Hi everyone!
I sincerely hope this isn't covered in some FAQ I haven't found, because
while I've looked, I haven't found it anywhere.
Basically, haha, I've been playing around with the gameinput stuff, and
have run into some odd behavior with the mouse deltas. If I try to get
data from myMouse.element(0).value and myMouse.element(1).value in the
same area, I never get anything from element(1). For instance, if I try
to get both values in the MouseMove event of an RB3dSpace. If, however,
I have one there and another in the MouseMove event of the main window,
I can get the values just fine, or, as I have it at the moment, if I
read them from separate threads, which are triggered in the RB3DSpace
MouseMove, they get the values fine. In any case, if someone could
explain to me why that happens I'd appreciate it. I'm working under
Windows, fyi. Also, if anyone can point me towards some good examples of
using mouse input with the gameinput objects, that'd be great too.
Thanks,
Fargo
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Date: Fri, 28 Apr 2006 11:20:41 -0600
From: joe at strout dot net
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Subject: Re: gameinput, the mouse, and I
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Fargo wrote:
Basically, haha, I've been playing around with the gameinput stuff, and
have run into some odd behavior with the mouse deltas. If I try to get
data from myMouse.element(0).value and myMouse.element(1).value in the
same area, I never get anything from element(1). For instance, if I try
to get both values in the MouseMove event of an RB3dSpace.
It could be that MouseMove is fired whenever either axis of the mouse moves. I
wouldn't recommend using MouseMove with the GameInput classes; they're doing
different things but reading the same device. More typical would be to use
GameInput with something like a timer, or a loop in a thread -- whatever is
driving your animation loop. Or, if you want to use MouseMove, then you don't
need GameInput; just use the X and Y parameters to that event.
HTH,
- Joe
--
Joe Strout -- joe at strout dot net
Available for custom REALbasic programming or instruction.
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