  that this point is in. For Infinity controllers,
  this is the energy net controllers name. This name
  will be added to the VARIABLE NAME to read the
  point.

  EXAMPLE:
         VARIABLE NAME = Floor_1 Airhand1
         MASTERS NAME  = Building_1

  The Monitor II will issue the command:

  PRINT Building_1 Floor_1 Airhand1

  and read the value returned by the controller.

* ON STRING - This is a word that, if supplied, will
  be displayed instead of ON, if the point is
  currently ON (Dirty, Active, etc.).

* OFF STRING - This is a word that, if supplied, will
  be displayed instead of OFF, if the point is
  currently OFF (Clean, Inactive, etc.).

* ON FG COLOR - This is the foreground color the
  variable will be displayed in if the point is
  currently ON.

* ON BG COLOR - This is the background color the
  variable will be displayed in if the point is
  currently ON.

* OFF FG COLOR - This is the foreground color the
  variable will be displayed in if the point is
  currently OFF.

* OFF BG COLOR - This is the background color the
  variable will be displayed in if the point is
  currently OFF.

* DISPLAY LENGTH - This is the number of characters
  that will be displayed for this point. If more
  characters are read from the controller, it will be
  truncated to this number of characters. If less are
  received, it will be left justified and padded with
  spaces.

                                                                   Page 4-11

4.3.4   Using Setpoints On Graphics

Up to 100 setpoints may be placed on a graphic screen. The
setpoints will be read from the controller and displayed
just like variables. However, setpoints may also be modified
by the user, by pressing the left mouse button while
pointing at the setpoint. There are four types of setpoints:

NOTE: MASTER NAME IS NOT USED FOR AC256 OR AC8 CONTROLLERS.

* ANALOG - These are setpoints that will be displayed as
  numbers (temperatures, voltages, etc.). After selecting
  ADD or EDIT an analog setpoint, the following information
  should be supplied:

  * SETPOINT NAME - This is the name given to the point
    in the controller. A point on a different controller
    (on the same network) may be used by supplying the
    path to it.

    EXAMPLE: Floor_1 Zone1_Set

  * MASTERS NAME - This is the name of the controller
    that this point is in. For Infinity controllers,
    this is the energy net controllers name. This name
    will be added to the SETPOINT NAME to read the
    point.

    EXAMPLE:
            SETPOINT NAME = Floor_1 Zone1_Set
            MASTERS NAME  = Building_1

    The Monitor II will issue the command:

    PRINT Building_1 Floor_1 Zone1_Set

    and read the value returned by the controller.

  * MINIMUM VALUE - This is the lowest value the Monitor
    II will allow a user to change this setpoint to.

  * MAXIMUM VALUE - This is the highest value the
    Monitor II will allow a user to change this setpoint
    to.

  * INCREMENT VALUE - This is the amount by which the
    Monitor II will increment or decrement the setpoint,
    when the user changes it with a mouse.

                                                                   Page 4-12

  * FG COLOR - This is the foreground color the setpoint
    will be displayed in.

  * BG COLOR - This is the background color the setpoint
    will be displayed in.

  * DISABLE? - If set to YES, the Monitor II will issue
    the DISABLE command to the controller before
    changing the setpoints value. This will only happen
    when the setpoint is changed by the user.

  * DISPLAY LENGTH - This is the number of characters
    that will be displayed for this setpoint. If more
    characters are read from the controller, it will be
    truncated to this number of characters. If less are
    received, it will be left justified and padded with
    spaces.


* DIGITAL - These are setpoints that are ON or OFF. After
  selecting ADD or EDIT a digital setpoint, the following
  information should be supplied:

  * SETPOINT NAME - This is the name given to the point
    in the controller. A point on a different controller
    (on the same network) may be used by supplying the
    path to it.

      EXAMPLE: Floor_1 Airhand1

  * MASTERS NAME - This is the name of the controller
    that this point is in. For Infinity controllers,
    this is the energy net controllers name. This name
    will be added to the SETPOINT NAME to read the
    point.

      EXAMPLE:
             VARIABLE NAME = Floor_1 Airhand1
             MASTERS NAME  = Building_1

      The Monitor II will issue the command:

      PRINT Building_1 Floor_1 Airhand1

      and read the value returned by the controller.

  * ON STRING - This is a word that, if supplied, will
  be displayed instead of ON, if the point is
  currently ON (Dirty, Active, etc.).

