TweetFollow Us on Twitter

Cursor Control 2
Volume Number:6
Issue Number:9
Column Tag:C Workshop

Related Info: Quickdraw

Cursor Control

By Robert S. T. Gibson, Ontario, Canada

Note: Source code files accompanying article are located on MacTech CD-ROM or source code disks.

[Robert S. T. Gibson is a Senior Software Engineer at Atryx Software Design in Canada]

Although it is not suggested by anyone who follows the Macintosh user interface, it is occasionally necessary for a program to change or restrict the cursor position. Some programs move the cursor to lock it into a grid, some restrict the cursor to a specific region, and others (usually games) allow it to wrap around the screen. Games sometimes read the cursor position, compare it to the middle of the screen, and then move the cursor to the screen’s center to keep it from reaching the edge.

Cursor tracking is maintained by many system globals. The three we are interested in, however, are MTemp, RawMouse, Mouse, and CrsrNew (see Figure 1).

It is often dangerous to change the System’s low-memory globals if you don’t know their exact effects on your system.

As always, there is a right way and a wrong way to do this. I’ll skip the wrong way and get right to what I believe to be the correct way. The C techniques used here can easily be adapted into other programming languages.

It is a relatively simple task to set the mouse position, but it requires a bit of insight into how the System keeps control.

Figure 1. Mouse Globals

System Control

Operation of the mouse depends on two routines that are called during interrupts. The first routine simply sets the global variable CrsrNew to true if the mouse position has changed. The second routine is a vertical retrace (VBL) task, which checks the value of CrsrNew and draws the cursor in the new position if the value is true.

Providing CrsrNew is set, each time the VBL task is executed, it draws the cursor and copies the value of MTemp, the new location of the mouse, into the variable RawMouse, the saved (old) location. This allows the next execution to examine the two variables. If MTemp is a valid position, RawMouse is set to the new position and the cycle continues. The mouse location is copied in to the global variable Mouse for use by routines such as GetMouse().

Program Control

Only a few simple steps are required to set the mouse position properly and safely:

Step:

1: set MTemp to the new position

2: set RawMouse to new position

3: set CrsrNew to true

First, we should define our variables:

int             *MTemp;
char            *CrsrNew;

MTemp   = (int *)  0x828;
CrsrNew = (char *) 0x8CE;

Notice that MTemp was declared as an integer, and RawMouse and Mouse were not declared at all. Since the three points are in a row, it is much easier to simply declare the first variable as an integer and increment the pointer to each position to be set. NewPos is passed to our routine, containing the point to which the mouse should be moved in the following code excerpt. Remember that points are stored internally as (v,h) or (row,column), instead of (h,v).

!c

odeexamplestart/* 1 */

for (i=0;i<3;i++) {
 *(MTemp+2*i) = newPos.v;
 *(MTemp+2*i+1) = newPos.h;
}


Once the three points are set, the only task which remains to be done is the setting of the CrsrNew variable. To tell the System that the mouse has moved, the boolean must be set with a non-zero (true) value. Since it is set to -1 by the System, it will be so set here. Any true value should work, however.

/* 2 */

*CrsrNew = -1;

The System routine will realize that the global CrsrNew has been changed, will find the new position in MTemp and RawMouse and will draw the cursor in the new position.

Curse Control

It’s unwise to have your program confuse the user by moving the cursor too dramatically from where he would expect it to appear. If you are in a programming situation which is leading you to move the cursor to where you want it, rather than where the user expects it, you should think twice -- and then think again.

Listing:  Control.c

/*******
 * HandleMouse()
 * Checks the cursor position and calls MousePos if necessary
 *******/
HandleMouse(boundsRect)
Rect  *boundsRect;
{
Point   mousePoint;
Point   newPoint;

 GetMouse(&mousePoint);
 LocalToGlobal(&mousePoint);
 newPoint.h = newPoint.v = -1;
 
 if (mousePoint.h <= boundsRect->left)
 newPoint.h = boundsRect->right - 2;
 else
 if (mousePoint.h >= boundsRect->right - 1)
 newPoint.h = boundsRect->left + 1;
 if (mousePoint.v <= boundsRect->top)
 newPoint.v = boundsRect->bottom - 2;
 else
 if (mousePoint.v >= boundsRect->bottom - 1)
 newPoint.v = boundsRect->top + 1;
 
 if ( (newPoint.h + 1) || (newPoint.v + 1) )
 {
 newPoint.h = (newPoint.h != -1) ? newPoint.h : mousePoint.h;
 newPoint.v = (newPoint.v != -1) ? newPoint.v : mousePoint.v;
 MousePos(newPoint);
 }
}
Listing:  ControlMain.C

