Files
JIMRI/help/en/package/jmri/jmrit/display/LayoutEditor.shtml
T
2026-06-17 14:00:51 +02:00

1838 lines
116 KiB
Plaintext

<!DOCTYPE html>
<html lang="en">
<head>
<meta name="generator" content="HTML Tidy for HTML5 for Apple macOS version 5.8.0">
<title>JMRI: Layout Editor Help</title>
<meta name="author" content="Dave Duchamp">
<meta name="keywords" content="JMRI help Layout Editor panel">
<!--#include virtual="/help/en/parts/Style.shtml" -->
<style type="text/css">
span.since {
color: #fff;
float: right;
background: #222696;
background-size: 100% 100%;
border-radius: 4px;
margin: 2px 2px 2px 2px;
padding: .2em .3em;
}
</style>
</head>
<body>
<!--#include virtual="/help/en/parts/Header.shtml" -->
<div id="mBody">
<div id="mainContent" class="no-sidebar">
<h1>The Layout Editor</h1>
<h2 id="contents">Contents</h2>
<p>This document describes Layout Editor and how to use Layout Editor to make PanelPro
panels. The document is divided into sections; click below to jump to the named section. The
minimum reading to get started is <a href="#intro">Introduction to Layout Editor Panels</a>
and <a href="#start">Getting Started with Layout Editor</a>. Then you may want to jump to
<a href="#finish">Putting Finishing Touches on your Panel</a> to see more of what's possible
before reading the various other sections in detail.</p>
<p>Notice: The signal related portions of this help file have not been updated and apply
mainly to signal <em>heads</em>. Those discussions predate signal masts.
Masts are fully supported in Layout Editor Panels, but only
described briefly.</p>
<ul>
<li>
<a href="#intro">Introduction to Layout Editor Panels</a>
</li>
<li>
<a href="#start">Getting Started with Layout Editor</a>
</li>
<li>
<a href="#toolbar">Using the Layout Editor Tool Bar</a>
</li>
<li>
<a href="#toolbox">Using the Layout Editor Floating Tool Box</a>
</li>
<li>
<a href="#filemenu">Using a Panel's File Menu</a>
</li>
<li>
<a href="#option">Using Layout Editor's Options Menu</a>
</li>
<li>
<a href="#toolsmenu">Using Layout Editor's Tools Menu</a>
</li>
<li>
<a href="#zoommenu">Using Layout Editor's Zoom Menu</a>
</li>
<li>
<a href="#markermenu">Using Layout Editor's Marker Menu</a>
</li>
<li>
<a href="#editing">Editing and Removing Items</a>
</li>
<li>
<a href="#turnouts">Turnouts</a>
</li>
<li>
<a href="#track">Track Segments and Connection Points</a>
</li>
<li>
<a href="#xing">Level Crossings</a>
</li>
<li>
<a href="#turn">Turntables</a>
</li>
<li>
<a href="#traversers">Traversers</a>
</li>
<li>
<a href="#background">Backgrounds</a>
</li>
<li>
<a href="#block">Blocks</a>
</li>
<li>
<a href="#trackdrawoptions">Track Drawing Options</a>
</li>
<li>
<a href="#tracking">Blocks, Memory Labels, and Train Tracking</a>
</li>
<li>
<a href="#tips">Tips</a>
</li>
<li>
<a href="#finish">Putting Finishing Touches on your Panel</a>
</li>
</ul>
<h2 id="intro">Introduction to Layout Editor Panels</h2>
<p>JMRI supports multiple panels, either Layout Editor type or Panel Editor type. All panels
that have been created or loaded are listed in the submenu of <strong>Show Panel</strong> in
the Panels menu. You can minimize or close a panel window, and bring it back as the front
most window by selecting it in this submenu. Multiple monitors are supported to the extent
that the operating system allows, and a single panel may be stretched to occupy more than one
monitor.</p>
<p>To save your Layout Editor panel, select <strong>Store ALL table content and panels...</strong>
in the <strong>File</strong> menu of your Layout Editor panel, or use the main PanelPro
<strong>File &rArr; Store ALL table content and panels...</strong> menu item. When you do
this, all panels listed in the submenu of <strong>Show Panel</strong> are saved, along with
all shared configuration items (sensors, turnouts, signal heads, etc.).</p>
<p><strong>Layout Editor</strong> supports the construction and display of PanelPro panels.
<strong>Layout Editor</strong> is similar to the traditional PanelPro <strong>Panel
Editor</strong>, except it supports a drawn track diagram instead of an icon-based track
diagram. Because of the way it works, <strong>Layout Editor</strong> captures the full
connectivity of your layout as you draw it. Several automated tools are available to make
setting up your panel easier.</p>
<p><strong>Layout Editor</strong> is implemented using a tool bar at the top (default
location) of your panel. This tool bar may be switched on and off using the <strong>Edit
Mode</strong> item in your panel's <strong>Options</strong> menu. When you create a new
Layout Editor panel, your new panel appears with the Edit Mode tool bar displayed at the top
of your panel, and with a system-specific help bar displayed at the bottom of the panel. The
help bar describes how to use the <strong>Layout Editor</strong> user interface. The help bar
probably should be turned off (using the Options menu) once you are familiar with the user
interface.</p>
<p><strong>Layout Editor</strong> supports several options that you may or may not elect to
use when you draw your track diagram. Sections of track may be designated as <em>mainline
track</em> to differentiate it from <em>side track</em> (the default). Mainline track and
side track may be drawn with different width lines. You may divide your layout into
<em>blocks</em>, with each block having an occupancy sensor and each drawn with different
track colors for occupied and unoccupied states, allowing the track in a block to change
color as a train enters and leaves that block. Normally track segments are drawn as solid
lines, but you can designate chosen segments as <em>dashed</em> to show tunnels or tracks
crossing at different grades. You can also designate a track segment as <em>hidden</em> so it
is displayed only when the tool bar is shown. These options may be set up as you draw your
panel, or you may add them later.</p>
<p>Below is a short tutorial on the basics of using Layout Editor. A more complete tutorial
is available for download as a pdf file on the JMRI website. See <a href=
"https://jmri.org/community/clinics/NMRA2008/index.shtml"><strong>Using the JMRI/PanelPro
Layout Editor</strong></a> and its two associated
demonstration .xml files. An alternate introduction is the
<a href="https://www.jmri.org/help/en/html/apps/PanelPro/GettingStarted.shtml">Getting Started
With PanelPro</a> tutorial.</p>
<h2 id="start">Getting Started with Layout Editor</h2>
<p>To get familiar with the Layout Editor user interface, try the following:</p>
<p>1. Select <strong>New panel...</strong>, then <strong>Layout Editor</strong> in the Panels
menu. You should see a blank panel window with a tool bar at the top, and a help bar at the
bottom.</p>
<p>2. Move the cursor around inside the blank panel. Note that as you move, coordinates are
displayed at the upper right of the tool bar--<em>x</em> (horizontal) and <em>y</em>
(vertical). (This is to aid in aligning items as you draw them.) Move the cursor over the
radio buttons, check boxes and entry fields in the tool bar, noting that each has a tool
tip.</p>
<p>3. To add a right-handed turnout, first, select RH for Turnout Type in the top row of the
tool bar. Then, while depressing the shift key, click the mouse (left click on a two-button
mouse) on a point about one third down and one third across from the upper left of your
panel. A right-handed turnout should appear. The three <strong><span style=
"color:red">red</span></strong> squares at the ends of the throat and the continuing and
diverging legs of the turnout are connection points for <strong>Track Segments</strong>. The
round circle at the center of the turnout is where you should point to get the turnout's
popup menu.</p>
<p>4. To add a left-handed turnout, first, select LH for turnout type. (Note that the
selection is automatically turned off at RH.) Type "180" in the Rotation box at the upper
right of the tool bar, to rotate the new turnout. While pressing the shift key, click the
mouse on a point at the same height as the other turnout, but to the right about two or three
inches. A left-handed turnout should appear with its throat facing away from the right-handed
turnout.</p>
<p>5. To add track segments to connect the two turnouts, select Track Segment on the second
row of the tool bar. While holding the shift key down the whole time, depress the mouse
button on the diverging connection point of one turnout, and drag to the diverging connection
point of the other turnout, and release the mouse button when the cursor changes shape. You
should see a track segment connecting the two turnouts, and both connection points should
change color to <strong><span style="color:green">green</span></strong>, indicating they are
<em>full</em>, that is they have the maximum number of connections allowed. Similarly press
and drag with shift pressed to add a track segment connecting the continuing legs of the two
turnouts. You've drawn a passing siding.</p>
<p>6. To add a turnout for an industry siding, select LH for a left-handed turnout, and enter
0 in Rotation. Then with shift pressed, click on a point a couple of inches below and
slightly to the right of the turnout on your left.</p>
<p>7. To connect this turnout with the upper passing track and form a simple oval track
diagram, select Anchor Point on the third row of the tool bar. An <strong>Anchor
Point</strong> is a node in a track diagram that can accept two connecting track segments;
it's used to place connected track segments so that they look reasonably nice (and also to
divide blocks). While holding shift down, click on a point exactly to the left of the turnout
on your upper left, and again on a point directly below this one, but exactly to the left of
the lower turnout. Next click on a point about 1/2 inch to the left and 1/2 inch below the
upper anchor point, and again on a point 1/2 inch to the left and 1/2 inch above the lower
anchor point. You should now have four anchor points outlining the left side of the oval.
Connect these four points and the turnout throat connection points with track
segments--select Track Segment, then with shift pressed, click and drag to create each of the
five track segments needed. Note that the anchor point rectangle will change from
<strong><span style="color:red">red</span></strong> to <strong><span style=
"color:green">green</span></strong> when it has two connections. Similarly repeat this
procedure to draw the right side of the oval.</p>
<p>8. Turnout positions and anchor point positions may be adjusted to make the track diagram
look nice by holding down the meta key (check the help bar to see which key is the meta key),
and dragging each anchor point or turnout. To adjust the position of a turnout, drag the
center point of the turnout with the meta key pressed.</p>
<p>9. Next complete the industry siding. The diverging connection point of the lower turnout
should be the only box needing a connection (colored <strong><span style=
"color:red">red</span></strong>). Select End Bumper in the tool bar. An <strong>End
Bumper</strong> is a node in a track diagram that can accept only one connection. With shift
pressed, click on a point exactly to the right of the diverging connection point of the lower
turnout. Connect your end bumper to the diverging connection point by holding shift down,
while pressing the mouse button on the diverging connection point and dragging to the end
bumper. Your track diagram should look like the following:</p>
<p><a href="./images/OvalLayoutEditMode.gif"><img src="./images/OvalLayoutEditMode.gif"
width="563" height="169" alt="Oval Layout Image"></a>
</p>
<p>10. Select <strong>Edit Mode</strong> in the Options menu to hide the tool bar (and the
help bar) and see how your track diagram of a simple oval layout would look in a final panel.
