Comments (5)
Thanks for tracking this down. I'll take a look.
from directxtk.
Please take a quick look at : #359
from directxtk.
The more I think about the implications, the more I realize the 'auto-reset' in GetState is not going to work. I was really wanting a solution that didn't change the public interface, but I'm not sure I have any other choice to know when the relative dx/dy accumulate should be reset in a general scenario.
from directxtk.
After much angst, I've decided to do as follows:
- Changed the relative modes to accumulate deltas per your requested change.
- By default GetState will reset the accumulator each time you call expecting 'one call per frame' usage.
- Alternatively, client code can call a new method EndOfInputFrame which will disable the auto-reset in GetState and instead do it in this call.
This will hopefully minimize breaking impacts to existing clients, while supporting the enhanced scenario. Still a good idea to call this new method if you make use of relative movement.
from directxtk.
In other words, all the instructions for using mouse in the wiki are still accurate with one additional recommended integration point:
void Game::Tick()
{
m_timer.Tick([&]()
{
Update(m_timer);
});
m_mouse->EndOfInputFrame();
Render();
}
from directxtk.
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