ZealOS/docs/Doc/Mouse.DD.html

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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KGlobals.ZC.html#l25"><span class=cF4>mouse.pos.x</span></a><span class=cF0> and </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KGlobals.ZC.html#l25"><span class=cF4>mouse.pos.y</span></a><span class=cF0> can be used to access the x and y coordinates of the mouse. They are relative to the screen, not
<a name="l2"></a>window. These can be used if you don't want to use message passing. </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KGlobals.ZC.html#l25"><span class=cF4>mouse.pos.z</span></a><span class=cF0> is the wheel.
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<a name="l3"></a></span><span class=cF4>
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<a name="l4"></a></span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l3704"><span class=cF4>mouse.pos_text.x</span></a><span class=cF0> and </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l3704"><span class=cF4>mouse.pos_text.y</span></a><span class=cF0> are the text column and row. See </span><a href="https://zeal-operating-system.github.io/ZealOS/Demo/Games/Maze.ZC.html#l1"><span class=cF4>::/Demo/Games/Maze.ZC</span></a><span class=cF0>.
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<a name="l5"></a>
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<a name="l6"></a>See </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l3704"><span class=cF4>CMouseStateGlobals</span></a><span class=cF0> and </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l3684"><span class=cF4>CMouseHardStateGlobals</span></a><span class=cF0>.
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<a name="l7"></a>
<a name="l8"></a>The </span><span class=cF2>hard</span><span class=cF0> designation, as in </span><span class=cF2>mouse_hard</span><span class=cF0>, represents hardware layer items before the application of an abstraction layer.
<a name="l9"></a>
<a name="l10"></a></span><span class=cF2>//****</span><span class=cF0>
<a name="l11"></a></span><span class=cFB>mouse_hard</span><span class=cF0>.pos.x = </span><span class=cFB>mouse_hard</span><span class=cF0>.prescale.x * </span><span class=cFB>mouse_hard</span><span class=cF0>.scale.x * </span><span class=cFB>mouse_grid</span><span class=cF0>.x_speed;
<a name="l12"></a></span><span class=cFB>mouse</span><span class=cF0>.presnap.x = </span><span class=cF5>ToI64</span><span class=cF0>(</span><span class=cFB>mouse</span><span class=cF0>.scale.x * </span><span class=cFB>mouse_hard</span><span class=cF0>.pos.x) + </span><span class=cFB>mouse</span><span class=cF0>.</span><span class=cF1>offset</span><span class=cF0>.x;
<a name="l13"></a></span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>mouse_grid</span><span class=cF0>.snap)
<a name="l14"></a> </span><span class=cFB>mouse</span><span class=cF0>.pos.x = </span><span class=cF5>Trunc</span><span class=cF0>(</span><span class=cFB>mouse</span><span class=cF0>.presnap.x / </span><span class=cFB>mouse_grid</span><span class=cF0>.x) * </span><span class=cFB>mouse_grid</span><span class=cF0>.x + </span><span class=cFB>mouse_grid</span><span class=cF0>.x_offset;
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<a name="l15"></a></span><span class=cF1>else</span><span class=cF0>
<a name="l16"></a> </span><span class=cFB>mouse</span><span class=cF0>.pos.x = </span><span class=cFB>mouse</span><span class=cF0>.presnap.x;
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<a name="l17"></a></span><span class=cF2>//****</span><span class=cF0>
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