/* CursorControl */ /* by Rob Gibson */ /* August 22, 1989. */
/* MacHeaders Included */
/*********  Project file: Control.c  ControlMain.c             Functions.c 
 MacTraps MousePos.c
 Type: APPL Creator: CCTL **********/

#define ControlDialogID 1000
#define nil 0L
/* important dialog items */
enum{   quitItem = 1,   setItem,   topPosItem,     leftPosItem, 
 bottomPosItem,  rightPosItem,   boxItem     };

  /* Our global variables */
DialogPtr ControlDialog;
Rect    boundsRect;

/**InitMacintosh()  Initialize all the managers & memory ***/
InitMacintosh()
{  MaxApplZone();
 InitGraf(&thePort);
 InitFonts();
 FlushEvents(everyEvent, 0);
 InitWindows();
 InitMenus();
 TEInit();
 InitDialogs(0L);
 InitCursor();
} /* end InitMacintosh */

/**GetBounds()  *  * Get the rect specified in dialog  ***/
GetBounds(theDialog)
DialogPtr theDialog;
{  Str255 str;   longdummy;

 boundsRect.top = GetETNum(theDialog, topPosItem);
 boundsRect.left = GetETNum(theDialog, leftPosItem);
 boundsRect.bottom = GetETNum(theDialog, bottomPosItem);
 boundsRect.right = GetETNum(theDialog, rightPosItem);
} /* end GetBounds */

/*TrackRect() Frame old, new bound rects in current GrafPort**/
TrackRect(oldRect, r)
Rect  *oldRect;
Rect  *r;
{  FrameRect(oldRect);
 FrameRect(r);
} /* end TrackRect */

/**DisplayBounds() Display a rect in the dialog*/
DisplayBounds(theRect, theDialog) 
Rect    *theRect;
DialogPtr theDialog;
{  SetETNum(theDialog, topPosItem, (long)theRect->top);
 SetETNum(theDialog, leftPosItem, (long)theRect->left);
 SetETNum(theDialog, bottomPosItem, (long)theRect->bottom);
 SetETNum(theDialog, rightPosItem, (long)theRect->right);
 SelIText(theDialog, topPosItem, 0, 32767);
} /* end DisplayBounds */

/**SetBoundsLoop() User drags to specify new rect**/
SetBoundsLoop(theDialog)
DialogPtr theDialog;
{  Rect oldRect;
 Rect   newRect;
 GrafPtrsavePort;
 GrafPtrdeskPort;
 Point  firstPoint;
 Point  secondPoint;
 Point  lastSecondPoint;

 GetPort(&savePort);
 OpenPort(deskPort = (GrafPtr)NewPtr(sizeof(GrafPort)));
 InitPort(deskPort);
 SetPort(deskPort);
 PenPat(gray);
 PenMode(notPatXor);
 PenSize(2, 2);
 while(!Button());
 GetMouse(&firstPoint);
 newRect.top = lastSecondPoint.v = firstPoint.v;
 newRect.left = lastSecondPoint.h = firstPoint.h;
 newRect.bottom = newRect.right = 0;
 while(Button()) {
 oldRect = newRect;
 GetMouse(&secondPoint);
 /* If the mouse location has changed then track mouse */
 if (secondPoint.v != lastSecondPoint.v || secondPoint.h != lastSecondPoint.h) 
 {
 /* Create a new Rect making sure it is not an empty Rect */
 if (secondPoint.v > firstPoint.v) {
 newRect.top = firstPoint.v;
 newRect.bottom = secondPoint.v;
 }
 else {
 newRect.top = secondPoint.v;
 newRect.bottom = firstPoint.v;
 }
 if (secondPoint.h > firstPoint.h) {
 newRect.left = firstPoint.h;
 newRect.right = secondPoint.h;
 }
 else {
 newRect.left = secondPoint.h;
 newRect.right = firstPoint.h;
 }
 lastSecondPoint = secondPoint;

 TrackRect(&oldRect, &newRect);
 DisplayBounds(&newRect, theDialog);
 }
 }
 FrameRect(&newRect);
 ClosePort(deskPort);
 DisposPtr((Ptr)deskPort);
 PenNormal();
 SetPort(savePort);
 boundsRect = newRect;
 } /* end SetBoundsLoop */