You should see connection points and edit circles disappear. Also note that, when not in Edit
Mode, items may not be repositioned and popup menus are not active.</p>
<p>The above steps demonstrated the basic steps needed to draw a track diagram. You can clear
this demonstration panel by selecting <strong>Delete this panel...</strong> in the panel's
File menu, and begin to construct a track diagram of your layout. Read the items below to
learn more about how to add content to track diagram items and how to add icon items to your
panel.</p>
<p><strong>Note: Layout Editor tools for placing signal heads and automatically configuring
signal logic require that turnouts and block boundaries (see below) be oriented vertically or
horizontally on your panel.</strong> To make maximum use of these tools, design your panel
with turnouts oriented vertically or horizontally (the orientation does not have to be exact,
just mostly vertical or mostly horizontal).</p>
<h2 id="toolbar">Using the Layout Editor Tool Bar</h2>
<p>The tool bar is used to add items to a panel, and to provide information for the items
added. The item to be added is selected using one of the following radio buttons in the tool
bar:</p>
<ul>
<li><strong>RH</strong> - selects a right-handed turnout</li>
<li><strong>LH</strong> - selects a left-handed turnout</li>
<li><strong>WYE</strong> - selects a wye turnout</li>
<li><strong>Double X-over</strong> - selects a double crossover turnout</li>
<li><strong>RH X-over</strong> - selects a right-handed single crossover turnout</li>
<li><strong>LH X-over</strong> - selects a left-handed single crossover turnout</li>
<li><strong>Single Slip</strong> - selects a single slip turnout</li>
<li><strong>Double Slip</strong> - selects a double slip turnout</li>
<li><strong>Level Crossing</strong> - selects a level crossing track (a diamond)</li>
<li><strong>Track Segment</strong> - selects a piece of connecting track</li>
<li><strong>Turntable</strong> - selects a turntable</li>
<li><strong><span class="since">since 5.15.6</span>Traverser</strong> - selects a traverser</li>
<li><strong>End Bumper</strong> - selects a connection point at the end of a track</li>
<li><strong>Anchor Point</strong> - selects a connection point between two track
segments</li>
<li><strong>Edge Connector</strong> - selects a connection point between two track segments
on different panels</li>
<li><strong>Text Label</strong> - selects a label showing the content of the entry
field</li>
<li><strong>Memory</strong> - selects a label showing the contents of the memory whose name
is selected on the right</li>
<li><strong>Global Variable</strong> - selects a label showing the contents of the LogixNG
Global Variable whose name is selected on the right<span class="since">since 5.3.1</span></li>
<li><strong>Block Contents</strong> - selects a label showing the contents of the block
whose name is selected</li>
<li><strong>Multi-sensor</strong> - selects a multi-sensor--A dialog is displayed allowing
the multi-sensor to be defined. Before creating the multi-sensor, a name must be entered
for every sensor to define the multi-sensor completely.</li>
<li><strong>Sensor Icon</strong> - selects a sensor icon showing the sensor whose name is
selected on the right.</li>
<li><span class="since">since 5.15.6</span><strong>Output Indicator</strong> - selects an icon showing the Turnout object whose name is
selected on the right. Note that this is meant for showing the status of some
object <em>other than</em> an actual trackwork turnout that's connected to a
JMRI Turnout output. You can't connect this icon into your trackwork diagrams.</li>
<li><strong>Signal Icon</strong> - selects a signal head icon showing the signal head whose
name is selected on the right</li>
<li><strong>Signal Mast Icon</strong> - selects a signal mast icon showing the signal mast
whose name is selected on the right</li>
<li><strong>Icon Label</strong> - selects a general purpose icon</li>
<li><strong>LogixNG Icon</strong> (see <a href="../logixng/InlineLogixNG.shtml#logixng_icon">LogixNG Icon</a>)</li>
<li><strong>Audio Icon</strong> - selects an Audio icon that can play a sound when clicked.
(see <a href="AudioIcon.shtml">Audio Icon</a>)</li>
<li><strong>Shape</strong> - Create an arbitrary shape</li>
</ul>
<p>The top 15 items are used to create a track diagram, and are new with Layout Editor. The
next 11 items are icon-based and are similar to corresponding icon items in Panel
Editor. <strong>Shape</strong> is used to create an image using two to nine
points connected by lines, such as four points to create a rectangle.</p>
<p>To add all items except Track Segment:</p>
<ol>
<li>Select its check box (check boxes of the other items will automatically be
deselected).</li>
<li>Enter any other information needed (see below).</li>
<li>Move the mouse cursor to the point on the panel where you would like the item to
appear.</li>
<li>Hold down the shift key.</li>
<li>Click the mouse (left-click).</li>
<li>Release the mouse, and then release the shift key.</li>
<li id="add-shape">If the item is a <strong>Shape</strong>, the first point has been added.
To add additional points, drag a line from a point. When the mouse is released a point will
be created. The right click on a point or the center of the shape will display a menu to
set various attributes. Changing the shape type from <strong>Open</strong> to
<strong>Closed</strong> will create a final line between the first and last point. To create
a rectangle, draw three lines (four points) and select closed. Note: The drag process is
the same as drawing track segments except there is no destination point until the mouse is
released.</li>
<li><span class="since">since 5.15.4</span>If the item is a <strong>Memory Variable</strong>
or a <strong>Block Contents</strong> label, a dialog will be displayed. Click on
<strong>Yes</strong> to create the traditional memory or block contents label. Click on
<strong>No</strong> to create a memory or block contents text box. A second dialog will
request the size of the text box. The text box contents can be edited directly on the panel
instead using a pop-up dialog. This makes it possible to change memory and block values
when using a browser with the JMRI Web Server. Limitations:
<ul>
<li>If the value is not a text string, such as a roster entry, changing the displayed
text will replace the item with the new text.</li>
<li>The panel zoom level must be at 1 (no zoom) to edit the text content.</li>
</ul>
</li>
</ol>
<p>A Track Segment is a piece of track connecting two connection points (<strong><span style=
"color:red">red</span></strong> squares on a turnout, anchor point, end bumper, edge
connector, turnout's, crossover's, or level crossing). Before you can add a Track Segment,
two <strong><span style="color:red">red</span></strong> connection points must be visible on
the panel. To add a Track Segment connecting two <strong><span style=
"color:red">red</span></strong> connection points:</p>
<ol>
<li>Select the Track Segment radio button in the tool bar.</li>
<li>Enter any other information--all optional (see below).</li>
<li>Hold down the shift key.</li>
<li>Press and hold down the mouse on either of the connection points.</li>
<li>Drag the mouse to the other connection point. The cursor shape changes when you're
there.</li>
<li>Release the mouse, and then release the shift key.</li>
</ol>
<p>Note: Crossovers, slips and level crossings have one magenta and 3 red connections. When
track segments have been added, the magenta connection is blue and the other 3 are green.</p>
<p>Check boxes and fields on the tool bar other than the 21 enumerated above are for entering
information that will be applied to created items as they are created. Some information is
required, and some is optional. Optional things may be added or changed later using an item's
popup menu, but it's sometimes easier to add them as items are created. Required items are
tightly linked to created items and may not be changed later without removing and recreating
the item. Each information entry has a tool tip that explains what it does; hover the mouse
cursor over a field or check box to see its tool tip. Information entries are described
below, along with which created items they apply to and whether they are optional or
required.</p>
<p>Most of the toolbar's options are set using
<strong>combo boxes</strong>. A <strong>combo box</strong> combines a <strong>text
field</strong> with a <strong>drop down list</strong>. You may ether type text into the
<strong>text field</strong> or select an item from the <strong>drop down list</strong>.
Selecting an item from the <strong>drop down list</strong> will copy it into the <strong>text
field</strong> where you may edit it.</p>
<p>Note: Toolbar <strong>Combo boxes</strong> are color coded! If you enter the name of an
existing item then the background color of the <strong>combo box</strong> will turn
<strong><span style="background-color: #BDECB6">green</span></strong>. If the item doesn't
match the name of an existing item then the background will ether turn <strong><span style=
"background-color: #FDFD96">yellow</span></strong> if a new item with that name will be
created or <strong><span style="background-color: #FFC0C0">red</span></strong> if that name
can not be used.</p>
<p><strong>Combo boxes</strong> that are not applicable for the currently selected edit
toolbar item are disabled.</p>
<ul>
<li><strong>Turnout: Name</strong> (ComboBox) - applies to RH, LH, WYE, Double X-over, RH
X-over, LH X-over, Single Slip, Double Slip - Entry is optional. If a name is entered, it
must correspond to a turnout in the Turnout Table.</li>
<li><strong>Additional Name</strong> (ComboBox) - applies to Single Slip, Double Slip -
Entry is optional. If a name is entered, it must correspond to a turnout in the Turnout
Table.</li>
<li><strong>Rotation</strong> (ComboBox) - applies to RH, LH, WYE, Double X-over, RH
X-over, LH X-over, Single Slip, Double Slip - Entry is optional. If there is no entry, the
turnout is not rotated when it is created. Remember to try to keep your turnouts oriented
vertically or horizontally.</li>
<li><strong>Block: Name</strong> (ComboBox) - applies to RH, LH, WYE, Double X-over, RH
X-over, LH X-over, Single Slip, Double Slip, Track Segment, Level Crossing - Entry is
optional. If a name is entered, the created item is assigned to the named block. If a name
is entered and that block does not exist, a new block with that name is created. A block
name may be any alphabetic or numeric characters that identify the block.</li>
<li><strong>Sensor</strong> (ComboBox) - applies to the block named in the above entry -
Entry is optional. An entry must correspond to a sensor in the Sensor Table. If the named
block already has an occupancy sensor, this sensor replaces the previous occupancy
sensor.</li>
<li><strong>Dashed</strong> (check box) - applies to Track Segment - A Track Segment may be
drawn as a solid line or a dashed line. Solid is the default if Dashed is not checked.
Dashed is useful for tunnels or tracks crossing at different grade levels.</li>
<li><strong>Mainline</strong> (check box) - applies to Track Segment - A Track Segment may
be either <em>mainline track</em> or <em>side track</em>. Side track is the default if
Mainline is not checked. Designating some of your track as <em>mainline track</em> is
optional.</li>
<li><strong>Label Text</strong> (field) - applies to Text Label - Entry is required if
anything is to be displayed in the new Text Label.</li>
<li><strong>Memory</strong> (ComboBox) - applies to Memory Label or Memory text field. Select
an entry from the drop down list.</li>
<li><strong>Global Variable</strong> (ComboBox) - applies to LogixNG Global Variable Label.
Select an entry from the drop down list.<span class="since">since 5.3.1</span></li>
<li><strong>Block Contents</strong> (ComboBox) - applies to Block Contents. Select an
entry from the drop down list.</li>
<li><strong>Sensor Icon</strong> (ComboBox) - applies to Sensor Icon. Select an entry from
the drop down list.</li>
<li><span class="since">since 5.15.6</span><strong>Output Icon</strong> (ComboBox) - applies to Output Indicator. Select an entry from
the drop down list.</li>
<li><strong>Signal Mast Icon</strong> (ComboBox) - applies to Signal Mast Icon. Select an
entry from the drop down list. <strong>Note: To automatically associate signal masts with
turnouts and block boundaries, you should use the automated tools in the Tools menu to place
signal mast icons.</strong> This item is provided for those cases where those automated
tools cannot place a signal mast icon where needed.</li>
<li><strong>Signal Head Icon</strong> (ComboBox) - applies to Signal Head Icon. Select an
entry from the drop down list.
required. <strong>Note: To automatically associate signal heads with turnouts and block
boundaries, you should use the automated tools in the Tools menu to place signal head icons.
