templeos-info/public/Wb/Home/Doc/Mouse.DD.HTML

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2024-03-24 21:24:44 +00:00
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<a name="l1"></a><a href="/Wb/Kernel/KGlbls.HC.HTML#l25"><span class=cF4>ms.pos.x</span></a><span class=cF0> and </span><a href="/Wb/Kernel/KGlbls.HC.HTML#l25"><span class=cF4>ms.pos.y</span></a><span class=cF0> can be used to access the x and y coordinates of the
<a name="l2"></a>mouse. They are relative to the scrn, not window. These can be used if you
<a name="l3"></a>don't want to use msg passing. </span><a href="/Wb/Kernel/KGlbls.HC.HTML#l25"><span class=cF4>ms.pos.z</span></a><span class=cF0> is the wheel.
<a name="l4"></a></span><span class=cF4>
<a name="l5"></a></span><a href="/Wb/Kernel/KernelA.HH.HTML#l2998"><span class=cF4>ms.pos_text.x</span></a><span class=cF0> and </span><a href="/Wb/Kernel/KernelA.HH.HTML#l2998"><span class=cF4>ms.pos_text.y</span></a><span class=cF0> are the text column and row. See </span><span class=cF4>
<a name="l6"></a></span><a href="/Wb/Demo/Games/Maze.HC.HTML#l1"><span class=cF4>::/Demo/Games/Maze.HC</span></a><span class=cF0>.
<a name="l7"></a>
<a name="l8"></a>See </span><a href="/Wb/Kernel/KernelA.HH.HTML#l2998"><span class=cF4>CMsStateGlbls</span></a><span class=cF0> and </span><a href="/Wb/Kernel/KernelA.HH.HTML#l2979"><span class=cF4>CMsHardStateGlbls</span></a><span class=cF0>.
<a name="l9"></a>
<a name="l10"></a>The </span><span class=cF2>hard</span><span class=cF0> designation, as in </span><span class=cF2>ms_hard</span><span class=cF0>, represents hardware layer items before the
<a name="l11"></a>application of an abstraction layer.
<a name="l12"></a>
<a name="l13"></a></span><span class=cF2>//****</span><span class=cF0>
<a name="l14"></a></span><span class=cFB>ms_hard</span><span class=cF0>.pos.x=</span><span class=cFB>ms_hard</span><span class=cF0>.prescale.x*</span><span class=cFB>ms_hard</span><span class=cF0>.scale.x*</span><span class=cFB>ms_grid</span><span class=cF0>.x_speed;
<a name="l15"></a></span><span class=cFB>ms</span><span class=cF0>.presnap.x=</span><span class=cF5>ToI64</span><span class=cF0>(</span><span class=cFB>ms</span><span class=cF0>.scale.x*</span><span class=cFB>ms_hard</span><span class=cF0>.pos.x)+</span><span class=cFB>ms</span><span class=cF0>.</span><span class=cF1>offset</span><span class=cF0>.x;
<a name="l16"></a></span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>ms_grid</span><span class=cF0>.snap)
<a name="l17"></a> </span><span class=cFB>ms</span><span class=cF0>.pos.x=</span><span class=cF5>Trunc</span><span class=cF0>(</span><span class=cFB>ms</span><span class=cF0>.presnap.x/</span><span class=cFB>ms_grid</span><span class=cF0>.x)*</span><span class=cFB>ms_grid</span><span class=cF0>.x+</span><span class=cFB>ms_grid</span><span class=cF0>.x_offset;
<a name="l18"></a></span><span class=cF1>else</span><span class=cF0>
<a name="l19"></a> </span><span class=cFB>ms</span><span class=cF0>.pos.x=</span><span class=cFB>ms</span><span class=cF0>.presnap.x;
<a name="l20"></a></span><span class=cF2>//****</span><span class=cF0>
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