/*HandleControlDialog()  Main event loop  *  ****/
HandleControlDialog(theDialog)
DialogPtr theDialog;
{  EventRecord   event; /*  Filled by GetNextEvent */
 Booleanfinished = false; /*  Are we done? */
 int    chosen;
 char   theChar;

 while (!finished) /*  do this until we selected quit */
 { /* continue with the normal get next event stuff... */
 if (GetNextEvent(everyEvent, &event))
 /*  if there was an event... then  */
 {
 if (event.what == keyDown || event.what == autoKey)
 { 
 theChar = (char) (event.message & charCodeMask);
 switch(theChar) { 
 case ‘Q’:
 case ‘q’:
 case ‘.’:
 chosen = quitItem;
 event.what = 0; /* remove event */
 finished = true;
 ClickButton(theDialog, quitItem, 2);
   break;
   case ‘\t’:
 case ‘\b’: 
 break;
   case ‘\r’:
 case ‘\003’:
 case ‘S’:
 case ‘s’:
 chosen = setItem;
 event.what = 0; /* remove event */
 ClickButton(theDialog, setItem, true);
 SetBoundsLoop(theDialog);
 ClickButton(theDialog, setItem, false);
 break;
 default:
 if (theChar < ‘0’ || theChar > ‘9’)
 event.what = 0;
 break;
 }
 } else if (event.what == updateEvt)
 {
 SetPort(theDialog);
 BeginUpdate(theDialog);
 FrameItem(theDialog, boxItem);
 DrawDialog(theDialog);
 DrawDefaultBtn (theDialog, setItem);
 EndUpdate(theDialog);
 }
   }

 if (!finished) {
 if   (IsDialogEvent(&event))
 if (DialogSelect(&event, &theDialog, &chosen)) {
 GetBounds(theDialog);
 switch (chosen) {
 case 1:
 finished = true;
 break;
 case 2:
 ClickButton(theDialog, setItem, true);
 SetBoundsLoop(theDialog);
 ClickButton(theDialog, setItem, false);
 break;
 default:
 break;
 } /*  end of if switch  */
 } 
 HandleMouse(&boundsRect);
 } /*  end of if (!finished) */
 } /*  of event loop  */

 DisposDialog(theDialog);
} /* end HandleControlDialog */

/*****  * SetUpDialog()  *  * Set up dialog stuff  *  *****/
SetUpDialog() {
 int    itemType;
 Handle Hdl;

 ControlDialog = GetNewDialog(ControlDialogID, nil, -1L);
 CenterWindow(ControlDialog, &screenBits.bounds);
 DisplayBounds(&screenBits.bounds, ControlDialog);
 ShowWindow(ControlDialog);
 boundsRect = screenBits.bounds;
 HandleControlDialog(ControlDialog);
} /* end SetUpDialog */

/*****  * main()  *  * Call the main procedures  *  *****/
main()

{  InitMacintosh();
 SetUpDialog();
} /* end main */
Listings:  Functions.C

/****
 * GetEText()
 * Get text of an ETItem
 ****/
GetEText (theDialog, theItem, s)
DialogPtr theDialog;
inttheItem;
char    *s;
{
 int     theType;
 Handle Hdl;
 Rect box;

 GetDItem (theDialog, theItem, &theType, &Hdl, &box);
 GetIText (Hdl, s);
} /* end GetEText */

/****
 * GetETNum()
 * Get number from an ETItem
 ****/
GetETNum(theDialog, theItem)
DialogPtr theDialog;
inttheItem;
{
 Str255 s;
 long theNum;
 
 GetEText(theDialog, theItem, &s);
 StringToNum(s, &theNum);
 return(theNum);
} /* end GetETNum */

/****
 * SetEText()
 * Set text of an ETItem
 ****/
SetEText (theDialog, theItem, s)
DialogPtr theDialog;
inttheItem;
Str255  s;
{
 int     theType;
 Handle Hdl;
 Rect box;

 GetDItem (theDialog, theItem, &theType, &Hdl, &box);
 SetIText (Hdl, s);
} /* end SetEText */

/****
 * SetETNum()
 * Set number in an ETItem
 ****/
SetETNum(theDialog, theItem, theNum)
DialogPtr theDialog;
inttheItem;
long    theNum;
{
 Str255 s;
 
 NumToString(theNum, s);
 SetEText(theDialog, theItem, &s);
} /* end GetETNum */

/***** LToGRect()  Convert a local rect to global *****/
LToGRect(r)
Rect  *r;
{
 Point  pt1,
 pt2;

 pt1 = topLeft(*r);
 pt2 = botRight(*r);
 LocalToGlobal(&pt1);
 LocalToGlobal(&pt2);
 Pt2Rect(pt1, pt2, r);
} /* end LToGRect */