</strong> This item is provided for those cases where those automated tools cannot place a
signal head icon where needed.</li>
</ul>
<p>When pressed, the <strong>Change Icons...</strong> button on the tool bar brings up an
icon editor for either sensor icons, signal mast icons, signal head icons, or general purpose
icons, depending upon whether <strong>Sensor Icon</strong>, <strong>Signal Mast
Icon</strong>,
<strong>Signal Head Icon</strong>, or <strong>Icon Label</strong> is checked
in the toolbar. If none of these items is checked, the menu choice is ignored. For Signal
Mast Icons and Signal Head Icons, the Layout Editor defaults to the left-facing short icons
found at "resources/icons/smallschematics/searchlights/". If you are using a black background
you may need to switch to white icons that are available in the same area, since the default
icons have black borders.</p>
<h2 id="toolbox">Using the Layout Editor Floating Toolbox</h2>
<p>The classic toolbar resides to the top or side of the panel. The <strong>toolbox</strong>
floats on the screen and can be moved around. It provides all of the same functions as the
toolbar.</p>
<p>The radio buttons, checkboxes, combo boxes and labels are grouped together on 4 tabs:
<strong>Turnouts</strong>, <strong>Track</strong>, <strong>Labels</strong> and
<strong>Icons</strong>. Below the tab section is a line that displays the current zoom factor
and cursor location. The title bar includes the name of the related panel.</p>
<p>Since the Toolbox is a standard window, it contains the Close and Minimize buttons. The
Close button <strong><em>hides</em></strong> the toolbox, it does not delete it. To show it
again, select the toolbox name from the <strong>Window</strong> menu. The minimize button
behaves in the traditional manner with the toolbox becoming an icon on the operating system
task bar. Use the Window menu or click on the task bar icon to make it visible.</p>
<h2 id="filemenu">Using a Panel's File Menu</h2>
<p>The File menu provides for storing and deleting panels.</p>
<ul>
<li>
<strong>Store ALL table content and panels...</strong> {<em>Old: <strong>Store
Panels...</strong></em>} <span class="since">since 4.23.3</span> See <a href=
"../../../../html/apps/LoadStoreWork.shtml">Loading and Storing Your Work</a>.
</li>
<li><strong>Delete this Panel...</strong> - This item deletes the front most panel. A
confirmation dialog is displayed, allowing the choice of canceling before deleting.
Deletion removes the panel from the program. To permanently delete a panel from your
PanelPro data file, do the store process. <strong>There is no undo for deletion.</strong>
Unless the panel previously was saved to disk under a different file name, it is gone after
deletion.</li>
</ul>
<h2 id="option">Using Layout Editor's Options Menu</h2>
<p>The Options menu is used to set options, add items to the panel, and perform operations
that do not happen very often during panel creation. Each Option menu selection is described
below.</p>
<ul>
<li><strong>Edit Mode</strong> - When this item is checked, the toolbar is displayed based
on the <strong>ToolBar Side</strong> selection, and the track diagram displays connection
points and edit circles. Uncheck <strong>Edit Mode</strong> to hide the toolbar and the
help bar if it is displayed.</li>
<li>
<strong>ToolBar</strong> - This sub-menu controls
the Toolbar characteristics. It contains the following options:
<ul>
<li><strong>ToolBar Side...</strong> - Set the location of the toolbar. The choices are
Top, Left, Bottom and Right. A fifth choice, <strong>Float</strong>, replaces the
normal tool bar with a floating toolbox.</li>
<li><strong>Wide ToolBar</strong> - The Top and Bottom tool bars change their height
and width based on screen size. If this option is enabled, the the wide version will be
used. This can result in the toolbar using a horizontal scroll bar.</li>
<li><strong>Drop Down Lists Display Order...</strong> - Choose which names,
<strong>user</strong> and/or <strong>system</strong>, to use for the combo boxes. This
also determines the sort order</li>
</ul>
</li>
<li><strong>Panel scrollbars</strong> - This sub-menu allows you to choose which scrollbars
to display. You can still pan the display by holding down the left mouse button and
dragging outside the window in the direction you want to pan. The scrollbars are always
enabled during edit mode.</li>
<li><strong>Show Icon tooltips</strong> - This submenu allows you to select whether icon
tooltips are displayed when in Edit Mode and when not in Edit Mode. When the mouse is
hovered over an icon, and tooltips are on, the name of the icon is displayed while the
mouse remains over the icon. Except for turnouts and slips, drawn track items do not have
tooltips. Turnouts and slips were added as of JMRI 5.3.6. See
<a href="Tooltips.shtml">Tooltips</a> for more information.</li>
<li><strong>Show Help Bar in Edit Mode</strong> - If this item is checked, the help bar is
displayed when the tool bar is displayed.</li>
<li><strong>Allow Repositioning</strong> - When this item is checked, items on the panel
can be repositioned by dragging on the item with the meta key pressed. Track diagram items
and icon-based items can only be repositioned when Edit Mode is checked. Markers are an
exception; markers may be repositioned at any time irrespective of whether Edit Mode and/or
Allow Repositioning are checked.</li>
<li><strong>Allow Layout Control</strong> - When this item is checked, clicking on active
turnout items in the track diagram or on active icon items, such as sensor icons, and
signal icons, will toggle the state of the represented item. If the track item or icon has
been <strong>Disabled</strong>, the attempted changes will not occur.</li>
<li><strong>Use Direct Turnout Control</strong> - If enabled and edit mode is not active,
then the left mouse button sets a turnout closed and the right mouse button sets the
turnout thrown.</li>
<li><strong>Enable antialiasing (Smoother lines)</strong> - If this item is selected, the
panel is displayed (rendered) with antialiasing enabled. Antialiasing smoothes out lines in
the drawn panel, but it does take longer to refresh the panel. Check antialiasing for a
better looking panel. Uncheck antialiasing for faster refresh.</li>
<li><strong>Toggle Track labels in Edit mode</strong> - If this item is selected, the
panel is displayed with the internal names for track items such as anchor points,
track segments, turnouts, etc.</li>
<li><strong>Highlight Cursor Position</strong> <span class="since">since 5.11.3</span>
- If this item is selected, the cursor will have a colored box drawn around the mouse
pointer when the mouse has been clicked and held. This option is not active when the
panel is in edit mode. The primary purpose is to provide an enhanced mouse pointer on touch
screens. For turnouts, the turnout control circle will also flash a couple of times
while the turnout is moving.</li>
<li><strong>New Title...</strong> - Selecting this item brings up a small window that
allows a new panel window title to be entered.</li>
<li><strong>Set Background Color...</strong> - Select a background color using a color
chooser.</li>
<li><strong>Set Default Text Color...</strong> - Select the default text color using a
color chooser.</li>
<li><strong>Save Location and Size</strong> - This
item is only displayed when the <strong>Use old location and size logic for editor
panels</strong> option is enabled in <strong>Preferences &gt; Display</strong>.<br>
When this item is selected, the current panel window size and location replace the default
size and location of the panel window. If the panel is saved to disk after this item is
selected, when the panel is reloaded its window will have the size and location saved when
this item was selected, provided the computer operating system permits a window with that
size and location.</li>
<li>
<strong>Add</strong>
<ul>
<li>
<strong>Add Background Image...</strong> - Selecting this item shows a dialog that
allows a background image to be added to the panel. See <a href=
"#background">Backgrounds</a> below for more information.
</li>
<li><strong>Add Fast Clock</strong> - Selecting this item adds an analog fast clock at
the upper left. You can then drag it with the meta key pressed to any location on the
panel.</li>
<li><strong>Add Turntable</strong> - Selecting this item adds a turntable to the panel
at the center of the panel. You can then drag it with the meta key pressed to any
location on the panel.</li>
<li><span class="since">since 5.15.6</span><strong>Add Traverser</strong> - Selecting
this item adds a traverser to the panel at the center of the panel. You can then drag it
with the meta key pressed to any location on the panel.</li>
<li><strong>Add Reporter Label...</strong> - Selecting this item brings up a dialog
that allows entry of a Reporter name (system name or user name) and x, y coordinates of
where the label is to be placed initially. The x,y coordinates apply to the upper left
corner of the label. To create a Reporter Label, enter the name and coordinates, then
click <strong>Add New Label</strong>. After a label is added the Add Reporter Label
window remains open to allow entry of more Reporter Labels. To close the window, click
<strong>Cancel</strong> or use the close button at the top.</li>
</ul>
</li>
<li>
<strong>Grid Options</strong>
<ul>
<li><strong>Show Grid in Edit Mode</strong> - If this item is checked, a background
grid is displayed in edit mode.</li>
<li><strong>Snap to Grid when Adding</strong> - If this item is checked, when an item
is added to the panel, its coordinates are constrained to grid points. For track
diagram items (turnouts, anchor points, end bumpers, edge connectors and level
crossings, the coordinates of center points are constrained to grid points. For icons
and labels, the coordinates of upper left corners are constrained to grid points.</li>
<li><strong>Snap to Grid when Moving</strong> - If this item is checked, when an item
is moved on the panel, its coordinates are constrained to grid points. For track
diagram items (turnouts, anchor points, end bumpers, edge connectors, and level
crossings), the coordinates of center points are constrained to grid points. If
connection points of turnouts or level crossings are moved, their coordinates are also
constrained to grid points. For icons and labels, the coordinates of upper left corners
are constrained to grid points.</li>
<li><strong>Grid Size...</strong>Change the size of the grid. The default size is
10.</li>
</ul>
</li>
<li>
<strong>Track Options</strong>
<ul>
<li>
<strong>Set Track Drawing Options</strong> -
Display a dialog window that is used to configure the track drawing settings. See
<a href="#trackdrawoptions">Track Drawing Options</a> for details.
</li>
<li><strong>Default Track Colors</strong> - This item's submenu allows colors to be
selected from a color chooser as the <strong>Default Track Color</strong>, the
<strong>Default Occupied Color</strong> and the <strong>Default Alternative Track
Color</strong>. Note: <em>These are actually the default <strong>layout block</strong>
colors.</em> When a track component is added it will use the <strong>rail</strong> color
from <strong>Set Track Drawing Options</strong>. If the track component is added with a
block name assigned and the block has been used before, it will use the existing layout
block colors. If this is the first track component for this block, the new layout block
will be assigned the three default colors. The <strong>Set All Tracks to Default Colors</strong>
menu item sets all of the <strong>layout blocks</strong> to the default colors.</li>
<li><strong>Automatically Assign Blocks to Track</strong> - A block is created for each
piece of track as it is added. The generated block names are <strong>AUTOBLK:n</strong>
where n is a number. Note: Each piece of track will have a unique block. This will
normally require block name changes when mapping the track components to the physical
layout.</li>
<li><strong>Hide Track Construction Lines</strong> - Some track objects create
construction lines. This mainly applies to curved track. If this option is enabled,
then those lines are not displayed. Note: This state remains in effect ONLY during the
current PanelPro session and WILL NOT be stored to the PanelPro file if the panel file
is stored. To store the state of the given track segment in the PanelPro file, right
click on the given track segment, select hide construction lines from the resulting pop
up menu, and store the panel.</li>
</ul>
</li>
<li>
<strong>Turnout Options</strong>
<ul>
<li><strong>Allow Turnout Animation</strong> - When this item is checked, turnouts on
the track diagram will change to show turnout state. If this item is not checked,
turnout drawings will show the Closed position at all times.</li>
<li><strong>Show Turnout Circles</strong> - When this item is checked, circles at the
center of turnouts are shown when not in Edit Mode. Turnout circles are always shown
when in Edit Mode. When not in Edit Mode, turnout circles can be useful if you are
toggling turnouts by clicking on them.</li>
<li><strong>Turnout Circle Color</strong> - Sets the color of the turnout circle.
