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Re: gameinput, the mouse, and I

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: gameinput, the mouse, and I
From: Fargo Holiday <fargo at rpgportland dot com>
Date: Fri, 28 Apr 2006 10:26:22 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <20060428172040 dot D8380191657 at jareth dot dreamhost dot com>


joe at strout dot net wrote:
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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Huh, you know, that makes perfect sense to me now. I sort of got stuck on using MouseMove instead of seeing that I really don't need to care about that event in this sort of case. As for using just the X and Y inside MouseMove, I ran into issues because, while I could adjust the numbers to account for the window size, in this case by subtracting 127, that left me stuck at not being able to move the POV further than the edge of the screen.

Thanks again Joe. You must be like the hardest workin' dude on the internet!

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