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1b75d91002
Add arg to SATARep to specify drive types to show. Add checks in AHCIPortInit to verify port signatures, add helper method to get signatures from port.
46 lines
4.3 KiB
HTML
Executable file
46 lines
4.3 KiB
HTML
Executable file
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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.CC.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.CC.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
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<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.CC.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#l3709"><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#l3709"><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.CC.html#l1"><span class=cF4>::/Demo/Games/Maze.CC</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#l3709"><span class=cF4>CMouseStateGlobals</span></a><span class=cF0> and </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l3689"><span class=cF4>CMouseHardStateGlobals</span></a><span class=cF0>.
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<a name="l7"></a>
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<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.
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<a name="l9"></a>
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<a name="l10"></a></span><span class=cF2>//****</span><span class=cF0>
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<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;
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<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;
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<a name="l13"></a></span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>mouse_grid</span><span class=cF0>.snap)
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<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>
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<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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</span></pre></body>
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