$WW,1$$LK,"mouse.pos.x",A="MN:mouse"$ and $LK,"mouse.pos.y",A="MN:mouse"$ can be used to access the x and y coordinates of the mouse.  They are relative to the screen, not window.  These can be used if you don't want to use message passing.	$LK,"mouse.pos.z",A="MN:mouse"$ is the wheel.

$LK,"mouse.pos_text.x",A="MN:CMouseStateGlobals"$ and $LK,"mouse.pos_text.y",A="MN:CMouseStateGlobals"$ are the text column and row.	See $LK,"::/Demo/Games/Maze.CC"$.

See $LK,"CMouseStateGlobals",A="MN:CMouseStateGlobals"$ and $LK,"CMouseHardStateGlobals",A="MN:CMouseHardStateGlobals"$.

The $FG,2$hard$FG$ designation, as in $FG,2$mouse_hard$FG$, represents hardware layer items before the application of an abstraction layer.

$HL,1$//****
mouse_hard.pos.x = mouse_hard.prescale.x * mouse_hard.scale.x * mouse_grid.x_speed;
mouse.presnap.x = ToI64(mouse.scale.x * mouse_hard.pos.x) + mouse.offset.x;
if (mouse_grid.snap)
	mouse.pos.x = Trunc(mouse.presnap.x / mouse_grid.x) * mouse_grid.x + mouse_grid.x_offset;
else
	mouse.pos.x = mouse.presnap.x;
//****$HL,0$
