glenda.party
term% ls -F
term% cat index.txt
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

BUGS
       It's still necessary to use the keyboard sometimes.

                                                                    MOUSE(9.4)