/*****
 * CenterWindowPoint()
 * Calculates the topleft co-ords of a window,
 * taking screen size into account
 *****/
Point CenterWindowPoint (theRect)
Rect  *theRect;
{
 int    theInd = (screenBits.bounds.bottom<350) ? 3:4;
 Point  thePt;
 int    int1, int2;

 int1=((screenBits.bounds.right-screenBits.bounds.left-theRect->right+theRect->left) 
/ 2);
 int2=((screenBits.bounds.bottom-screenBits.bounds.top-theRect->bottom+theRect->top+20) 
/ theInd);
 SetPt(&thePt, int1, int2);
 return(thePt);
} /* end CenterWindowPoint */

/*****
 * CenterWindow()
 * Centers a dialog or window
 *****/
void CenterWindow(theDialog)
DialogPtr theDialog;
/* Center window - center slightly higher for large screens */
{
 Point  thePt;
 Rect newBounds;

 newBounds = *&theDialog->portRect;
 LToGRect(&newBounds);
 thePt = CenterWindowPoint(&newBounds);
 MoveWindow(theDialog, thePt.h, thePt.v, 0);
} /* end CenterWindow */

/****ClickButton() Simulate a click in a button ****/
ClickButton(theDialog, ID, method) 
/* 0 is off, 1 is on, 2 simulates a click */
DialogPtr theDialog;
intID;
intmethod;
{
 int    itemType;
 Handle item;
 Rect box;
 long ticks;

 GetDItem(theDialog, ID, &itemType, &item, &box);
 HiliteControl((ControlHandle) item, (method >= 1));
 if (method >= 2)
 {
 Delay(8L, &ticks);
 HiliteControl((ControlHandle) item, 0);
 }
} /* end ClickButton */

/****
 * FrameItem()
 * Frame a dialog item in current pen modes
 ****/
void FrameItem (theDialog, item)
DialogPtr theDialog;
intitem;
{
 int    optType;
 Handle btnHdl;
 Rect   optBox;

 SetPort(theDialog);
 GetDItem(theDialog, item, &optType, &btnHdl, &optBox);
 FrameRect(&optBox);
} /* end FrameItem */

/**** DrawDefaultBtn() Outline the default button ****/
void DrawDefaultBtn (theDialog, item)
DialogPtr theDialog;
intitem;
{
 int    optType;
 Handle btnHdl;
 Rect   optBox;

 SetPort(theDialog);
 GetDItem(theDialog, item, &optType, &btnHdl, &optBox);
 PenSize(3, 3);
 InsetRect(&optBox, -4, -4);
 FrameRoundRect(&optBox, 16, 16);
} /* end DrawDefaultBtn */
Listing:  MousePos.C

/********
* MousePos()
* Set the mouse position, August 22, 1989
* by Robert S. T. Gibson for MacTutor
********/
void MousePos(newPos)
Point newPos;
{
 int    *MTemp;
 char *CrsrNew;
 int    i;

 MTemp = (int *)  0x828;  /* Set up our globals... */
 CrsrNew = (char *) 0x8CE;

/* Points are stored as (row, column) or (v, h) in memory...*/
 /* Set our globals... */
 for (i=0;i<3;i++) {
 *(MTemp+2*i) = newPos.v;
 *(MTemp+2*i+1) = newPos.h;
 }
 *CrsrNew = -1;  /* There’s a new position */
}
 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Latest Forum Discussions

