+ complete redesign from Jonas

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%
% $Id$
% This file is part of the FPC documentation.
% Copyright (C) 1998, by Michael Van Canneyt
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\chapter{The MOUSE unit}
\label{ch:mouse}
This chapter describes the \var{mouse} unit. It is implemented for \dos only.
\chapter{The Mouse unit}
By default, the \var{Mouse} unit is compiled with the \var{MOUSECHECK}
symbol defined.
This ensures that all functions check if the mouse is installed or not, and
to exit gracefully if the mouse isn't installed.
The mouse unit provides basic Mouse handling under Dos (Go32v1 and Go32v2)
You may wish to undefine the symbol in the source code, and recompile the
unit, to disable this behaviour.
Some general remarks about the mouse unit:
The first section lists constants, types and variables introduced in the mouse unit
and the second section lists all functions and procedures in alphabetical
order.
\begin{itemize}
\item The mouse driver does not know when the text screen scrolls. This results
in unerased mouse cursors on the screen when the screen scrolls while the
mouse cursor is visible. The solution is to hide the mouse cursor (using
HideMouse) when you write something to the screen and to show it again
afterwards (using ShowMouse).
\section{Constants, Types and variables}
The \var{MouseFound} variable is set by the \seef{CheckMouse} function.
\begin{verbatim}
Var
MouseFound:Boolean;
\end{verbatim}
\item All Functions/Procedures that return and/or accept coordinates of the mouse
cursor, always do so in pixels and zero based (so the upper left corner of
the screen is (0,0)). To get the (column, row) in standard text mode, divide
both x and y by 8 (and add 1 if you want to have it 1 based).
\section{Functionas and Procedures}
\item The real resolution of graphic modes and the one the mouse driver uses can
differ. For example, mode 13h (320*200 pixels) is handled by the mouse driver
as 640*200, so you will have to multiply the coordinates you give to the
driver and divide the ones you get from it by 2.
\Functionl{Check\_Mouse}{CheckMouse}{Boolean}
{\var{Check\_Mouse} checks if the mousedriver is present and sets the
\var{MouseFound} variable to \var{True} if so.}
{None.}{}
\item By default the mouse unit is compiled with the conditional define
MouseCheck. This causes every procedure/function of the unit to check the
MouseFound variable prior to doing anything. Of course this is not necessary,
so if you are sure you are not calling any mouse unit procedures when no
mouse is found, you can recompile the mouse unit without this conditional
define.
\item
You will notice that several procedures/functinos have longint sized
parameters while only the lower 16 bits are used. This is because FPC is
a 32 bit compiler and consequently 32 bit parameters result in faster code.
\end{itemize}
\section{Functions and procedures}
\function{GetLastButtonPress}{(Button: Longint; Var x,y:Longint)}{Longint}{
\var{GetLastButtonPress}
Stores the position where \var{Button} was last pressed in \var{x} and
\var{y} and returns
the number of times this button has been pressed since the last call to this
function with \var{Button} as parameter. For \var{Button} you can use the
\var{LButton}, \var{RButton} and \var{MButton} constants for resp. the left,
right and middle button.
For two-button mice, checking the status of the middle button seems to give
and clear the stats of the right button.
}{None.}{\seef{GetLastButtonRelease}}
\input {mouseex/mouse5.tex}
\function{GetLastButtonRelease}{(Button: Longint; Var x,y:Longint)}{Longint}{
\var{GetLastButtonRelease}
stores the position where \var{Button} was last released in \var{x} and
\var{y} and returns
the number of times this button has been released since the last call to this
function with \var{Button} as parameter. For button you can use the
\var{LButton}, \var{RButton} and \var{MButton} constants for resp.
the left, right and middle button.
For two-button mice, checking the stats of the middle button seems to give
and clear the stats of the right button.
}{None.}{\seef{GetLastButtonPress}}
For an example, see \seef{GetLastButtonPress}.
