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If you use this command within a loop you may get too many repetitions of the key due to the speed of the system not giving the user time to release the key before it is read many times as being a new key press. This can be counteracted by using the Delay command to delay between successive reads of the key (150 to 200 milliseconds might be suf cient). Or you can use looping to wait until the key is released (Var will be zero). ReadMouse Var1,Var2{,Var3} Reads the current mouse position on the screen and sets Var1=x and Var2=y Var3 is set to a number that indicates a variety of things as follows: Two digit integer where the ones digit is: 1 if left mouse button is down 2 if right mouse button is down 3 if middle mouse button is down The tens digit is: 10 if the Shift key is pressed 20 if the Ctrl key is pressed 30 if the Alt key is pressed 40 if the mouse button was double clicked
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APPENDICES
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For example: Var will be 21 if the left mouse button was pressed while the Ctrl button was held down. SetMousePos ExprN1,ExprN2 Positions the mouse cursor within the Terminal Screen to any position speci ed by ExprN1,ExprN2. AddButton ExprS,ExprN1,ExprN2{,ExprN3{,ExprN4}} Creates a push button in the Terminal Screen at position ExprN1,ExprN2 (X,Y). The button will have the caption ExprS and will be of height ExprN4 and width ExprN3. ExprN3 and 4 are optional and if not given the button will be sized to t the caption. The button will remain active until removed with the RemoveButton command below. The caption is important and should be unique for each button you create. The caption is used to identify the button using the commands RemoveButton and GetButton. Once you create a group of buttons the interpreter will keep track of which button was pressed last. You can nd out what button was pushed last with the GetButton command. If no button has been pushed since the last interrogation the value returned will be a blank string. The value returned from the GetButton command will be the caption of the last button that was pushed. See example below for details. If you use the character & in ExprS before any letter then that letter will be displayed as an underlined letter in the caption of the button and pressing Alt+ the letter will be the same as pushing the button. If you desire to have the & letter display as is then use a double &&. But remember the caption string ExprS will contain these letters and you must take them as part of the string when de ning the ExprS for RemoveButton and when checking the returned string from GetButton. RemoveButton ExprS Removes the button created with the AddButton command above. ExprS must be the same as the one used to create the button. GetButton Var Assigns the variable Var the caption of the last button pushed. The caption returned is the string used to create the button. If no button has been pushed since the last interrogation the returned string will be null (zero length). Example:
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for i=0 to 4 AddButton Test& +i,300,20+i*40 next while true GetButton Btn if Btn != then xystring 10,10,Btn if Btn == Test&3 then RemoveButton Test&3 wend
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C.7.2 SCREEN AND GRAPHICS COMMANDS ClearScr {ExprN} Clears the screen with color given by ExprN. If ExprN is not given the default color is used (see list of colors in Sec. B.7.6). The speci ed color does not set the default color.
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COMMANDS, FUNCTIONS, AND OTHER DETAILS
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ScrLimits Var1,Var2 Sets Var1 to the maximum x coordinate of the screen, and Var2 to the maximum y coordinate of the screen. This command allows you to nd out the extent of the screen x, y coordinates. Zero is always the lower limit. SaveScr {ExprN1{,ExprN2{,ExprN3{,ExprN4}}}} Saves a copy of a portion of the screen to memory. If you do not specify any parameters the entire screen will be saved. The expressions specify the coordinates of the top-left corner and coordinates of the bottom-right corner of the portion to be saved. ExprN1 and ExprN2 default to 0. ExprN3 defaults to 800 and ExprN4 defaults to 600. This command is useful in animations and in drawing temporary objects on top of existing ones and then erasing them without having to redraw the original screen. See RestoreScr below for an example. RestoreScr {ExprN1{,ExprN2}} Restores an already saved copy of a portion of the screen from memory. If you do not specify any parameter then the saved portion will be restored to the top-left corner of the screen. ExprN1 and ExprN2 default to 0. If you specify parameters then the previously saved rectangle will be restored over the area starting at ExprN1, ExprN2 coordinate. The width and height are determined by the saved data speci ed in the SaveScr command. If a SaveScr command has not been previously issued then this command will have no effect (the buffer is not cleared between program runs). This command and the SaveScr command are used to save and restore rectangular portions of the screen. Example:
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// -create a screen some how then do the stuff below SaveScr 100,100,200,200 //save the portion to be drawn over rectangle 100,100,150,150,red,red //draw over an area RestoreScr 100,100 //restore the original stuff in the area RestoreScr 10,10 //make it appear as if a portion of the //screen moved over SaveScr //save the entire screen ClearScr //clear it RestoreScr //restores the entire screen RestoreScr 10,10 //makes it appear asf if the entire screen //moved over and down
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WriteScr {ExprS} Saves the screen to a bitmap le on disk. If you do not specify ExprS the le name will default to RobotBASICScreen.bmp . If you do specify ExprS do not include the extension, the system will automatically append .bmp to the string that results from ExprS. ReadScr {ExprS} Restores the screen from a bitmap le on disk. If you do not specify ExprS the le name will default to RobotBASICScreen.bmp . If you do specify ExprS do not include the extension, the system will automatically append .bmp to the string that results from ExprS. So if you have a le Test.bmp and you want to read it into the screen then say:
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