                                                                   Page 4-13

  * OFF STRING - This is a word that, if supplied, will
    be displayed instead of OFF, if the point is
    currently OFF (Clean, Inactive, etc.).

  * ON FG COLOR - This is the foreground color the
    setpoint will be displayed in if the point is
    currently ON.

  * ON BG COLOR - This is the background color the
    setpoint will be displayed in if the point is
    currently ON.

  * OFF FG COLOR - This is the foreground color the
    setpoint will be displayed in if the point is
    currently OFF.

  * OFF BG COLOR - This is the background color the
    setpoint will be displayed in if the point is
    currently OFF.

  * DISABLE? - If set to YES, the Monitor II will issue
    the DISABLE command to the controller before
    changing the setpoints value. This will only happen
    when the setpoint is changed by the user.

  * DISPLAY LENGTH - This is the number of characters
    that will be displayed for this point. If more
    characters are read from the controller, it will be
    truncated to this number of characters. If less are
    received, it will be left justified and padded with
    spaces.


* DATE - These are setpoints that will be displayed as
  dates in the format mm/dd/yy. The date setpoint in the
  controller should be a numeric variable.

  The value is stored as:

  MONTH * 10,000 plus
  DAY   * 100    plus
  YEAR  * 1      (year = 00 - 99)

  so March 15th, 1992 would equal 31,592 (03 15 92).

  After selecting ADD or EDIT a date setpoint, the
  following information should be supplied:

                                                                   Page 4-14

  * SETPOINT NAME - This is the name given to the point
    in the controller. A point on a different controller
    (on the same network) may be used by supplying the
    path to it.

    EXAMPLE: Floor_1 Start_date1

  * MASTERS NAME - This is the name of the controller
    that this point is in. For Infinity controllers,
    this is the energy net controllers name. This name
    will be added to the SETPOINT NAME to read the
    point.

    EXAMPLE:
         SETPOINT NAME = Floor_1 Start_date1
         MASTERS NAME  = Building_1

    The Monitor II will issue the command:

    PRINT Building_1 Floor_1 Start_date1

    and read the value returned by the controller.

  * FG COLOR - This is the foreground color the setpoint
    will be displayed in.

  * BG COLOR - This is the background color the setpoint
    will be displayed in.

  * DISABLE? - If set to YES, the Monitor II will issue
    the DISABLE command to the controller before
    changing the setpoints value. This will only happen
    when the setpoint is changed by the user.

* TIME - These are setpoints that will be displayed as
  times in the format hh:mm (or hh.mm for HOD format). The
  time setpoint in the controller should be a numeric
  variable.

  The controller variable will be modified as:

  TOD FORMAT = 1235
  HOD FORMAT = 12.35

  ALL TIMES ARE STORED AS MILITARY TIMES. (22:30 = 10:30 PM)

                                                                   Page 4-15

  * SETPOINT NAME - This is the name given to the point
    in the controller. A point on a different controller
    (on the same network) may be used by supplying the
    path to it.

    EXAMPLE: Floor_1 Start_time1

  * MASTERS NAME - This is the name of the controller
    that this point is in. For Infinity controllers,
    this is the energy net controllers name. This name
    will be added to the SETPOINT NAME to read the
    point.

    EXAMPLE:
           SETPOINT NAME = Floor_1 Start_time1
           MASTERS NAME  = Building_1

    The Monitor II will issue the command:

    PRINT Building_1 Floor_1 Start_time1

    and read the value returned by the controller.

  * FG COLOR - This is the foreground color the setpoint
    will be displayed in.

  * BG COLOR - This is the background color the setpoint
    will be displayed in.

  * DISABLE? - If set to YES, the Monitor II will issue
    the DISABLE command to the controller before
    changing the setpoints value. This will only happen
    when the setpoint is changed by the user.

                                                                   Page 4-16

4.3.5   Using Pointers on Graphics

A Pointer is an area of the screen that will trigger some
action when the left mouse button is pushed while the mouse
pointer is within the area, or when a specified key is
pressed. There are four types of pointers:


* SCRIPT FILE POINTERS - This type of pointer will
  execute a user written script file when triggered.
  The script file can use the RETGRAPHIC command to
  return to the graphic.