Default is to use the Default Track Color.</li>
<li><strong>Turnout Circle Size</strong> - Sets the relative size of the turnout
circle. The turnout cycle size is also the <strong><em>hot spot</em></strong>
size. This controls the area of the panel that responds to mouse actions. For example
dragging an anchor point, moving the connection points on a turnout, displaying the
right click context menu, etc. Reducing the turnout circle size makes it easier to
select or grab an item in a crowded area.</li>
<li><strong>Draw Unselected Turnout Leg</strong> - When on, draws the unselected leg of
each turnout. When off, this leg is not drawn. This makes the turnout position more
visible when the diverging angle is small.</li>
</ul>
</li>
</ul>
<h2 id="toolsmenu">Using Layout Editor's Tools Menu</h2>
<p>The <strong>Tools</strong> menu provides tools to aid in creation and editing of Layout
Editor panels. Using these automated procedures should reduce the time and effort needed to
create your panel. Note: The <strong>Set Signals</strong> tools are used for signal heads.
Signal masts are connected to block boundaries and don't require special tools.</p>
<ul>
<li>
<strong>Check</strong> - Find potential issues in the track plan. Many of the advanced
tools rely on a complete and valid track plan.
<ul>
<li><strong>Un-Connected Tracks</strong> - Find track components that are missing
connections. These are usually visible as red squares.</li>
<li><strong>Un-Blocked Tracks</strong> - Find track components that do not have a block
assigned.</li>
<li><strong>Non-Contiguous Blocks</strong> - A valid block requires one or more track
components that are connected to each other. This means that only one occurrence of a
block can only exist on a panel.</li>
<li><strong>Unnecessary Anchors</strong> - Anchor points are only required at block
boundaries or changing track geometry, such as entering a curve, using dashes, hidden
track, etc.</li>
<li><strong>Linear Bezier Track Segments</strong> - Find bezier curves that are
effectively a straight line. Consider changing the track segment to a <strong>Line
</strong>.</li>
<li><strong>Fixed Radius Bezier Track Segments</strong> - Find bezier curves that are
are effectively a circle with a fixed radius. Consider changing the track segment to
a <strong>Circle</strong>.</li>
</ul>
</li>
<li><strong>Assign Block To Selection...</strong> - Set the block for a group of track
components. Select a block name in the tool bar, do a click/drag to select a group of track
components and then select <strong>Assign Block To Selection</strong>. The block will be
assigned to the selected components.</li>
<li><strong>Scale/Translate Track Diagram...</strong> - Selecting this item brings up a
dialog that allows scaling and translation of the track diagram. (For more information on
this item, see the help page for that dialog.)</li>
<li><strong>Translate (Move) Selection...</strong> - Prior to selecting this item, the user
must select an area on the panel. To select an area, press the mouse button (left button)
with the cursor at the upper left of the area, and drag to the lower right of the area.
With a selection active, selecting this item brings up a dialog that allows translation of
the selected area. (For more information on this item, see the help page for that
dialog.)</li>
<li><strong>Undo Translate Selection</strong> - Selecting this item automatically reverses
the previous <strong>Translate Selection...</strong>. Only one level of undo is supported.
If a selection has not been translated, this item is ignored.</li>
<li>
<strong>Use Program Default Turnout Size</strong> - Selecting this item sets default
sizes of new turnouts to Layout Editor program defaults, canceling any changes to turnout
default sizes that may have been made. See <a href="#turnouts">Turnouts</a> for more
information on turnout sizes.
</li>
<li><strong>Skip Unsignaled Internal Turnouts</strong> - When setting up signal logic,
Layout Editor's <strong>Set Signals ...</strong> tools (described below) will follow track
within a block until it finds a signal or a place where they expect to find a signal. If
the expected signal is absent, a message is sent and the logic is not set up. If a block
has an internal turnout (the turnout, and the track segments at its throat and continuing
legs are within the block), the tools will expect signals at that turnout even if it's not
at the end of the block. However, at times the user may not want to signal a seldom used
turnout within a block. When following track through a block, the program will skip over
unsignaled internal turnouts if this item, <strong>Skip Unsignaled Internal
Turnouts</strong>, is checked. It will always, however, warn that it is doing so.
<strong>Use this option with caution.</strong> There is no signal protecting against a
skipped turnout being set incorrectly, so if an unsignaled internal turnout is not set
correctly, derailed trains could result.</li>
<li><strong>Set Signals at Turnout...</strong> - This item provides an automated procedure
for assigning signals to a turnout. Right-handed turnouts, left-handed turnouts, and wye
turnouts are supported. Prior to accessing this item, the turnout must be on the panel, and
the required signal heads must be in the Signal Head Table. When this item is selected, a
dialog is shown for entry of the turnout name (system or user), and the names of the three
or four signal heads to be placed around the turnout. For each signal head, check boxes are
available for selecting whether an icon is to be placed on the panel, and whether Simple
Signal Logic is to be created for the signal head. Regardless of whether icons are placed
or logic is created, Layout Editor will record that the entered signal heads are assigned
to the entered turnout. This tool may not have enough information to create logic when it
is first invoked, so you may have to return to it later after all signals have been
assigned and after blocks have been defined for signaled regions of track on the panel.
After a turnout has been assigned to the turnout drawing, this tool can be reached by
selecting <strong>Set Signals...</strong> in that turnout's popup menu. (For more
information, see the help page for the Set Signals at Turnout dialog.)</li>
<li><strong>Set Signals at Block Boundary...</strong> - This item provides an automated
procedure for assigning signals to a block boundary not associated with a turnout or a
level crossing. Prior to accessing this item, blocks must be defined for signaled regions
of track on the panel, and the required signal heads must be in the Signal Head Table. When
this item is selected, a dialog is shown for entry of names of the two blocks whose
boundary is to be signaled, and for entry of names (system or user) of one or two signal
heads to be assigned to the block boundary. For each signal head, check boxes are available
for selecting whether an icon is to be placed on the panel, and whether Simple Signal Logic
is to be created for the signal head. Regardless of whether icons are placed or logic is
created, Layout Editor will record that the entered signal heads are assigned to the
specified block boundary. If create logic is requested and the tool does not have enough
information available to set up the logic, you may have to return later after more signals
have been assigned. After an anchor point is recognized as a block boundary, this tool can
be reached by selecting <strong>Set Signals...</strong> in that anchor point's popup menu.
(For more information, see the help page for the Set Signals at Block Boundary
dialog.)</li>
<li><strong>Set Signals at Crossover...</strong> - This item provides an automated
procedure for assigning signals at a crossover turnout. It also provides for placing signal
heads around the crossover and for setting up logic for those signals. Prior to accessing
this item, blocks must be defined for signaled regions of track on the panel, and the
required signal heads must be in the Signal Head Table. When this item is selected, a small
dialog is shown for entry of the name (system or user) of the crossover turnout to be
signaled. The entered name must correspond to a double crossover, a right-handed crossover,
or a left-handed crossover. (If this tool is accessed by selecting <strong>Set
Signals...</strong> in a turnout's popup menu, the turnout name is entered automatically.)
After the crossover turnout is identified, a dialog is displayed for entry of names (system
or user) of four to eight signal heads to be assigned to the crossover. For each signal
head, check boxes are available for selecting whether an icon is to be placed on the panel,
and whether signal logic is to be created for the signal head. Regardless of whether icons
are placed or logic is created, Layout Editor will record that the entered signal heads are
assigned to the specified turnout. If create logic is requested and the tool does not have
enough information available to set up the logic, you may have to return later after more
signals have been assigned. After a turnout from the Turnout Table is assigned to a
crossover, this tool can be reached by selecting <strong>Set Signals...</strong> in that
turnout's popup menu. (For more information, see the help page for the Set Signals at
Crossover dialog.)</li>
<li><strong>Set Signals at Level Crossing...</strong> - This item provides an automated
procedure for assigning signals at a level crossing (a diamond). It also provides for
placing signal heads around the level crossing and for setting up logic for those signals.
Prior to accessing this tool, blocks must be defined for signaled regions of track on the
panel, and the required signal heads must be in the Signal Head Table. This tool works best
if the level crossing also serves as the boundary between two blocks in each signaled
direction. When this item is selected, a dialog is shown for entry of one or two block
names that uniquely identify the level crossing to be signaled, and for entry of names
(system or user) of two or four signal heads to be arrayed around the level crossing. For
each signal head, check boxes are available for selecting whether an icon is to be placed
on the panel, and whether Simple Signal Logic is to be created for the signal head.
Regardless of whether icons are placed or logic is created, Layout Editor will record that
the entered signal heads are assigned to the specified level crossing. If create logic is
requested and the tool does not have enough information available to set up the logic, you
may have to return later after more signals have been assigned. After blocks have been
assigned to the level crossing tracks, this tool can be reached by selecting <strong>Set
Signals...</strong> in that level crossing's popup menu. (For more information, see the
help page for the Set Signals at Level Crossing dialog.)</li>
<li><strong>Set Signals at Throat-to-Throat Turnouts...</strong> - This item provides an
automated procedure for assigning signals to two turnouts in close proximity oriented
throat-to-throat, with the throats connected by a single track segment. This arrangement is
used where four tracks come together in a small area, so closely that no signals are placed
at the turnout throats. Such a setup is used to model a double-slip turnout, for example,
but can also occur in other contexts. Each of the two turnouts may be either right-hand
(RH), left-hand (LH), or wye (WYE) turnouts. This tool provides for placing signal heads at
the continuing and diverging tracks of the two turnouts. It also provides for setting up
logic for those signals. Prior to accessing this item, blocks must be defined for signaled
regions of track on the panel, and the required signal heads must be in the Signal Head
Table. When this item is selected, a dialog is shown for entry of the names (system or
user) of the two turnouts to be signaled, and for entry of names (system or user) of four
to eight signal heads to be assigned. For each signal head, check boxes are available for
selecting whether a signal head icon is to be placed on the panel, and whether signal logic
is to be created for the signal head. Regardless of whether icons are placed or logic is
created, Layout Editor will record that the entered signal heads are assigned to the
specified turnouts, and that the two turnouts are linked in a special throat-to-throat
configuration. If create logic is requested and the tool does not have enough information
available to set up the logic, you may have to return later after more signals have been
assigned. The first time it is used for each throat-to-throat setup, this tool must be
invoked from the Tools menu. After Layout Editor has recorded that the two turnouts are
linked in a special throat-to-throat configuration, selecting <strong>Set
Signals...</strong> in the popup menu of either turnout will bring up this tool with both
turnouts identified. (For more information, see the help page for the Set Signals at
Throat-to-Throat Turnouts dialog.)</li>
<li><strong>Set Signals at 3-Way Turnout...</strong> - This item provides an automated
procedure for assigning signals to two turnouts used to model a 3-way turnout in Layout
Editor. A 3-way turnout is modeled by using two turnouts, usually one right-hand and one
left-hand, oriented so that the throat of the second turnout is connected to the continuing
track of the first turnout by a very short Track Segment. This tool provides an automated
procedure for assigning signal heads, placing them on the layout, and automatically
creating signal logic for a 3-way turnout modeled in this way. This tool can also be used
to place signal heads and set logic for two real turnouts that are configured as described
above, where the user does not want to put signals between the two turnouts--essentially
two real left-handed or right-handed turnouts that simulate a 3-way turnout. Each of the
two turnouts may be either right-hand (RH) or left-hand (LH). Prior to accessing this item,
blocks must be defined for signaled regions of track on the panel, and the required signal
heads must be in the Signal Head Table. When this item is selected, a dialog is shown for
entry of the names (system or user) of the two turnouts comprising the 3-way turnout to be
signaled, and for entry of names (system or user) of six (or four) signal heads to be
assigned. For each signal head, check boxes are available for selecting whether a signal
head icon is to be placed on the panel, and whether signal logic is to be created for the
signal head. Regardless of whether icons are placed or logic is created, Layout Editor will
record that the entered signal heads are assigned to the specified turnouts, and that the
two turnouts are 'linked' to simulate a 3-way turnout. If create logic is requested and the
tool does not have enough information available to set up the logic, you may have to return
later after more signals have been assigned. The first time it is used for each 3-way
turnout, this tool must be invoked from the Tools menu. After Layout Editor has recorded
that the two turnouts are linked to simulate a 3-way turnout, selecting <strong>Set
Signals...</strong> in the popup menu of either turnout will bring up this tool with both
turnouts identified. (For more information, see the help page for the Set Signals at 3-Way
Turnouts window.)</li>
<li><strong>Set Signals at a Slip</strong> - This item provides an automated procedure for
assigning signals at a single or double slip It also provides for placing signal heads
around the level crossing and for setting up logic for those signals. Prior to accessing
this item, blocks must be defined for signaled regions of track on the panel, and the
required signal heads must be in the Signal Head Table. When this item is selected, a drop
down box is shown that lists the slips that have been defined on the panel to be signaled,
and dialog boxes for entry of names (system or user) of four to eight signal heads to be
assigned. For each signal head, check boxes are available for selecting whether a signal
head icon is to be placed on the panel, and whether signal logic is to be created for the
signal head. Regardless of whether icons are placed or logic is created, Layout Editor will
record that the entered signal heads are assigned to the specified turnouts. If create
logic is requested and the tool does not have enough information available to set up the
logic, you may have to return later after more signals have been assigned. After blocks
have been assigned to the a slip, this tool can be reached by selecting <strong>Set
Signals...</strong> in the slips popup menu. (For more information, see the help page for
the Set Signals at a Slip dialog.)</li>
<li>
<strong>Entry Exit...</strong> - Open the Entry/Exit Tools window. For details see
<a href="../../../../html/tools/EntryExit.shtml">Entry/Exit (NX) Routing
Documentation</a> and <a href="../entryexit/EntryExitFrame.shtml">Entry/Exit (NX)
Tools</a>.
