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  Newbie Question : LWJGL Mouse Support  (Read 1878 times)
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Offline nech_neb

Junior Member




Java for LIFE !!!


« Posted 2003-06-18 06:14:19 »

Hi all,

I've just started playing around with LWJGL...
and I was wondering if the experts here can point
me to the right direction on mouse support...

As far as I can tell.... There are none.

Also, all of the LWJGL example code I've found
are for LWJGL 0.5 Is there some tutorials which
support LWJGL 0.6??

Thanks for you time


Offline Matzon
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« Reply #1 - Posted 2003-06-18 06:42:14 »

Quote
As far as I can tell.... There are none.

It's not that the mouse is hidden!
take a look at org.lwjgl.input.Mouse
and then org.lwjgl.test.input.MouseTest

this should get you started

Quote
Also, all of the LWJGL example code I've found
are for LWJGL 0.5 Is there some tutorials which
support LWJGL 0.6??

The example code in the source drop should "work" fine. However the tutorial on site does not.
Most of the documentation issues will be fixed for the 0.7 release, while 0.8 will include even more documentation, tutorials and articles. Stay tuned.

Offline elias

Senior Member





« Reply #2 - Posted 2003-06-18 08:56:04 »

And if you miss a visible native cursor, you will like version 0.7.

- elias

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Offline nech_neb

Junior Member




Java for LIFE !!!


« Reply #3 - Posted 2003-06-18 20:17:48 »

Hmm....
Correct me if I'm wrong.
But the input.Mouse object just returns the
offset of the current click and the last click....

Also, it lacks any mouse over support.
and ya.... having a cursor would sure be nice ^__^

Is there a ETA on next version??
Is there gonna be a huge framework change like
the one from 0.5 to 0.6 ??

I'm reluctent to get too commited to LWJGL due to
the fear that they're gonna make huge changes to
design from version to version.

Also, is there a way to embbed the LWJGL canvas
to a java windowed component? That way I can
manally take care of the mouse movement and clicks?

Thanks for the replys

Offline Orangy Tang

JGO Kernel


Medals: 48
Projects: 11


Monkey for a head


« Reply #4 - Posted 2003-06-18 20:34:38 »

The whole idea behind the mouse is that you create one yourself - you decide where it should be and how to interprate the mouse movement offsets. Then depending on what you need, you can draw your own cursor if needed - the mouse test examples do exactly this, by keeping track of the mouse position and drawing a shape at the current location.

Not sure what you mean by mouse over support, but it sounds like you're missing the point of the API - to provide a low level, console like interface, not to intergrate with every known windowing toolkit. If you really need a windowing toolkit, either write your own or use the newly made avalible Jogl - I'm trying to experiment with Jogl at the moment, but the early version seems very rough around the edges.

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Offline Matzon
« League of Dukes »

JGO Knight


Medals: 13
Projects: 2


I'm gonna wring your pants!


« Reply #5 - Posted 2003-06-18 20:44:06 »

Quote
Is there a ETA on next version??
Is there gonna be a huge framework change like
the one from 0.5 to 0.6 ??

No ETA, but "soon" - we're working on it right now.

Quote

I'm reluctent to get too commited to LWJGL due to  
the fear that they're gonna make huge changes to  
design from version to version.

We WILL make changes untill we reach 1.0, thats just how it's going to be. That said, the refactoring is pretty limited, and usually of the boring mindnumbing type Grin

We refactor stuff from time to time (again, untill we get to 1.0) to make it a lean mean gaming machine Smiley

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