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+.TH MOUSE 9.4
+.CT 1 comm_term
+.SH NAME
+mouse \- jerq mouse user interface
+.SH 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 reported when a button is released (let `up') as well as
+depressed (pressed `down').
+It therefore matters not only
+.I where
+and
+.I when
+a button 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 highlights
+entries in the menu; the entry (possibly none) under the
+cursor when the button is
+.I 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.
+.PP
+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 convention well enough that an unfamiliar program
+can often be learned simply by trying it.
+The main violators of the convention are drawing programs,
+which use button 1 to draw things and button 2 to undraw them,
+but this is also a consistent convention.
+.PP
+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:
+.TP
+arrow
+standard cursor
+.TP
+coffee cup
+Program will be busy for a while.
+.TP
+rectangle and arrow
+Program expects a rectangle to be `swept out' by pressing
+a button (usually 3) at one corner and releasing at the diagonally opposite corner.
+.TP
+gunsight
+Program expects an object to be selected by pointing at it and pressing a button (usually 3).
+.TP
+upside-down mouse
+Program is thinking; the mouse is inoperative.