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The best way is to hide mouse cursor and grab input in initialization =
via call SDL_WM_GrabInput.
Then, at each game frame, poll mouse & keyboard via =
SDL_GetRelativeMouseState & SDL_GetKeyState.–
Xavier Le Pasteur
@Xavier_Le_Pasteur
Robert Clayton a =E9crit dans le message =
: OE61aLI9mK6PYzDabig000000b1 at hotmail.com…
What’s the best method of working out which way the user is moving the =
mouse?
I don’t want to show the mouse cursor, I’m simply adding mouse control =
to a game, so the player can move their character via the mouse.
=20
I have trouble, when using SDL_GetMouseState as soon as the mouse hits =
the edge of the screen.
I simply want a change in x value as positive, negative or 0.
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The best way is to hide mouse cursor =
and grab input=20
in initialization via call SDL_WM_GrabInput.
Then, at each game frame, poll mouse =
& keyboard=20
via SDL_GetRelativeMouseState & SDL_GetKeyState.
--
Xavier Le Pasteur
@Xavier_Le_Pasteur
Robert Clayton <trinitychaos50 at hotmail.com=
> a=20
=E9crit dans le message : OE61aLI9mK6PYzDab=
ig000000b1 at hotmail.com...
What's the best method of working out =
which way=20
the user is moving the mouse?
I don't want to show the mouse =
cursor, I'm simply=20
adding mouse control to a game, so the player can move their character =
via the=20
mouse.
I have trouble, when using SDL_GetMouseState as soon as the mouse hits the edge =
of the=20
screen.
I simply want a =
change in x value=20
as positive, negative or 0.
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