\procedure{GetMouseState}{(Var x, y, buttons: Longint)}{
\var{GetMouseState} Returns information on the current mouse position
and which buttons are currently pressed.
\var{x} and \var{y} return the mouse cursor coordinates in pixels.
\var{Buttons} is a bitmask. Check the example program to see how you can get the
necessary information from it.
}{None.}{\seef{LPressed}, \seef{MPressed}, \seef{RPressed},
\seep{SetMousePos}}
\Procedurel{Hide\_Mouse}{HideMouse}
{\var{Hide\_Mouse} hides the mouse pointer.}{None.}{\seep{ShowMouse}}
\input {mouseex/mouse3.tex}
\Procedure{HideMouse}{
\var{HideMouse} makes the mouse cursor invisible.
Multiple calls to HideMouse will require just as many calls to ShowMouse to
make the mouse cursor again visible.
}{None.}{\seep{ShowMouse}, \seep{SetMouseHideWindow}}
For an example, see \seep{ShowMouse}.
\Procedure{InitMouse}{
\var{InitMouse}
Initializes the mouse driver sets the variable \var{MouseFound} depending on
whether or not a mouse is found.
This is Automatically called at the start of your program.
You should never have to call it, unless you want to reset everything to
its default values.
}{None.}{\var{MouseFound} variable.}
\input {mouseex/mouse1.tex}
\Function{LPressed}{Boolean}{
\var{LPressed} returns \var{True} if the left mouse button is pressed.
This is simply a wrapper for the GetMouseState procedure.
}{None.}{\seep{GetMouseState}, \seef{MPressed}, \seef{RPressed}}
\Function{IsRPressed}{Boolean}
{ \var{IsRPressed} returns \var{True} if the right mouse button is pressed,
\var{False} otherwise}{\seef{IsLPressed}}
For an example, see \seep{GetMouseState}.
\Function{IsLPressed}{Boolean}
{ \var{IsRPressed} returns \var{True} if the left mouse button is pressed,
\var{False} otherwise}{\seef{IsRPressed}}
\Function{MPressed}{Boolean}{
\var{MPressed} returns \var{True} if the middle mouse button is pressed.
\procedure{Micky}{(Horizontal,Vertical: Longint)}
{\var{Micky} sets the mouse speed in horizontal and vertical
directions}
{None}
{}
This is simply a wrapper for the GetMouseState procedure.
}{None.}{\seep{GetMouseState}, \seef{LPressed}, \seef{RPressed}}
\procedurel{Mouse\_Ascii}{MouseAscii}{(Ascii:LongInt)}
{\var{Mouse\_Ascii} sets the mouse ascii in text
mode.}
{None.}
{\seep{MouseShape}}
For an example, see \seep{GetMouseState}.
\Function{MouseButtons}{longint}
{ \var{MouseButtons} returns which mouse buttons are pressed. The pressed
buttones are bit encoded in bits 0-2}{None.}{\seef{MouseX}, \seef{MouseY}}
\Function{RPressed}{Boolean}{
\var{RPressed} returns \var{True} if the right mouse button is pressed.
\procedurel{Mouse\_Cur}{MouseCur}{(X,Y:Longint)}
{\var{Mouse\_Cur} sets mouse pointer on \var{X,Y} where \var{X} is the
horizontal coordinate, \var{Y} is the vertical coordinate. You The
coordinates are those you would set in text mode, multiplied by 8.}
{None}{\seep{ReadMouse}}
This is simply a wrapper for the GetMouseState procedure.
}{None.}{\seep{GetMouseState}, \seef{LPressed}, \seef{MPressed}}
\functionl{Mouse\_Press}{MousePress}{(var x,y: Longint; button: Longint)}{Longint}
{\var{Mouse\_Press} returns which buttons were pressed after the last call to
this function. It returns the same data as the \seep{ReadMouse}
procedure}
{None.}
{\seep{ReadMouse}, \seef{MouseRelease}}
For an example, see \seep{GetMouseState}.