See All

Dispatch is bringing its superhero shena...
If you were anywhere online last year, then you would have no doubt heard of Dispatch, and been flooded with videos of it. With its star-studded cast and unrelenting humour, it fast became a hit, racking up over four million downloads. And it is a... | Read more »
5 reasons to sink your teeth into VAMPIR...
On October 28, Netmarble will globally launch VAMPIR, its latest and most macabre MMORPG, plunging players into a Gothic world of vampires, sorcerers and cursed creatures of the night. Built around blood, fear and large scale battles, the MMORPG... | Read more »
Gundam Blitz Order opens registration fo...
It would appear that video game developers are delving into my childhood and making idle games from my favourite TV shows. First, Bandai completely whiffed with Digimon Up, perhaps the single biggest miss of a beloved franchise in recent memory. Now... | Read more »
The Traitors Interactive Game lets you l...
With the second season of The Celebrity Traitors in full swing, the world is once more enthralled by just how good a liar our heroes are. I don’t watch it, but I hope James Blunt wins. The premise does intrigue me, however, and thanks to Fusebox... | Read more »
Dissidia Duellum Final Fantasy brings in...
For all his successful manipulations and successes through Final Fantasy 9, I never really liked Kuja. And it's not like I dislike him; more I nothing him. But that's just me; the vast majority of the fandom adore him, and they are in luck, for Kuja... | Read more »
Combo Quest (Games)
Combo Quest 1.0 Device: iOS Universal Category: Games Price: $.99, Version: 1.0 (iTunes) Description: Combo Quest is an epic, time tap role-playing adventure. In this unique masterpiece, you are a knight on a heroic quest to retrieve... | Read more »
Hero Emblems (Games)
Hero Emblems 1.0 Device: iOS Universal Category: Games Price: $2.99, Version: 1.0 (iTunes) Description: ** 25% OFF for a limited time to celebrate the release ** ** Note for iPhone 6 user: If it doesn't run fullscreen on your device... | Read more »
Puzzle Blitz (Games)
Puzzle Blitz 1.0 Device: iOS Universal Category: Games Price: $1.99, Version: 1.0 (iTunes) Description: Puzzle Blitz is a frantic puzzle solving race against the clock! Solve as many puzzles as you can, before time runs out! You have... | Read more »
Sky Patrol (Games)
Sky Patrol 1.0.1 Device: iOS Universal Category: Games Price: $1.99, Version: 1.0.1 (iTunes) Description: 'Strategic Twist On The Classic Shooter Genre' - Indie Game Mag... | Read more »
The Princess Bride - The Official Game...
The Princess Bride - The Official Game 1.1 Device: iOS Universal Category: Games Price: $3.99, Version: 1.1 (iTunes) Description: An epic game based on the beloved classic movie? Inconceivable! Play the world of The Princess Bride... | Read more »

Price Scanner via MacPrices.net

B&H Slashes $400 Off 14″ M5 Pro MacBook P...
B&H has launched a substantial new discount on Apple’s 14-inch M5 Pro MacBook Pro, taking $400 off the Space Black configuration with 24GB RAM and a 1TB SSD. Regularly priced at $2499, the 14-... Read more
Take $50 off iPad at Amazon, prices start at...
Amazon again has 11th-generation A16 WiFi iPads in stock on sale for $50 off MSRP, starting at $399. Shipping is free: – 11″ 11th-generation 128GB WiFi iPads: $399 $50 off MSRP – 11″ 11th-generation... Read more
Amazon Lowers 13″ M5 MacBook Air to $1149, No...
Amazon has increased its discounts on Apple’s 13-inch M5 MacBook Air, dropping the standard 16GB/512GB configuration to just $1149. Apple sells this configuration for $1299, so Amazon’s latest price... Read more
Amazon and B&H Slash Mac mini Prices, M6...
Amazon and B&H are offering new discounts on Apple’s M6 and M5 Pro Mac minis, with savings reaching $149.01 and prices starting at just $779. Configuration Apple MSRP Retailer Sale Price Savings... Read more
Amazon Takes Up to $150 Off 15″ M5 MacBook Ai...
Amazon has launched new discounts on Apple’s 15-inch M5 MacBook Airs, with savings of up to $150 and prices starting at just $1399. Configuration Apple MSRP Amazon Price Savings 15″ M5 16GB/512GB $... Read more
Amazon Takes Up to $150 Off 13″ M5 MacBook Ai...
Amazon has launched a new round of discounts on Apple’s 13-inch M5 MacBook Airs, with savings of up to $150 and prices starting at just $1199. Configuration Apple MSRP Amazon Price Savings 13″ M5... Read more
Verizon Launches iPhone Duo Pre-Orders With N...
Verizon has opened pre-orders for Apple’s new iPhone Duo, the company’s first foldable iPhone, with prices starting at $1999.99 and a new no-trade-in promotion available through its Simplicity Plan.... Read more
Amazon Drops 14″ M5 Max MacBook Pro to $3299,...
Amazon has dropped the price of Apple’s 14-inch M5 Max MacBook Pro with 36GB RAM and a 2TB SSD to $3299, saving a substantial $800 off Apple’s $4099 MSRP. This is one of the strongest discounts we’ve... Read more
Amazon Drops 14″ M5 Pro MacBook Pro with 2TB...
Amazon has dropped the price of Apple’s 14-inch M5 Pro MacBook Pro with 24GB RAM and a 2TB SSD to just $2399, saving a substantial $600 off Apple’s $2999 MSRP. This is one of the best discounts we’ve... Read more
B&H Takes Up to $220 Off New M5 Max Mac S...
B&H has launched new discounts on Apple’s M5 Max Mac Studio, with savings of up to $220 and prices starting at just $2299. Configuration Regular Price B&H Price Savings M5 Max 18-Core CPU/32-... Read more

Jobs Board

All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.