</li>
</ul>
<h2 id="zoommenu">Using Layout Editor's Zoom Menu</h2>
<p>The Zoom menu allows you to temporarily magnify a panel. The menu provides a choice of
several magnification factors, and a <strong>No Zoom</strong> item to return to normal size.
When a magnification factor is selected the panel is magnified by that factor. Scroll bars
are automatically set to reasonable positions. Move scroll bars to focus on various parts of
the panel.</p>
<p>When a panel is magnified, all standard functions work, except for tooltips of icons.
Items may be added, moved, or removed. Popup menus are available. Turnouts and Multi-sensors
behave as they do at normal scale. If the grid is shown in edit mode, it is also magnified.
All displayed coordinates are those of the unmagnified panel. A panel may be saved while
magnified.</p>
<p>When a panel is loaded, it always come up with <strong>No Zoom</strong> selected. Since
zooming is temporary, the zoom factor is not preserved when a panel is saved.</p>
<p>The Layout Editor Zoom is saved and restored
per-system. Also the mouse wheel (with alt-(option-)key) may be used to zoom in and out.</p>
<h2 id="markermenu">Using Layout Editor's Marker Menu</h2>
<p>The Marker menu provides <strong>Markers</strong> that may be used to keep track of the
location of trains on Layout Editor panels. Markers are small colored icons that display a
train ID, usually the locomotive number. When running trains, a marker is created for each
train, and that marker is moved around the panel as the train traverses the layout. This
feature is especially useful to those who do not have block detection hardware, and therefore
cannot use the <strong>Train Tracking</strong> feature of Layout Editor (<a href=
"#tracking">see below</a>).</p>
<p>Markers are different from other items on Layout Editor panels. in that all functions are
active when the panel is not in edit mode. Markers may be created, repositioned, and removed
at any time. The Marker menu and popup menus of individual Markers are always active. Markers
that are present on a panel are saved to disk when the panel is saved to disk.</p>
<ul>
<li><strong>Add loco...</strong> - Selecting this item brings up a small window that allows
a Marker to be created from an entered Loco ID. The Marker icon is not very large, so no
more than 6 characters should be entered. Usually the locomotive number is entered. After
entering a Loco ID, click OK, and your a new white marker will appear at the center of the
panel window. Use the marker's popup menu to change its color, etc. Dismiss this window by
clicking the close icon in its title bar.</li>
<li><strong>Add loco from roster...</strong> - Selecting this item brings up a small window
that allows a Marker to be created for a locomotive in the JMRI roster. To use this item,
the locomotive must be in the JMRI roster before the panel is opened. When a locomotive is
selected in the roster menu, a marker for that locomotive immediately appears in the center
of the panel. If it is present in the Roster Entry, the "Road number" is used as the Loco
ID. Otherwise, the locomotive's DCC address is used. Use the marker's popup menu to change
its color, etc. For markers created from a roster entry, the marker's popup menu has a
<strong>Throttle</strong> item, that may be used to open a JMRI throttle for that
locomotive. Dismiss this window by clicking the close icon in its title bar.</li>
<li><strong>Remove markers</strong> - Selecting this item removes <strong>all</strong>
markers from the Layout Editor panel. This item may not be undone. Note: A single marker
may be removed by selecting <strong>Remove</strong> in its popup menu.</li>
</ul>
<h2 id="editing">Editing and Removing Items</h2>
<p>Every item on a panel has a popup menu. <strong>Except for Markers, popup menus are only
active in edit mode.</strong> To access the popup menu of an icon-based item (sensor icon,
signal icon, text label, memory label or text box, global variable label, block contents label,
multi-sensor, fast clock, icon label, marker,
recorder, or background): on Windows systems, right-click on the icon; on Macintosh systems,
control-click on the icon (hold down the control key and click the mouse button on any point
within the icon). Drawn items are similar, except for where you click. For turnouts, level
crossings, or track segments, control-click or right-click inside the circle at the center of
the item. For anchor points, end bumpers or edge connectors control-click or right-click
inside the square showing the connection point.</p>
<p>To delete an item from a panel, select <strong>Remove</strong> in that item's popup menu.
Some items will show a verify dialog. Most verify dialogs have an option to shut off verify
dialogs in case you're deleting many of the same items. When an icon object is "removed" from
the panel, its icon is deleted, but the item itself (signal head, sensor, memory variable,
etc.) is not deleted. If you need to delete the item itself, do so using the corresponding
table (Signal Table, Sensor Table, etc.) <strong>Important Note: Prior to deleting any item
in a table, make sure that all references to that item are removed from other places. Also
immediately after deleting an item, save your panel and restart before doing anything
else!</strong> If there is no good reason for deleting an item, or if there is uncertainty if
all references to an item have been removed, don't delete the item from its table. Extra
unused items in a table don't hurt anything, but deleting a referenced item can cause
trouble. Removing an icon from a panel is safe, but deleting the item that the icon
represented requires more caution.</p>
<p>Some popup menus allow information relating to the item to be edited directly from the
popup menu, for example, font size, style, and color options for text labels and text memory
labels. The fast clock's popup menu allows stopping and starting the fast clock and changing
its rate ratio. Icon-based popup menus show the <em>x</em> (horizontal) and <em>y</em>
(vertical) location of the icon on the panel. These coordinates give the location of the
upper left corner of the icon. A convenient way to change the location of an icon-based item
is to select <strong>Set x &amp; y</strong> in its popup menu. Selecting <strong>Set x &amp;
y</strong> brings up a small window that provides for precise adjustment of the icon's
position.</p>
<p>With turnouts, level crossings, and track segments, selecting <strong>Edit...</strong> in
the popup menu brings up a small window for editing. If a turnout has no connections, a
<strong>Rotate</strong> item appears in its popup menu, allowing the turnout to be rotated to
any angle. More information on the edit dialogs of turnouts, level crossings, and track
segments is contained below in the discussion of these items, and in the help page of each
edit dialog.</p>
<p>For <strong>Track Segments</strong>, there is also a <strong>Decorations</strong> item.
The sub-menus provide the ability to add <strong>Arrows</strong>, <strong>Bridges</strong>,
<strong>End Bumpers</strong> , and <strong>Tunnels</strong> to the track segment.</p>
<div style="margin-left: 2em;"><img src="images/TrackDecorations.png" alt=
"Track Decorations Menu Item" height="113" width="364">
</div>
<p>A signal head icon's popup menu allows editing of signal head information related to the
panel, but also contains an <strong>Edit Logic...</strong> item that brings up a window for
editing <a href="../blockboss/BlockBossFrame.shtml">Simple Signal Logic</a> (SSL) for the
signal head. SSL supports ABS signaling, and will handle basic signal (head) logic.</p>
<p><a href="../../../../html/tools/signaling/SignalMastLogic.shtml">Signal Mast Logic</a> -
in short <strong>SML</strong> - was added to support Aspect based signaling. It is managed
using the Signal Mast Logic table. In Layout Editor, Signal Masts can be placed at Turnouts,
anchor points and level crossings, but only where there is a boundary between two different
layout blocks. To add a Signal Mast using a Layout Editor Panel, right click on the Turnout,
level crossing or anchor point and - if a block boundary exists - you will be given the
option to "Set Signal Masts..."</p>
<p>Refer to Logix for even more complicated logic needs not handled by SSL and SML.</p>
<p>With turnouts, level crossings, and anchor points, most of Layout Editor's tools for
assigning signal heads to these items, for automated placement of signal head icons on the
panel, and for automated creation of signal logic for the assigned signal heads may be
reached by selecting <strong>Set Signals...</strong> in the popup menu. <strong>Set
Signals...</strong> is not shown in the popup menu until a minimum amount of information is
available to the tools. The remaining <strong>Set Signals...</strong> tools may be accessed
via the Tools menu. These tools are briefly described above under <a href="#toolsmenu">Using
Layout Editor's Tools Menu</a>, and are discussed in detail on the help page of the tool's
dialog pane.</p>
<p>In addition to signal heads and signal masts, it is possible to add sensors to block
boundaries. Use the <strong>Set Sensors...</strong> item. The sensors are used to implement
<strong>Entry/Exit</strong>. See <a href="../../../../html/tools/EntryExit.shtml">Entry/Exit
(NX) Routing Documentation</a> for details.</p>
<h2 id="turnouts">Turnouts</h2>
<p>Layout Editor supports eight different types of turnouts (track switches):</p>
<ul>
<li>right- handed (<strong>RH</strong>)</li>
<li>left-handed (<strong>LH</strong>)</li>
<li>wye (<strong>Wye</strong>)</li>
<li>double crossover (<strong>Double X-over</strong>)</li>
<li>right-handed single crossover (<strong>RH X-over</strong>)</li>
<li>left-handed single crossover (<strong>LH X-over</strong>)</li>
<li>single slip (<strong>Single Slip</strong>)</li>
<li>double slip (<strong>Double Slip</strong>)</li>
</ul>
<p>A three-way can be drawn using a pair of regular turnouts. Once a turnout has been
created, its type cannot be changed. Changing the type of a turnout requires removing and
recreating the turnout. Drawn turnout parts may be lengthened, shortened, or repositioned by
dragging connection points with the meta key pressed, and the entire turnout may be
repositioned by dragging the center circle with the meta key pressed.</p>
<p>When new turnouts (and crossovers) are created, Layout Editor uses default displacements
from the center of the new turnout to "size" the new turnout drawing. Layout Editor maintains
two sets of default displacements, one for for regular turnouts (<strong>RH</strong>,
<strong>LH</strong>, <strong>WYE</strong>) and one for crossovers ( <strong>Double
Xover</strong> , <strong>RH Xover</strong>, <strong>LH Xover</strong>). These default size
parameters may be changed if a different default size is needed. First create a new turnout
(or select an existing turnout) and resize it by dragging its connection points. Then select
<strong>Use Size As Default</strong> in that turnout's popup menu. This will change default
size parameters so that the next and subsequent turnouts to be added will be the same size as
the resized turnout. Each <strong>Use Size As Default</strong> changes one of the two sets of
default size parameters. Both sets of default size parameters are saved when the panel is
saved. To return to Layout Editor's default turnout sizes select <strong>Use Program Default
Turnout Size</strong> in the Tools menu.</p>
<p>Turnout drawings in a track diagram are drawn using solid lines for both continuing and
diverging legs until the turnout drawings are linked to turnouts in the Turnout Table. Once
linked to actual turnouts, turnout drawings show the "known states" of the turnouts they
represent. When the turnout's state is UNKNOWN, both legs of the turnout are drawn.
