Annotation of researchv10dc/man/adm/man9/mouse.9, revision 1.1.1.1

1.1       root        1: .TH MOUSE 9.4
                      2: .CT 1 comm_term
                      3: .SH NAME
                      4: mouse \- jerq mouse user interface
                      5: .SH DESCRIPTION
                      6: Most jerq programs use the mouse for control, either by pointing at things
                      7: on the screen or by making selections from a menu.
                      8: The mouse buttons are different from keys on a keyboard in that
                      9: events are reported when a button is released (let `up') as well as
                     10: depressed (pressed `down').
                     11: It therefore matters not only
                     12: .I where
                     13: and
                     14: .I when
                     15: a button is pressed, but for how long.
                     16: For example, menus are drawn when a button is depressed, and remain
                     17: displayed as long as the button is held down.
                     18: While the button is down, moving the cursor over the menu highlights
                     19: entries in the menu; the entry (possibly none) under the
                     20: cursor when the button is
                     21: .I released
                     22: is the selection returned to the program.
                     23: Large menus also present a
                     24: `scroll bar'
                     25: on the left side of the menu.
                     26: Moving the mouse inside the scroll bar chooses which subset of the
                     27: available entries are displayed and therefore selectable.
                     28: .PP
                     29: There is a convention about how the buttons are used.
                     30: The left button (button 1) is used to point:
                     31: selecting which layer to work in, which file inside the editor,
                     32: some text in the file, etc.
                     33: The middle button (button 2) produces
                     34: a menu of actions related to the selection:
                     35: remove the selected text, replace it, etc.
                     36: The right button (button 3) presents a menu of global, program-wide actions:
                     37: pick up a new file, rearrange the files on the screen, etc.
                     38: Programs follow this convention well enough that an unfamiliar program
                     39: can often be learned simply by trying it.
                     40: The main violators of the convention are drawing programs,
                     41: which use button 1 to draw things and button 2 to undraw them,
                     42: but this is also a consistent convention.
                     43: .PP
                     44: The mouse cursor is usually an arrow pointing at a pixel, but
                     45: programs often change the cursor to an iconic representation
                     46: of the program's state.
                     47: The most common cursors are:
                     48: .TP
                     49: arrow
                     50: standard cursor
                     51: .TP
                     52: coffee cup
                     53: Program will be busy for a while.
                     54: .TP
                     55: rectangle and arrow
                     56: Program expects a rectangle to be `swept out' by pressing
                     57: a button (usually 3) at one corner and releasing at the diagonally opposite corner.
                     58: .TP
                     59: gunsight
                     60: Program expects an object to be selected by pointing at it and pressing a button (usually 3).
                     61: .TP
                     62: upside-down mouse
                     63: Program is thinking; the mouse is inoperative.

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