Showing mouse cursor but NOT losing mount input to character
by Terence Tan · in Torque Game Engine · 05/28/2006 (8:02 am) · 4 replies
Hi,
I am trying to figure out how to still show a 'cursor' of some form but NOT lose the input from the mouse being bound to the pitch/yaw etc..
I am using a 3rd person camera, so the mouse does what I want it to right now. I tried this resource:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8192
but it doesn't do what I want.
So far, it looks like what I have to do goes pretty deep into the engine. I understand it correct (but haven't been actually been able to find the code). I know to enable be able to create a flag which allow the messages from the mouse to pass through the GUI controls into the game input? If anybody has any better ideas (i.e. maybe creating a gui perhaps that renders a gui object based on x,y coordinates on the screen)..I'm all ears.
I am trying to figure out how to still show a 'cursor' of some form but NOT lose the input from the mouse being bound to the pitch/yaw etc..
I am using a 3rd person camera, so the mouse does what I want it to right now. I tried this resource:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8192
but it doesn't do what I want.
So far, it looks like what I have to do goes pretty deep into the engine. I understand it correct (but haven't been actually been able to find the code). I know to enable be able to create a flag which allow the messages from the mouse to pass through the GUI controls into the game input? If anybody has any better ideas (i.e. maybe creating a gui perhaps that renders a gui object based on x,y coordinates on the screen)..I'm all ears.
About the author
#2
I assume you are refering to this:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3645
Extending the game UI to handle mouse move seems like a better approach. It looks alot cleaner than what I was hacking on last night( I got all the way down to WM_MOUSE_MOVE in the platform specific section..hacked up the cursor to always be on ).
Thanks
05/28/2006 (5:38 pm)
Yep....Thanks Paul.I assume you are refering to this:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3645
Extending the game UI to handle mouse move seems like a better approach. It looks alot cleaner than what I was hacking on last night( I got all the way down to WM_MOUSE_MOVE in the platform specific section..hacked up the cursor to always be on ).
Thanks
#3
05/28/2006 (5:47 pm)
No, i was thiking www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4146
#4
I went through the resource and I not sure what to look for?
I would rather keep the cursor on all the time, I am not sure what instances I would want it off.
Basically I am looking at approaching it similar to was done in Ron's resources but just getting the camera transformation and then figuring out/setting the yaw from there?
So for example if the mouse cursor was above the character in 3rd person view...the character would face up...the cursor was to the left of the player..they would face left.
05/31/2006 (3:13 am)
Hmm....?I went through the resource and I not sure what to look for?
I would rather keep the cursor on all the time, I am not sure what instances I would want it off.
Basically I am looking at approaching it similar to was done in Ron's resources but just getting the camera transformation and then figuring out/setting the yaw from there?
So for example if the mouse cursor was above the character in 3rd person view...the character would face up...the cursor was to the left of the player..they would face left.
Torque Owner Paul Griffiths