You can change this to drawing a "?" character instead using the contextual
menu on the turnout.
</p>
<p>After linking, you can toggle each turnout on your layout by clicking on the
center point of its drawing (provided <strong>Disabled</strong> is not checked in the Options
menu, and your system supports computer control of turnouts). The ability to toggle by
clicking can be turned off by checking <strong>Disabled</strong> in the turnout's popup menu.
If the turnout status is unknown, the first toggle will set to closed.</p>
<img style="float:right;" src="images/edit-layoutEditor-Turnout-468x492.png" alt=
"Edit Layout Editor Turnout" height="492" width="468">
<p><strong>Supporting Turnouts</strong> can be set for Turnout types which use 2 normal
Turnouts on different addresses to operate.</p>
<p>When two turnouts are linked, when one is thrown, the other is thrown. When one is thrown,
the other is also thrown. Check the Invert second Turnout to produce the opposite behaviour,
ie throwing one turnout will close the other and vice versa.</p>
<p>If the state of the two turnouts does not match ( eg. one is reporting closed and the
other thrown when invert is not checked ), the Layout Editor turnout will display as
inconsistent.</p>
<p>You can link each turnout drawing with an actual turnout (internal or hardware) in the
Turnout Table as turnout drawings are created, by entering its Turnout Table name (either
system name or user name) in the <strong>Turnout: Name</strong> field (top row of the tool
bar) before clicking to create that turnout. Alternatively, you can create your turnout
drawings first, then select <strong>Edit...</strong> in each turnout's popup menu to open an
<strong>Edit Turnout</strong> dialog that allows entry of the turnout name ( see image on
right ). Once the name of an actual turnout is entered, the actual turnout can be toggled by
clicking the mouse at the center of the turnout. Turnout toggling can be disabled by checking
<strong>Disabled</strong> in the turnout's popup menu.</p>
<p>Optionally, you can designate which <strong>Block</strong> a turnout is in either by
entering a block name in the <strong>Block: Name</strong> field of the tool bar prior to
creating each turnout drawing, or by entering a block name in the Edit Turnout dialog at a
later time. The Edit Turnout dialog also allows an Edit Block dialog to be requested, where
information for the turnout's block may be entered or changed. (Blocks are discussed more
fully below.)</p>
<p>When a side track branches from a mainline track at an RH or LH turnout, the mainline
normally continues through the turnout by following the straight-through track leg (the
closed path). Sometimes, however, the mainline follows the diverging leg (the thrown path).
To allow entry of this information, the Edit Turnout dialog contains an entry called
<strong>Continuing Route Turnout State</strong>. Continuing Route Turnout State defaults to
Closed when a turnout drawing is created. You should change it to Thrown if the mainline
track follows the Thrown path through the turnout. For a WYE turnout, you should always check
to see if its Continuing Route Turnout State is set correctly to reflect the path of the
mainline. To test if Continuing Route Turnout State is correctly set, check the state of the
turnout in the Turnout Table when the turnout is set to clear the mainline. The Turnout Table
state should match the Continuing Route Turnout State chosen in the Edit Turnout dialog.
Defining mainline track is optional; if you are not defining mainline track this item can be
ignored.</p>
<p>Crossover turnouts differ from other turnouts in several important ways. Like other
turnouts, crossovers have two states--crossed and straight. To change a crossover's state,
however, requires two or four track switches to change in unison. This may be accomplished
using one to four switch machines. Normally a crossover is assigned a single turnout entry in
the turnout table, but it may have several if its switch machines are controlled by different
stationary decoders. (You can use two JMRI Routes controlled by the same internal turnout to
make multiple switch machines work together. In this case, enter the internal turnout as the
turnout linked to the crossover turnout drawing.) With crossovers, the crossover tracks are
always considered side track, and any mainline track entering the turnout, leaves on the same
straight as it entered. So there is no Continuing Route Turnout State entry in a crossover's
Edit dialog.</p>
<h3>Turnout Connection Points</h3>
<p>Right hand, left hand and wye turnouts have three connection points. The throat is
connection <strong>A</strong>, the straight leg is <strong>B</strong> and the diverging leg is
<strong>C</strong>. The right leg of a wye is <strong>B</strong> and the left leg is
<strong>C</strong>.</p>
<p>Crossovers and slips have four connection points, <strong>A-D</strong>. The <strong>A</strong>
connection point has a <strong>magenta/blue</strong> connection box. The remaining connection
points are <strong>red/green</strong>. For crossovers, the connection points proceed
<strong>clockwise</strong> from the A connection while slips proceed <strong>counter-clockwise</strong>
from the A connection.</p>
<h3>Turnout to Turnout connections</h3>
<p>A turnout cannot be directly connected to another turnout. There will always be a track
segment between any two turnouts.</p>
<p>A special drag and drop procedure can be used to create the track segment that links two
turnouts. When a turnout is dragged so that an empty connection point overlaps an empty
connection point of another turnout and then dropped, a zero length track segment will be added
automatically. If both turnouts are right hand and/or left hand, the dropped turnout will
be rotated. This makes creating yard ladders very easy.</p>
<p>If the target turnout has a block assigned, the block will also be assigned to the track
segment. Otherwise, the turnouts have to moved apart to reveal the track segment so that a
block can be assigned.</p>
<p>When using the drag and drop process, there can only be one set of overlapping connection
points. For example, when creating a crossover using two regular turnouts, there will be
three sets of overlapping points. To avoid this, change the distance between the A and B
connections or change the length of the diverging leg on one of the turnouts. It can also be
helpful to change the turnout circle size which affects the mouse <strong>hot spot</strong> size.
Making it smaller can reduce the possibility of multiple overlaps.</p>
<h3>Crossover Blocks</h3>
<p>Regular and slip turnouts have one block. Crossovers can have up to four blocks. In the
edit dialog, these are <strong>Block</strong> (connection A), <strong>Block 2</strong>
(connection B), <strong>Block 3</strong> (connection C), and <strong>Block 4</strong>
(connection D).</p>
<p>A crossover should have at least two blocks. Block and Block 2 have a block and Block 3
and Block 4 have a different block. This allows traffic on the parallel tracks to be free of
block conflicts.</p>
<p>If any of the block entries in the Edit dialog a left empty, the block from
<strong>Block</strong> will be used. If the two crossover blocks are different than the
connected track segment blocks then there are four block boundaries for signal masts.</p>
<h2 id="track">Track Segments and Connection Points</h2>
<p>A <strong>Track Segment</strong> is a two ended piece of track between two connection
points. Connection points are found on anchor points, end bumpers, edge connectors, turnouts,
slips, cross overs, level crossings, turntables and traversers.</p>
<p>Anchor points have one connection point that accept two connections. All other connection
points only accept one. End bumpers have one connection point. An Edge Connector only accepts
one connection and is used to mark the "Edge" of the current layout editor panel. Each
turnout has three connection points and each slip, cross over and level crossing has
four.</p>
<p>Empty connection points are
<strong><span style="color:red">red</span></strong>.
A partially filled anchor point is <strong><span style="color:yellow; background:gray">yellow</span></strong>.
When a connection point has its capacity
of connections, its color is changed to <strong><span style=
"color:green">green</span></strong>.
When all connection points are <strong><span style=
"color:green">green</span></strong> , the layout diagram is complete with all connections
defined.</p>
<p>Track segments are normally drawn as solid lines. but you can designate that a track
segment be drawn <em>dashed</em> to show tunnels or tracks crossing at different grades. You
can request a dashed line for a track segment by checking <strong>Dashed</strong> in the tool
bar before the track segment is created, or you can change a track segment to
<strong>Dashed</strong> in the Edit Track Segment dialog. (More anchor points can be added to
get the dashed part of your track to cover the exact area desired.) You can also designate a
track segment as <em>hidden</em> so it's displayed only when edit mode is active.
<em>Hidden</em> track segments are useful for track diagrams drawn as multiple rows where the
end of one row connects to the beginning of the same or another row. To make a track segment
hidden, check <strong>Hide Track</strong> in the Edit Track Segment dialog.</p>
<p>The default appearance of a track segment is a straight line however you may change its
appearance to <strong>Circle</strong>, <strong>Ellipse</strong> or <strong>Bezier</strong>
via its popup menu (when in edit mode). Circled track segments are drawn as fixed radius
arc's connecting the two end points. When in edit mode the radius may be adjusted by dragging
the center point of the circle. An ellipsed track segments end points are connected with an
arc and a Bezier track segments end points are connected with a Bezier curve. Control points
are used to effect the curve of Bezier track segments and may be added or deleted via the
track segment's popup menu (when in edit mode).</p>
<p>Optionally, track segments are used to designate <em>mainline track</em> or <em>side
track</em>. The legs of turnouts and level crossings are set to <em>mainline track</em> or
<em>side track</em> according to the designations of track segments that are connected to
them. See the discussion of continuing routes in the above section on turnouts for
information on how a mainline is tracked through a turnout.</p>
<p>If <strong>Mainline</strong> is checked in the tool bar when a track segment is created,
that track segment is designated as <em>mainline track</em>, otherwise it is considered
<em>side track</em>. You can change from mainline track to side track, or vice versa, in the
Edit Track dialog.</p>
<p>Optionally, you can designate which <strong>Block</strong> a track segment is in--either
by entering a block name in the <strong>Block: Name</strong> field of the tool bar prior to
creating each track segment, or by entering a block name in the Edit Track Segment dialog at
a later time. The Edit Track Segment dialog also allows a Create/Edit Block dialog to be
requested, so information for the track segment's block may be entered or changed. (Blocks
are discussed more fully below.)</p>
<p>An <strong>Edge Connector</strong> is used to denote that the current track finished on
this panel and can continue on another one. The connector uses the same <strong><span style=
"color:red">red</span></strong> / <strong><span style="color:green">green</span></strong>
states of an Anchor point, along with a third <strong><span style=
"color:yellow; background:gray">yellow</span></strong> state which means that the connector has not been linked
with a track segment on a different panel. To do the linking, right click on the edge
connector and select "edit link", the dialogue box which appears will be populated with a
list of available layout panels, and any valid edge connectors. A valid edge connector is
defined as one that is not already linked, is connected to a track segment that is configured
with a block, which is not the same as the block our connected track segment is configured as
(ie the edge connector becomes a block boundary).</p>
<div class="noted">
<h4>Incomplete Track Segments</h4>
<p style="margin-left: 2em">Track segments can be defined as circles with a radius. When the
track segment is at the right or bottom edge of the track plan the image can be incomplete.</p>
<div style="margin-left: 2em">
<a href="images/clip-example.png"><img src=
"images/clip-example.png" alt="exmaple of a clipped track segment"></a>
</div>
<p style="margin-left: 2em">The content of a Layout Editor panel is contained within a
rectangle. The shape of the rectangle is defined by the components that have <strong>xy</strong>
coordinates. These include many of the items on the Layout Editor toolbar. Track segments
do not have a <strong>location</strong>. A track segment's location on the panel is based on
its two connections, such as anchor points, turnouts, etc. When the track segment is defined
as a circle, part of the arc can be outside of the rectangle. When the rectangle is drawn
on the screen, anything outside of the rectangle is omitted.</p>
<p style="margin-left: 2em">To fix this issue, the size of the rectangle needs to changed.
