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mouse input

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#21 phil67rpg   Members   

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Posted 25 October 2012 - 10:45 AM

thanks beer but I really want to learn dx9 and direct input,but I might use windoows messages instead.I have to do more research.

#22 Debunez   Members   

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Posted 25 October 2012 - 11:27 AM

Why use direct input??? Wouldnt it be better to just get the mouse location and button state from wParam and lParam from the Windows message function??? I dont see why you'd ever want to use direct input for something that doesn't require it at all.

Edited by Debunez, 25 October 2012 - 11:27 AM.


#23 phil67rpg   Members   

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Posted 25 October 2012 - 03:27 PM

well I have decided not to use direct input

#24 phil67rpg   Members   

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Posted 26 October 2012 - 03:26 PM

how do I start to use windows message to interact with my mouse

#25 Manill66   Members   

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Posted 26 October 2012 - 04:25 PM

how do I start to use windows message to interact with my mouse


http://bit.ly/TL3Zd3

#26 phil67rpg   Members   

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Posted 26 October 2012 - 04:47 PM

cool well I figured out how to use my mouse with my pong game.this stuff is not that difficult.I am learning alot while working on this project.

#27 mhagain   Members   

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Posted 26 October 2012 - 05:55 PM

Using DirectInput will remove pointer ballistics, which will make your mouse pointer feel extremely sluggish.


That depends on the type of game you're writing. There are cases (such as an FPS camera) where you most definitely do not want pointer ballistics (most hardcore multiplayer folks loathe pointer ballistics). If the mouse is sluggish just provide an in-game option to adjust it's speed, but make it a linear adjustment otherwise players may want to lynch you. ;)

But otherwise, using Raw Input will also bypass ballistics and is about a billion times easier to setup and read from.

It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.





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