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[RFE] X-axis mouse wheel input
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Topic: [RFE] X-axis mouse wheel input (Read 1059 times)
mattdesl
Newbie
Posts: 26
[RFE] X-axis mouse wheel input
«
on:
May 07, 2012, 13:50:56 »
Right now LWJGL assumes all mouse wheel changes are up/down, i.e. along y-axis. It would be great for certain games and GUIs to allow for left/right mouse wheel input, i.e. along the x-axis. Is this possible with JInput?
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Fool Running
Nerdus Imperius
Posts: 742
Re: [RFE] X-axis mouse wheel input
«
Reply #1 on:
May 15, 2012, 05:29:40 »
Each application chooses how to handle the mouse wheel movements. I don't think you can just change something in LWJGL or whatever and get applications to treat it differently.
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Programmers will, one day, rule the world... and the world won't notice until its too late.
Just testing the marquee option
CodeBunny
Nerdus Imperius
Posts: 561
Re: [RFE] X-axis mouse wheel input
«
Reply #2 on:
May 15, 2012, 10:35:13 »
You mean pressing the mouse wheel towards the right or left, or a "scroll-ball" type of setup?
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mattdesl
Newbie
Posts: 26
Re: [RFE] X-axis mouse wheel input
«
Reply #3 on:
May 16, 2012, 21:51:14 »
Currently LWJGL only reports "mouse wheel delta" -- i.e. it does not report mouse wheel direction.
Some mouse wheels are actually a ball that can be moved in any direction. Others are track pads; like finger swiping on a laptop or Mac magic mouse. This allows users to scroll up/down
and
left/right using the same input (ball/wheel/trackpad).
Seems to be a question of whether or not JInput would support direction for the mouse wheel...
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