From TEFFTA@TSENGR.dnet.ge.com Fri Jul 24 10:04:59 1992 Received: from calvin.sfasu.edu by umaxc.weeg.uiowa.edu (5.61.jnf/920629) on Fri, 24 Jul 92 10:04:56 -0500 id AA04565 with SMTP Received: from aitgw.ge.com by calvin.sfasu.EDU with SMTP (5.59/25-eef) id AA05163; Fri, 24 Jul 92 09:46:49 CDT Return-Path: Received: from TSENGR.dnet.ge.com by aitgw.ge.com (5.65/GE Gateway 1.5) id AA00701; Fri, 24 Jul 92 10:42:02 -0400 Message-Id: <9207241442.AA00701@aitgw.ge.com> Received: from TSENGR.dnet.ge.com by AITGW.dnet.ge.com (utk-mail11d v1.5) with MAIL-11; Fri, 24 Jul 92 10:53:28 EDT Date: Fri, 24 Jul 92 10:53:28 EDT From: Andrew Tefft X-To: AITGW::"info-apple@apple.com", AITGW::"hyperc-l@calvin.sfasu.edu" X-Cc: TEFFTA Subject: answers to mousetext & hyperc problems To: hyperc-l@calvin.sfasu.edu, info-apple@apple.com Status: R Through some playing around and some helpful info from a few people, this is what I have figured out: 1) in hyperc, placing a visible cursor on a mousetext character has the effect of changing the mousetext to inverse uppercase. 2) in hyperc, printing a `\n' causes the cursor position to move to the leftmost column, and then down one position. This has the effect of wiping out any mousetext in column 1 if you print a \n at the end of that line. 3) Making the cursor invisible, and making it visible again only after the newline is printed, will prevent the wiping out of mousetext. 4) Mousetext characters are stored in screen memory as the ascii uppercase characters with the high bit cleared, or in that range (e.g. the open apple is stored as a 65). Inverse uppercase characters are in the range 1-26 (or thereabouts), and normal uppercase are stored as their ascii values with the high bit set. This means that one can directly query the screen memory and immediately know whether the character there is mousetext or not. 5) printing the characters retrieved from screen memory (in hyperc) will not produce mousetext. Directly storing them to screen memory WILL produce mousetext, or inverse, or normal, i.e. whatever *was* there can be put back there by directly storing it in screen memory. To actually *print* a mousetext character requires printing characters 15 (inverse mode), 27 (start mousetext), uppercase characters, then 14 (turn off inverse, if desired), 24 (turn off mousetext).