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\label{sec:use-cases}

\paragraph{Loading a game board}
To load a game board, click ``Load...'' and navigate to the file you
wish to load.  In the event of an error, a message will appear 
explaining the nature of the error.

\paragraph{Saving a game board}
After editing or while playing, a game board can be saved by clicking
``Save...''.  If the file was one that was loaded or previously saved,
you can overwrite the existing file or choose a new filename and
location.

\paragraph{Adding gizmos to the game board}
To add a gizmo, click the gizmo on the gizmo toolbar.  Moving the mouse
over the gameboard area will reveal a gizmo trailing the pointer.
Clicking the mouse again will place the gizmo in the current location.  
Multiple gizmos of the chosen type can be added at a time.  To cancel 
gizmo buildding, press `Esc' or click the gizmo in the toolbar.  Gizmos 
may be aligned to a grid by activating the ``Snap to grid'' option, 
or they may be freely placed.  Balls are also added as gizmos.

\paragraph{Switching between editing and playing}
To switch between the two modes, click the appropriate button in the
menu.  This button is labeled ``Play'' while in Editing mode, and
``Edit'' while in Playing mode.

\paragraph{Clearing the game board}
To clear the gameboard, switch to Editing mode and click the ``Clear''
button.  You will be prompted to confirm that you want to clear the
board.

\paragraph{Reverting the board to a saved state}
The game board can be set back to its last recorded state.  If no files
have been loaded or save, reverting the board will clear the board.
Otherwise, the board will be set back to the state of the last loaded 
or saved file.

\paragraph{Transforming/deleting gizmos}
Clicking on a gizmo on the game board will select it.  Once selected, a
menu will appear around the gizmo displaying a set of frobbers available
to that gizmo.  Clicking on the frobber will allow you to make the
desired change.  For example, clicking the ``Position'' frobber causes
the gizmo to follow the mouse.  Clicking again sets the gizmo in its
new location.  Alternatively, most frobbers support clicking and 
dragging.

\paragraph{Transforming gizmos and setting properties (advanced)}
Gizmo properties can be set through the property list.
Each property (name, position, orientation, color, triggers) will
have a corresponding entry in the property list.  Double-clicking the 
property value will allow the value to be edited.  Input the
desired value to set the property.  This method allows properties
not accessible through the frobber menu to be set.

\paragraph{Connecting gizmos}
Once a gizmo has been selected, one of the displayed frobbers is the
``Trigger'' frobber.  To connect the selected gizmo’s trigger to another
gizmo's action, click and drag the connect option to the gizmo whose
action is to be triggered, and then release.  An alternative method is
to click the connect option on the first gizmo and then click the
second gizmo.  By either method, an arrow from the trigger gizmo will
trail the mouse pointer to indicate that a connection is being
created.  Once the connection has been created, it will be indicated
by an arrow (depending on the view mode) and will also appear in the
property lists of the two gizmos.

\paragraph{Connecting gizmos to keys}
To connect a gizmo to a key-press, use the gizmo's ``Keypress'' frobber.
A dialog will appear explaining the setting procedure: pressing a key
will set it as the keypress trigger.  Using F1 and F2 allows you to
choose whether the trigger activates on the key going up or down or
both.  After these options have been set, hitting Enter assigns the
keypress trigger.  Keypress triggers can also be set in the property
table.

