I read a post by endolf here http://184.108.40.206/search?q=cache:_JTiqa9OGnUJ:www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi%3Fboard%3Djinput%3Baction%3Ddisplay%3Bnum%3D1083727410+jinput+quake&hl=en&ct=clnk&cd=2&client=safari
(sorry for the cached google - but the forums seen to have been down for ages now) that suggested achieving quake like mouse look behaviour in java would be ideally suited to jinput.
Ok - great cos thats what I want
. Trouble is I'm struggling to work out how this is achieved - in fact I'm considering moving from jogl to lwjgl purely because of the mouse control (which is crazy - considering their mouse input is apparently based on jinput, which should work fine with jogl). I've trawled the lwjgl source to try and work it out - but its not coming to me - I feel like I'm missing a part of JInput.
The functionality I can't seem to get is what lwjgl achieves with 'Mouse.setGrabbed(true)' - the mouse control is 'grabbed' from the underlying OS and the mouse doesn't scroll out of the window. Easy to see what I'm talking about if you run the lwjgl MouseTest annd try modifying the setGrabbed to false. Maybe its achieved by moving the mouse back to the centre of the screen all the time. Dunno but I figure its more likely that the hardware events are not being passed to the OS.
So how do you do this with JInput? The polling bit I get, so I can control my scene with the mouse - as long as I don't want to turn more than 270 degrees and lose the mouse off the edge of the window. If anyone could give me any idea on this that would be a great - if I've missed pile of docs or how-to's or a wiki or something, a pointer to that would be much appreciated as well - thanks,
P.S. Once I've got it sorted out I'd be happy to post the walkthrough on a wiki somewhere if there is one...