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Author Topic: [RFE] X-axis mouse wheel input  (Read 1057 times)
mattdesl
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Posts: 26


« 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
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Posts: 742


« 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 Grin
CodeBunny
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« 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
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Posts: 26


« 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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