\functionl{Mouse\_Release}{MouseRelease}{(var Row,Col : Longint;Button : Longint)}{integer}
{\var{Mouse\_Release} returns which button was released after last the call to
this function. It returns the position in \var{Row,Col} (text coordinates) and
the button number in \var{Button} }
{None.}
{\seef{MousePress}, \seep{ReadMouse}}
\procedure{SetMouseAscii}{(Ascii: Byte)}{
\var{SetMouseAscii}
sets the \var{Ascii} value of the character that depicts the mouse cursor in
text mode.
\procedurel{Mouse\_Shape}{MouseShape}{(BackColor,ForColor,Ascii:LongInt)}
{\var{Mouse\_Shape} changes the shape and color of the text mouse cursor.
The colors are specified in \var{BackColor}, \var{ForColor}, and
\var{Ascii} is (Guys ??)}
{None.}
{\seep{MouseAscii}}
The difference between this one and \seep{SetMouseShape}, is that the foreground
and background colors stay the same and that the Ascii code you enter is the
character that you will get on screen; there's no XOR'ing.
}{None}{\seep{SetMouseShape}}
\Function{MouseX}{Longint}
{\var{MouseX} returns the mouses X coordinate in textmode units.}{None.}
{\seef{MouseY}, \seef{MouseButtons}}
\procedurel{Mouse\_XRange}{MouseXRange}{(Min,Max: Longint)}
{\var{Mouse\_XRange} sets the mouses x range, i.e. the minimal (in
\var{Min}) and maximal (in \var{Max}) values that the x-coordinate of the
mouse pointer can take.}
{None.}
{\seep{MouseYRange}, \seep{MWindow}}
\Function{MouseY}{Longint}
{\var{MouseY} returns the mouses X coordinate in textmode units.}{None.}
{\seef{MouseY}, \seef{MouseButtons}}
\procedurel{Mouse\_YRange}{MouseYRange}{(Min,Max: Longint)}
{\var{Mouse\_YRange} sets the mouses y range, i.e. the minimal (in
\var{Min}) and maximal (in \var{Max}) values that the y-coordinate of the
mouse pointer can take.}
{None.}
{\seep{MouseXRange}, \seep{MWindow}}
\procedure{MWindow}{(x1,y1,x2,y2: Longint)}
{\var{MWindow} defines a rectangle (with corners at \var{(x1,y1)} and
\var{(x2,y2)}) on the screen, outside which the mouse cannot be moved.}
{None.}{\seep{MouseXRange}, \seep{MouseYRange}}
\input {mouseex/mouse8.tex}
\procedurel{Read\_Mouse}{ReadMouse}{(var X,Y:Longint;var Buttons:Longint)}
{\var{Read\_Mouse} reads the mouse position in pixels and returns the
horizontal position in \var{X} and the vertical position in \var{Y}.
(you should divide by 8 to get the text position), and reads the
button states. It is a bitwise combination of
\begin{description}
\item [1] \ for the left button
\item [2] \ for the right button
\item [7] \ for the middle button
\end{description}
}{None.}{\seep{MouseCur}}
\Procedurel{Show\_Mouse}{ShowMouse}
{\var{Show\_Mouse} shows the mouse pointer both on text or graphics screens.}
{None.}{\seep{HideMouse}}
\procedure{SetMouseHideWindow}{(xmin,ymin,xmax,ymax: Longint)}{
\var{SetMouseHideWindow}
defines a rectangle on screen with top-left corner at (\var{xmin,ymin}) and
botto-right corner at (\var{xmax,ymax}),which causes the mouse cursor to be
turned off when it is moved into it.