  A numeric value may be passed to a script file
  through a SCRIPT FILE POINTER. This is done by
  appending a colon (':') to the script filename
  followed by the numeric value, in the ADD POINTER
  menu.  This eliminates the need for many copies of
  the same script file that differ only in the domain
  they backup, the history  graph they display, etc.

  EXAMPLE:     RELOAD:1

  This will run the script file RELOAD.SCR and set
  numeric variable 'A' to 1.

  A value of up to 999,999 may be passed when using a
  script filename that is only 1 character long.

  EXAMPLE:    R:999999

  This will run the script file R.SCR and set numeric
  variable 'A' to 999,999.

* CUSTOM COMMAND POINTER - This type of pointer will
  issue a command to the controller.

* HELP FILE POINTER - This type of pointer will
  display a help window like the ones used throughout
  The Monitor II. The text you want displayed in the
  help window must be put in a file with the same file
  name as the graphic, specified in the GRAPHIC
  DATABASE, but must have the file extension of
  ".HLP". The file must be placed in the \MONITOR
  directory.

  The file must be formatted as follows:

                                                                   Page 4-17

  The first character of a line must be a front-slash
  '/' followed by the index number (2-99).

  Then comes the actual text.

  The help text must be terminated with a front-slash
  '/END' (in CAPS).

  EXAMPLE:

  /2
  This Graphic is of the first floor.
  You may click the left mouse button
  on the room you wish to view.
  or press ESC to quit.
  /END

  Up to 100 lines of 40 characters each may be used for
  each index number.

  Index #1 in the file will be displayed if the user
  presses the right button while pointing anywhere on
  the screen.

  Index #2 - #99 will be displayed when the user
  presses the left mouse button while pointing to the
  specified area.

  The activation key specified will also display Index
  #2 - #99.

  The help text displayed while using The Monitor II
  is in the file MONITOR1.HLP. View this file in DOS
  for more examples.


* NEW GRAPHIC POINTER - This type of pointer will display
  a different graphic. You must supply the filename that
  you specified in the GRAPHIC DATABASE. This is useful
  for zooming in on floor plans, etc.

                                                                   Page 4-18

4.3.6   Palette Cycle Animation

Palette cycling is rather difficult to explain, but easy to
use once it is understood. Basically, palette cycling will
change colors on the screen to give the illusion of
movement. The best way to explain it is with an example:

You wish to show air flow through duct work. The duct work
is drawn in white (but could be any color). You would then
draw (up to) 4 arrows in the duct like this: > > > >. Each
arrow must be drawn in a different color (for this example
lets assume RED, YELLOW, BLUE, AND GREEN).

Then set the ACTIVE COLOR to BLACK (or any other color), and
the INACTIVE COLOR to WHITE (or the color the duct is drawn
in.).

If the specified variable is ON (or non-zero for analog
variables), the Monitor II will change the color of each
arrow to the ACTIVE COLOR in sequence, and change the other
3 arrows to the INACTIVE COLOR. This has the effect of
making 3 of the 4 arrows invisible, and the 4th arrow
visible. Each arrow will be made visible in sequence, giving
the animation effect.

You don't have to use all 4 palette entries. You may use 2
which will cause an object to flash (this is useful to bring
attention to out of range points).

                              **** IMPORTANT *****

Any color used in a palette cycle will be changed on the
entire screen. This makes the colors used in the palette
cycle un-usable for anything else in the drawing. The best
colors to use would normally be the little used colors like
MAGENTA, BRIGHT MAGENTA, DARK GRAY, ETC. Some colors (RED,
CYAN, BLACK, etc.) that are used in the menuing system may
not be used.

After selecting ADD or EDIT a palette cycle, the following
information should be supplied:

* VARIABLE NAME - This is the name given to the point
  in the controller. A point on a different controller
  (on the same network) may be used by supplying the
  path to it.

  EXAMPLE: Floor_1 Airhand1

                                                                   Page 4-19

* MASTERS NAME - This is the name of the controller
  that this point is in. For Infinity controllers,
  this is the energy net controllers name. This name
  will be added to the VARIABLE NAME to read the
  point.

  EXAMPLE:
         SETPOINT NAME = Floor_1 Airhand1
         MASTERS NAME  = Building_1

  The Monitor II will issue the command:

  PRINT Building_1 Floor_1 Airhand1

  and read the value returned by the controller. If the
  points current value is ON (or non-zero) the palette
  cycling will begin.

* PALETTE #1 - This is the color of the 1st frame of
  animation (the first arrow of the above example).

