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)