There is no direct control of the rectangle size, but there are a couple of easy indirect
techniques.</p>
<p style="margin-left: 2em">For the sample image, the easy solution is to <strong>split</strong>
the track segment. The 180&deg; arc is split into two 90&deg; arcs with an anchor point
supplying an additional <strong>xy</strong> coordinate at the far right.</p>
<div style="margin-left: 2em">
<a href="images/clip-split.png"><img src=
"images/clip-split.png" alt="exmaple of splitting a track segment arc"></a>
</div>
<p style="margin-left: 2em">Another technique is to add a <a href="#add-shape">shape</a>.
Normally a shape has multiple points, such as two for a line or four for a rectangle. To
change the Layout Editor rectangle, only the initial point is needed.</p>
<div style="margin-left: 2em">
<a href="images/clip-shape.png"><img src=
"images/clip-shape.png" alt="exmaple of using a shape"></a>
</div>
<p style="margin-left: 2em">If the shape is placed to the right and below other objects, it
defines the lower right corner of the rectangle.</p>
</div>
<h2 id="xing">Level Crossings</h2>
<p>A level crossing is a special piece of track that represents two tracks crossing at grade.
A level crossing is commonly referred to as a diamond. A level crossing has four connection
points, and two tracks, designated AC and BD. When a level crossing is created, track AC is the
horizontal track, and track BD is the inclined track. The angle between the two tracks, the
incline of each track, and the length of each track may be varied by dragging connection
points with the meta key pressed. The center of the level crossing may be positioned by
dragging the center circle with the meta key pressed (see the help bar for which key is the
meta key for your operating system). The connection points starting from the magenta/blue
connection are A-D proceeding counter-clockwise.</p>
<p>Optionally each track will be either <em>mainline track</em> or <em>side track</em>
depending on the mainline track or side track designation of the track segments connected to
each track. Also optionally you may independently assign each track to a different block. If
a block name is entered in the <strong>Block: Name</strong> field of the tool bar prior to
creating a level crossing, that block is assigned to both tracks. Each track may be assigned
to a different block in the Edit Level Crossing dialog. The Edit Level Crossing dialog also
allows a Create/Edit Block dialog to be requested for each of the two blocks, so information
for these blocks may be entered or changed. The block(s) assigned to a level crossing may be
different from the block(s) of connected track segments; in this case, each level crossing
connecting point where the block changes serves as a block boundary. (Blocks are discussed
more fully below.)</p>
<h2 id="turn">Turntables</h2>
<p>A Layout Editor turntable is a schematic representation of a turntable on the layout. A
turntable is drawn as a circle with a variable number of track connections, called <em>ray
tracks</em>. Each <em>ray track</em> is drawn as a short stub track radiating from the
turntable circle. A track segment should connect to each ray track. Most of these track
segments will connect a ray track to an end bumper. The distance of each ray track connection
point from the turntable circle is fixed, but the direction of each ray track may be varied
by dragging its connection point around the turntable circle. Any number of turntables may be
added to a panel, and each turntable may have any number of ray tracks.</p>
<p>A turntable is added to a panel by selecting <strong>Add Turntable</strong> in the panel's
<strong>Options &rArr; Add</strong> menu. New turntables are placed at the center of the panel,
and are moved to desired locations by dragging its center point with the meta key pressed
(right button drag on Windows). A turntable can also be added to a panel by selecting the
<strong>Turntable</strong> option in the toolbar and doing a shift-click at the desired
location on the panel.</p>
<p>When a turntable is added, it has four ray tracks located in up, down, left, and right
directions. The turntable's popup menu has two items. Selecting <strong>Edit&hellip;</strong> brings
up an Edit Turntable dialog, and selecting <strong>Delete</strong> deletes the turntable.
Before a turntable is actually deleted, the program asks for verification of that action.</p>
<p>The Edit Turntable dialog allows the radius of the turntable circle to be changed, and
provides for the addition and deletion of ray tracks. For more information on how to add and
delete ray tracks, along with other options, see the
<a href="EditTurntable.shtml">Edit Turntable</a> help page.</p>
<h2 id="traversers"><span class="since">since 5.15.6</span>Traversers</h2>
<p>A Layout Editor traverser is a schematic representation of a <em>traverser / transfer table</em>
on the layout. The traverser is drawn as a rectangle with a variable number of track
connection pairs called <em>slots</em>. A slot has two connections for track segments.
Most of the track segments will connect a slot connection to an end bumper. Any number of
traversers can be added to a panel and each traverser may have any number of slots.</p>
<p>A traverser is added to a panel by selecting <strong>Add Traverser</strong> in the panel's
<strong>Options &rArr; Add</strong> menu. New traversers are placed at the center of the panel,
and are moved to the desired location by dragging its control point with the meta key pressed
(right button drag on Windows). A traverser can also be added to a panel by selecting
<strong>Traverser</strong> in the tool bar and shift-clicking on the desired location on the
panel. When a traverser is added, it has two slot pairs.</p>
<p>The traverser's popup menu has two items. Selecting
<strong>Edit&hellip;</strong> brings up an Edit Traverser dialog, and selecting
<strong>Delete</strong> deletes the traverser. Before a traverser is actually deleted, the
program asks for verification of that action.</p>
<p>The Edit Traverser dialog is used to add, remove and configure slot pairs.
provides for the addition and deletion of ray tracks. For more information, see the help page
of the Edit Turntable dialog. see the
<a href="EditTraverser.shtml">Edit Traverser</a> help page.</p>
<h2 id="background">Backgrounds</h2>
<p>Background images are not required for Layout Editor panels. Support for adding a
background is provided for panels that require other than the default Layout Editor
background. Background images may be used simply to change the color of the Layout Editor
background, or for more sophisticated applications, such as setting up a CTC panel.</p>
<p>A background image may be created using any pixel-based image editor to create the image,
and to save it as a .gif format image file. You may create a single background image for the
whole panel, or create vertical slices to be used in a multi-slice background (see below).
For a multi-slice background, create your slice image(s), then add copies, one to the right
of the other, until the desired panel area is covered.</p>
<p><strong>Important Note: if you create your own background images (or icons), don't store
them with the JMRI distribution images or they will be deleted when you upgrade JMRI.
Instead, create a new folder called "resources" in your JMRI Preferences directory (where
your panel file is stored), and add your images and icons to that folder.</strong>
</p>
<p>A background image is added to a panel by selecting <strong>Add Background
Image...</strong> in the panel's Option menu. Selecting <strong>Add Background
Image...</strong> brings up a file selection dialog for selecting the file containing the
background image. Layout Editor provides for multiple background images. The first background
image is placed with its upper left corner at x = 0, and y = 0. The next background image is
placed at the top of the panel and to the right of right-most existing background image. This
allows easy implementation of multi-slice background images (see below). The <em>x, y</em>
location of the upper left corner of each background image is shown in it's popup menu. This
location may be changed by selecting <strong>Set x &amp; y</strong> in the popup menu.</p>
<p>For users building a classic US&amp;S panel, there are two sets of predefined image
'slices' currently available. One set is 718 pixels high, and the second set is 900 pixels
high. Choose the set that best fits your display. These 'slices' are located at
icons/USS/background/. The 900 pixel high images include a "-9" in their names. The left and
right edge images are each 12 pixels wide. The main panel 'slices' are 65 pixels wide. First
add the left edge image, then add a blank slice or one including switch plate(s) for each
turnout on your CTC panel, then finish by adding the right edge image. The advantages of
building CTC backgrounds with slices are that 1) you can make virtually any length CTC panel,
and 2) the plates will be precisely located automatically.</p>
<h2 id="block">Blocks</h2>
<p>Blocks are sections of track whose occupancy may be individually monitored. Dividing track
into blocks is optional. Blocks set up in a track diagram normally correspond to physical
blocks on a layout. Block occupancy is indicated by the state of an <em>occupancy
sensor</em>. When a layout's track is divided into blocks, all of the track need not belong
to a block. For example, yard track is normally not in a block, whereas mainline track almost
always would be divided into blocks. The main use of blocks is to facilitate signaling, but
blocks may be used for other layout control and animation functions.</p>
<p>If a block name is entered in the <strong>Block: Name</strong> field of the tool bar prior
to adding a turnout, level crossing, or track segment, the added item is assigned to that
block; if a sensor name (system name or user name) was entered into the <strong>Occupancy
Sensor</strong> field, that sensor will be assigned to the entered block. A turnout, level
crossing, or track segment may also be assigned to a block by entering that block's name in
the edit dialog accessed by selecting <strong>Edit...</strong> in that items popup menu. In
either case, if a block with the entered name doesn't exist, one is created.</p>
<p>A block name may be any series of alphabetic or numeric characters that describe the
block, for example, "Red Main 2", "Lake Siding", or "Moose Block". Once a block is created,
its name may not be changed; attempting to change a block's name will create a new block
having the new name. After all items assigned to the old block are changed to the new block,
the block with the old name will be automatically deleted (see below).</p>
<p>Turnout, level crossing, and track segment edit dialogs provide access to the Create/Edit
Block dialog where information specific to a block may be entered or edited. The
<strong>Sensor:</strong> field in the <strong>Sensor</strong> tab shows the name of
the occupancy sensor currently assigned to the block, if there is one. To enter or change the
occupancy sensor, select the name (system name or user name) of a sensor in the Sensor Table
in the <strong>Sensor:</strong> field. A sensor may be assigned as the occupancy
sensor of only one block; attempting to do otherwise will result in an error message.
Normally, the state of an occupancy sensor is "Active" when a block is occupied, so "Active"
for occupied sense is the automatic default. This can be changed by selecting "Inactive" in
the <strong>Occupied Sense:</strong> selection box in the <strong>Layout Editor</strong> tab.</p>
<p>Block track colors are used instead of the default track color if a section of track is in
a block. The track items in a block are drawn with different track colors for occupied and
unoccupied states, allowing the track in a block to change color as a train enters and leaves
that block. To set track colors, select the unoccupied track color in the <strong>Track
Color:</strong> selection box, and select the occupied track color in the <strong>Occupied
Track Color:</strong> selection box. An alternate unoccupied track color is provided for
special uses. For example, <a href="../dispatcher/Dispatcher.shtml">Dispatcher</a> has an
option to use the alternate unoccupied track color for blocks that are allocated but
unoccupied. Set the alternate unoccupied track color using the <strong>Alternate Track
Color:</strong> selection box. When track color is set, Layout Editor will use the occupied
track color if a block is occupied, then if not occupied, will use the alternate unoccupied
track color if it has been requested, otherwise it uses the unoccupied track color.</p>
<p>Since blocks are items on the physical layout, the same block may be used in more than one
panel. Consequently, block information is saved in the non-panel specific portion of the
layout information, when panels are saved to a file on disk.</p>
<p>Blocks are deleted automatically when they are no longer used. Layout Editor keeps track
of the number of track items (turnouts, track segments, and level crossings) that are
assigned to a block. This count is displayed in the Create/Edit Block dialog as
<strong>Current Use Count:</strong>. When panels are saved to disk, only those blocks with a
use count greater than zero are saved. Note: The extra settings in the Edit dialog are in
an internal structure called a Layout Block. This is removed when no longer needed. The
Block table entries are not affected.</p>
<h3>Block Recommendations for Signal Masts and Signal Mast Logic (SML)</h3>
<p>Signal masts protect points of conflict between trains, such as at turnouts. Turnouts,
or groups of turnouts, should have their own block. This provides the block boundaries for
attaching the signal masts. A group of turnouts can occur where turnouts are closely related
such as interlocking plants, yard ladders, simulated 3-way turnouts, etc. For a group of
turnouts, the required connecting track segments would also have the same block.</p>
<p>Single crossovers have edit fields for four blocks. Based on the recommendation for
turnouts, this implies four additional blocks. In practice, only two blocks are needed.
