Mouse.GetState();
Returns absolute position, for x, y and mouse wheel. That is cool
But also it should return relative position like DX and DY and DWheel.
Like DirectInput does.
Mouse.GetState();
Returns absolute position, for x, y and mouse wheel. That is cool
But also it should return relative position like DX and DY and DWheel.
Like DirectInput does.
Relative mouse pos
ShyamD
Then I have to calculate the relative position myself (relativePosition = oldPosition + newPosition). If the mouse cursor already is at X=0, then my game code won't respond to the mouse when dragging it to the left. (relativePosition = 0 + 0) = (relativePosition = 0).
How do you want us to solve this I think this one needs to fixed if you want us to create games that uses the mouse for input!
jptrt
Why Mr. Walker
Thanks for the improvements for the moue input but why the mouse value is still absolute
Why you guys don't use direct input for mouse
Yes, I know XNA is cross platform but XBOX does not have mouse any way. So mouse input implementation can be platform specific.
Novelle
kawing0510
You can get the relative mouse movement by reading the mouse position as an offset from the centre of the game window and then setting the mouse position to the centre of the game window. There were problems doing this in beta 1 but it seems likely that they have been fixed in beta 2.
Cheers,
Leaf.
Scorchio