\procedurel{Unseen\_Mouse}{(x1,y1,x2,y2: Longint)}
{ \var{Unseen\_Mouse} defines a rectangle (with corner points \var{(X1,Y1)}
and \var{(X2,Y2)} on the screen in which the mouse will disappear if comes
over it.}{None.}{}
When the mouse is moved into the specified region, it is turned off until you
call \var{ShowMouse} again. However, when you've called \seep{ShowMouse}, you'll have to
call \var{SetMouseHideWindow} again to redefine the hide window...
This may be annoying, but it's the way it's implemented in the mouse driver.
While \var{xmin, ymin, xmax} and \var{ymax} are Longint parameters,
only the lower 16 bits are used.
}{None.}{\seep{ShowMouse}, \seep{HideMouse}}
\input{mouseex/mouse1.tex}
\procedure{SetMousePos}{(x,y:Longint)}{
\var{SetMosusePos} sets the position of the mouse cursor on the screen.
\var{x} is the horizontal position in pixels, \var{y} the vertical position
in pixels. The upper-left hand corner of the screen is the origin.
While \var{x} and \var{y} are longints, only the lower 16 bits are used.
}{None.}{\seep{GetMouseState}}
\input {mouseex/mouse4.tex}
\procedure{SetMouseShape}{(ForeColor,BackColor,Ascii: Byte)}{
\var{SetMouseShape}
defines how the mouse cursor looks in textmode
The character and its attributes that are on the mouse cursor's position on
screen are XOR'ed with resp. \var{ForeColor}, \var{BackColor} and
\var{Ascii}. Set them all to 0 for a "transparent" cursor.
}{None.}{\seep{SetMouseAscii}}
\input {mouseex/mouse7.tex}
\procedure{SetMouseSpeed}{(Horizontal, Vertical: Longint)}{
\var{SetMouseSpeed} sets the mouse speed in mickeys per 8 pixels.
A mickey is the smallest measurement unit handled by a mouse. With this
procedure you can set how many mickeys the mouse should move to move the
cursor 8 pixels horizontally of vertically. The default values are 8 for
horizontal and 16 for vertical movement.
While this procedure accepts longint parameters, only the low 16 bits are
actually used.
}{None.}{}
\input {mouseex/mouse10.tex}
\procedure{SetMouseWindow}{(xmin,ymin,xmax,ymax: Longint)}{
\var{SetMousWindow}
defines a rectangle on screen with top-left corner at (\var{xmin,ymin}) and
botto-right corner at (\var{xmax,ymax}), out of which the mouse
cursor can't move.
This procedure is simply a wrapper for the \seep{SetMouseXRange} and
\seep{SetMouseYRange} procedures.
While \var{xmin, ymin, xmax} and \var{ymax} are Longint parameters,
only the lower 16 bits are used.
}{None.}{\seep{SetMouseXRange}, \seep{SetMouseYRange}}
For an example, see \seep{SetMouseXRange}.
\procedure{SetMouseXRange}{(Min, Max: Longint)}{
\var{SetMouseXRange}
sets the minimum (\var{Min}) and maximum (\var{Max}) horizontal coordinates in between which the
mouse cursor can move.
While \var{Min} and \var{Max} are Longint parameters, only the lower 16 bits
are used.
}{None.}{\seep{SetMouseYRange}, \seep{SetMouseWindow}}
\input {mouseex/mouse6.tex}
\procedure{SetMouseYRange}{(Min, Max: Longint)}{
\var{SetMouseYRange}
sets the minimum (\var{Min}) and maximum (\var{Max}) vertical coordinates in between which the
mouse cursor can move.
While \var{Min} and \var{Max} are Longint parameters, only the lower 16 bits
are used.
}{None.}{\seep{SetMouseXRange}, \seep{SetMouseWindow}}
For an example, see \seep{SetMouseXRange}.
\Procedure{ShowMouse}{
\var{ShowMouse} makes the mouse cursor visible.
At the start of your progam, the mouse is invisible.
}{None.}{\seep{HideMouse},\seep{SetMouseHideWindow}}
\input{mouseex/mouse2.tex}