Erik Hofman writes:
>
>David Megginson wrote:
>.
>>
>> What does everyone else prefer -- should the mouse get stuck on the
>> window edges in constrained mode, or should it wrap around?
>I have no
>> strong preference either way. There are good arguments in favour of
>> both: with wrap-around, you still see cursor movement while you're
>> moving the mouse, so you get good relative feedback, and the same
>> amount of movement will bring it back to the center again; with the
>> cursor stuck at the edges, you're less likely to loose track of it.
>
>Well, I definately don't want the previous behaviour back (concerning
>the borders) as it were before you created the new mouse code.
>
>This big problem there was that when the cursor wrapped around the
>screen, the flaps were positioned to the maximum oposite position, which
>gave a sudden flap change from about +75% to -100% at once!
>
>That's why i like your approach better, the position gets
>adjusted as if it were within the borders.
Hmm. good point I guess I never tried giving that much 'stick'
with the old mouse. but this should be an easy fix
try using this code for the MOUSE_YOKE case in
GUI / mouse.cxx :: guiMotionFunc()
Cheers
Norman
=== cut ===
case MOUSE_YOKE:
if( !mouse_joystick_control ) {
mouse_joystick_control = 1;
fgSetString("/sim/control-mode", "mouse");
} else {
if( y <= 0 ) {
y = 1;
need_warp = 1;
} else if( y >= wh-1) {
y = wh-2;
need_warp = 1;
}
if ( x <= 0 ) {
x = 1;
need_warp = 1;
} else if ( x >= ww-1 ) {
x = ww-2;
need_warp = 1;
}
if ( left_button() ) {
move_brake( (_mX - x) * brake_sensitivity);
move_throttle((_mY - y) * throttle_sensitivity);
} else if ( right_button() ) {
if( ! AP_HeadingEnabled() ) {
move_rudder((x - _mX) * rudder_sensitivity);
}
if( ! AP_AltitudeEnabled() ) {
move_elevator_trim((_mY - y) * trim_sensitivity);
}
} else {
if( ! AP_HeadingEnabled() ) {
move_aileron((x - _mX) * aileron_sensitivity);
}
if( ! AP_AltitudeEnabled() ) {
move_elevator((_mY - y) * elevator_sensitivity);
}
}
}
break;
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