* PALETTE #2 - This is the color of the 2nd frame of
  animation (the second arrow of the above example).

* PALETTE #3 - This is the color of the 3rd frame of
  animation (the third arrow of the above example).

* PALETTE #4 - This is the color of the 4th frame of
  animation (the forth arrow of the above example).

* ACTIVE COLOR - This is the color that the visible
  frame (or arrow, from above example) will be
  displayed in.

* INACTIVE COLOR - This is the color that the 3
  invisible frames (or arrows, from above example)
  will be displayed in.

* DEFAULT PALETTE - This is the palette entry number
  (1-4) that you want to be visible when the point is
  OFF (or zero).

* DELAY - This is the speed of the animation in
  (approx.) 1/10 second increments.

                                                                   Page 4-20

4.3.7   Fill Graphs

A fill graph will read a variables value and fill a box with
color based on the percentage of the specified range. This
is useful for graphically showing water levels in cooling
towers, thermometers, etc.

SEE EXAMPLE ON FOLLOWING PAGE.

* VARIABLE NAME - This is the name given to the point
  in the controller. A point on a different controller
  (on the same network) may be used by supplying the
  path to it.

  EXAMPLE: Floor_1 Cooling_tower1

* MASTERS NAME - This is the name of the controller
  that this point is in. For Infinity controllers,
  this is the Energy net controllers name. This name
  will be added to the VARIABLE NAME to read the
  point.

  EXAMPLE:
         SETPOINT NAME = Floor_1 Cooling_tower1
         MASTERS NAME  = Building_1

  The Monitor II will issue the command:

  PRINT Building_1 Floor_1 Cooling_tower1

  and read the value returned by the controller.

* MINIMUM VALUE - This is the low end of the range.

* MAXIMUM VALUE - This is the high end of the range.

* FILL COLOR - This is the color that will be used to
  fill in the active section of the box.

* BACKGROUND COLOR - This is the color that will be
  used to fill in the inactive section of the box.

* FILL DIRECTION - This is the direction to fill and
  can be LEFT, RIGHT, UP or DOWN.


                        SEE EXAMPLE ON FOLLOWING PAGE

                                                                   Page 4-21

FILL GRAPH EXAMPLE:

VARIABLE NAME   : Cooling_tower1
MASTERS NAME    : Floor_1
MINIMUM VALUE   : 0
MAXIMUM VALUE   : 10
FILL COLOR      : RED
BACKGROUND COLOR: BLACK
FILL DIRECTION  : RIGHT

If the variables current value is 7.5, the left most
75% of the box will be filled in with RED, and the
right most 25% will be filled in with BLACK.

4.3.8   Color Fills

A color fill will paint an enclosed area with a different
color, based on a variables current value. This is useful
for making lighting yellow when ON and black when OFF,
changing the color of pipes when hot and cold, etc.

                            ***** IMPORTANT *****

The area to be filled MUST be totally surrounded by the
BORDER COLOR (see below). If even a single pixel is missing,
the whole screen may be painted.

* VARIABLE NAME - This is the name given to the point
  in the controller. A point on a different controller
  (on the same network) may be used by supplying the
  path to it.

  EXAMPLE: Floor_1 Lights1

* MASTERS NAME - This is the name of the controller
  that this point is in. For Infinity controllers,
  this is the energy net controllers name. This name
  will be added to the VARIABLE NAME to read the
  point.

  EXAMPLE:
         SETPOINT NAME = Floor_1 Lights1
         MASTERS NAME  = Building_1

  The Monitor II will issue the command:

  PRINT Building_1 Floor_1 Lights1

  and read the value returned by the controller.

                                                                   Page 4-22

* VALUE/FILL COLOR #1 - If the variables current value
  is greater than VALUE #1, the area will be painted
  with FILL COLOR #1.

* VALUE/FILL COLOR #2 - If the variables current value
  is greater than VALUE #2, the area will be painted
  with FILL COLOR #2.

* VALUE/FILL COLOR #3 - If the variables current value
  is greater than VALUE #3, the area will be painted
  with FILL COLOR #3.

* VALUE/FILL COLOR #4 - If the variables current value
  is greater than VALUE #4, the area will be painted
  with FILL COLOR #4.

* BORDER COLOR - This is the color that MUST totally
  surround the area to be filled. As the area is being
  filled, the Monitor II will stop when it hits a
  pixel of this color.

