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Command: mouse | Section: 9 | Source: UNIX v10 | File: mouse.9
MOUSE(9.4) MOUSE(9.4)
NAME
mouse - jerq mouse user interface
DESCRIPTION
Most jerq programs use the mouse for control, either by pointing at
things on the screen or by making selections from a menu. The mouse
buttons are different from keys on a keyboard in that events are re-
ported when a button is released (let `up') as well as depressed
(pressed `down'). It therefore matters not only where and when a but-
ton is pressed, but for how long. For example, menus are drawn when a
button is depressed, and remain displayed as long as the button is held
down. While the button is down, moving the cursor over the menu high-
lights entries in the menu; the entry (possibly none) under the cursor
when the button is released is the selection returned to the program.
Large menus also present a `scroll bar' on the left side of the menu.
Moving the mouse inside the scroll bar chooses which subset of the
available entries are displayed and therefore selectable.
There is a convention about how the buttons are used. The left button
(button 1) is used to point: selecting which layer to work in, which
file inside the editor, some text in the file, etc. The middle button
(button 2) produces a menu of actions related to the selection: remove
the selected text, replace it, etc. The right button (button 3)
presents a menu of global, program-wide actions: pick up a new file,
rearrange the files on the screen, etc. Programs follow this conven-
tion well enough that an unfamiliar program can often be learned simply
by trying it. The main violators of the convention are drawing pro-
grams, which use button 1 to draw things and button 2 to undraw them,
but this is also a consistent convention.
The mouse cursor is usually an arrow pointing at a pixel, but programs
often change the cursor to an iconic representation of the program's
state. The most common cursors are:
arrow standard cursor
coffee cup
Program will be busy for a while.
rectangle and arrow
Program expects a rectangle to be `swept out' by pressing a but-
ton (usually 3) at one corner and releasing at the diagonally
opposite corner.
gunsight
Program expects an object to be selected by pointing at it and
pressing a button (usually 3).
upside-down mouse
Program is thinking; the mouse is inoperative.
MOUSE(9.4)