The <strong>Block</strong> and <strong>Block 2</strong> entries get a block and the
<strong>Block 3</strong> and <strong>Block 4</strong> entries get a different block. When
the crossover is closed, the two blocks make it possible for trains to move through the
crossover without signal logic conflicts.</p>
<p>Double crossovers also have four block fields but they need three blocks. The first pair
or the second pair need to have two blocks. The JMRI block connectivity logic has a limit of
one direct connection between any two blocks. A double crossover has 2 connections. There
is one between <strong>Block</strong> and <strong>Block 3</strong> and one between
<strong>Block 2</strong> and <strong>Block 4</strong>. Two single crossovers acting as a
double crossover would also need three blocks. This is implemented by using
the upper or lower track segment connecting the two crossovers to provide the block boundary.</p>
<div style="margin-left: 2em;"><img src="images/le_double_blocks.png" alt=
"Layout Editor double blocks">
</div>
<p>This is an example of using two single crossovers to act as a double crossover.</p>
<h2 id="trackdrawoptions">Track Drawing Options</h2>
<p>The appearance of the track components as drawn on the Layout Editor panel is set by the
Track Drawing Options dialog.</p>
<div style="margin-left: 2em;"><img src="images/TrackDrawingOptions.png" alt=
"Track Drawing Options Dialog" height="730" width="868">
</div>
<p>There is a column for the track defined as mainline and one for sideline trackage. Numbers
can be entered using the spinners or typing in the box. The colors are set by clicking on a
color box and using the color selector.</p>
<p>At the lower left corner is a <strong>Presets:</strong> list which can be used to select
example configurations. If you customize the configuration, the panel name will be added to
the presets list.</p>
<p>The track consists of 1 to 4 layers.</p>
<ul>
<li><strong>Rail</strong> &mdash; There can be from 0 to 3 rails.</li>
<li><strong>Block</strong> &mdash; If a block has been assigned to the track component, the block
layer will be drawn.</li>
<li><strong>Ballast</strong> &mdash; Simulate track ballast.</li>
<li><strong>Ties</strong> &mdash; Add ties to the rails.</li>
</ul>
<p>The rail layer defaults to a single rail with a width of 1 for sideline and 2 for
mainline.</p>
<p>The block line width defaults to the previous track width values.</p>
<p>The <strong>Block Line Dash Percentage</strong> has <strong><em>nothing</em></strong> to
do with dashed track. This is a special setting to create an on/off pattern to blocks. The
<strong>British 70's</strong> or Czechoslovak <strong>&Ccaron;SD A&Zcaron;D-71</strong> preset uses this
option.</p>
<h3>Notes</h3>
<p><strong>Dashed Track</strong> &mdash; If a track segment is defined as dashed and a block has
been assigned, the rail layer will not be drawn. This eliminates rail fragments that might
show up in the block gaps.</p>
<p><strong>Draw Unselected Turnout Leg</strong> &mdash; This option only applies to the block
layer. If the rail count is 1, the rail for the unselected leg is drawn with a gap. If the
option is active, the block line will also be drawn. For maximum turnout position visibly,
turn off the option.</p>
<h2 id="tracking">Train Tracking</h2>
<p><strong>Train Tracking</strong> is an animation technique that allows us to display
dynamically which train is in an occupied Block. So, for one train, or for several trains
transiting a layout at the same time, we can show where each train is at any given time.
<strong>Train Tracking</strong> uses the JMRI Block software. Each occupied block has a
<em>value</em>, which is automatically passed from block to block as a train moves from block
to block. A block's <em>value</em> is cleared when the block is no longer occupied. So the
<em>value</em> follows the train around the layout. Setting <em>value</em> to a train name,
passes the train name around from block to block.</p>
<p>Layout Editor has a built-in tool that automatically initializes each Block, creating
needed Paths and BeanSettings. This initialization (previously done in scripts only) is
needed to allow block software to track trains. Since Layout Editor captures the full
connectivity of its panel, it has the information needed to perform this initialization.
Block initialization is automatically performed when blocks are changed and when a Layout
Editor panel is loaded. Since the initialization is automatic, Layout Editor users don't need
to be concerned about Paths and Bean Settings.</p>
<p>Layout Editor allows the display of the block contents on the panel.</p>
<p>This might sound complicated, but it's very easy to set up because JMRI's Block and Layout
Editor software does almost everything automatically. There is even software to automatically
save and restore Block contents <em>values</em> between sessions.</p>
<p>If your panel has blocks assigned to the track and each block has a hardware occupancy
sensor, you're ready to set up Train Tracking:</p>
<ul>
<li>1. Place a Block Contents Label near each block in the panel.</li>
<li>2. Open the Block Table, and enter the name of each train in the "Value" column of the
block it is occupying. <strong>Remember to click somewhere outside the value entry box
after entering a train name to make Java read what was entered.</strong></li>
</ul>
<p>Note: If the program detects a block is unoccupied <em>before</em> the block's
<em>value</em> is passed on to the next block, the train name will be lost. So it's important
to have wheels and track clean, and to have enough cars in each train with current drawing
wheels to ensure a block doesn't loose detection before the train enters the next block.</p>
<h2 id="tips">Tips</h2>
<h3>Track Level</h3>
<p>The Layout Editor track components are drawn at level 3. Icons are drawn at level 10 and
labels are drawn at level 4. These can be placed over track components. Depending on opacity,
the track will be hidden. To make the track appear over the icon or label, change the icon or
label level to 2. This replaces the old trick of using hidden track segments.</p>
<h3>Panel Differences</h3>
<p>Since Panel Editor panels are fully icon based, their track schematic has the possibility
of looking more prototypical. Layout Editor panels have more animation possibilities and
automated tools for setting up signals, train tracking, etc. If you would like both worlds,
consider building both Panel Editor and Layout Editor panels for your layout. You can switch
between them easily using the <strong>Panels</strong> menu. Since both type of panels share
the same configuration items (turnouts, sensors, memory variables, global variables, block
contents, signal heads, etc.), whatever is set in one panel is reflected in the other if the
same items are displayed. After they are loaded, panels continue to function, whether they are
displayed or not-- they just need to show up in the <strong>Show Panel</strong> submenu. So, for
example, if you set up a Layout Editor panel for train tracking as described above, you can track
trains in a companion Panel Editor panel just by adding Block Contents Labels or follow a
bunch of sensors using a dedicated Switchboard.</p>
<h2 id="finish">Putting Finishing Touches on your Panel</h2>
<p>Below is an enhanced version of the simple oval panel constructed in <strong>Getting
Started with Layout Editor</strong>. The general steps needed to get from that starting panel
to this panel are sketched below. The steps need not be done in the exact same order
presented. The presented order works, but variations are possible to get to the same end
point. This example is presented to illustrate some of the things that can be done easily
using Layout Editor. You may elect to do more or less on your Layout Editor panels.</p>
<a href="./images/OvalLayoutEditMode.gif"><img src="./images/EnhancedPanel.gif" width="592"
height="171" alt="Enhanced Panel Image"></a>
<ul>
<li>Turnouts from the Turnout Table were assigned to each turnout graphic using the
<strong>Edit...</strong> item in each turnout's popup menu.</li>
<li>Three new anchor points were added-one on each side vertical track, and one on the
bottom track to serve as <em>block boundaries</em>. Block boundaries are places on the
track where two blocks join; track at a block boundary is normally gapped on the physical
layout. Adding anchor points was made easier by using the <strong>Translate
Selection</strong>... tool in the Tools menu, to spread out the original panel in the
vertical and horizontal directions.</li>
<li>Layout track was divided into blocks by assigning block names to all track segments and
turnouts. When a block name is entered, if a block by that name doesn't exist, a new block
is automatically created. Turnouts were placed in the same block as the track segment
connected to their throats (facing points), and track segments connecting to turnout
continuing and diverging points were placed in different blocks.</li>
<li>Block names were placed on the panel using <strong>Text Label</strong> on the toolbar.
This was done for this illustrated example, but you may or may not want to display block
names on your final panel.</li>
<li>Each block was assigned an occupancy sensor from the Sensor Table. Sensors were added
to the Sensor Table prior to assigning occupancy sensors. An occupancy sensor was assigned
to each block using the <strong>Create/Edit Block</strong> button in the <strong>Edit Track
Segment</strong> dialog of one of the track segments in the block.</li>
<li>Track on the main oval were designated <em>mainline track</em> using the <strong>Edit
Track Segment</strong> dialog for each track segment. This gave different track widths for
mainline and side track.</li>
<li>Signal Heads were defined in the Signal Head Table for each of the signals to be placed
on the panel. Triple Output signal head types were used for all.</li>
<li>Signals Heads were placed at turnouts using the <strong>Set Signals at Turnout</strong>
tool in the Tools menu. For each signal head <strong>Add Signal Icon to Panel</strong> was
checked, but <strong>Set up Logic</strong> was not.</li>
<li>Signal Heads were placed at block boundaries at the three anchor points using
<strong>Set Signals at Block Boundary</strong> in the Tools menu. <strong>Add Signal Icon
to Panel</strong> was checked, but <strong>Set up Logic</strong> was not.</li>
<li>Logic for the signal heads at turnouts was set up using <strong>Set Signals at
Turnout</strong>. The name of the turnout was entered, then <strong>Get Saved</strong> was
clicked to retrieve the turnout names. Next <strong>Set up Logic</strong> was checked for
each signal head, and <strong>Add Signal Icon to Panel</strong> was not.</li>
<li>Logic for signals at anchor point block boundaries was set up using <strong>Set Signals
at Block Boundary</strong> by following a similar procedure.</li>
<li>Since all signal heads will show <strong><span style="color:red">red</span></strong> if
occupancy sensors are in an "Unknown" state, the Sensor Table was opened and all occupancy
sensors were set to "Inactive" (unoccupied) by clicking "Unknown" once. Then the industry
turnout was clicked to set it to thrown, producing the panel shown above (with Edit Mode
switched off in the Options menu).</li>
</ul>
<p>You should be able to toggle your turnouts by clicking at their centers and watch your
signal heads change color. If you don't have hardware yet for your occupancy sensors, you can
change their state in the Sensor Table to simulate a train moving on the layout. (Or you
could set up Sensor Icons and click on them to change their state.) If any of the above steps
are not clear, consult the description of that item in the documentation above. The help page
for each referenced tool also contains explanatory information about that tool.</p>
<p>This is an example of what can easily be done using Layout Editor. For those planning to
install signal heads, setting up a panel with blocks defined and signal heads placed can help
in deciding where blocks and signal heads/masts should be placed before actually installing
them on your layout.</p>
<p>Back to the <a href="../../../../html/apps/PanelPro/index.shtml">PanelPro help
page</a>.</p>
<!--#include virtual="/help/en/parts/Footer.shtml" -->
</div>
<!-- closes #mainContent-->
</div>
<!-- closes #mBody-->
<script src="/js/help.js"></script>
</body>
</html>