David Megginson writes:
>
>Norman Vine writes:
> > All that is needed is a way of storing 'mouse state' per mode
>
>When you switch into a mode, you would need to initialize to the
>current property value, not to the previous screen position -- the
>property value very likely has changed since the
Norman Vine writes:
> Note this just requires positioning the cursor from the center
> by the % of 'stick' in % of screen space on entry into Yoke_Mode
>
> I believe this is real close to the 'essence' of a resolution independent
> 'relative' coordinate system
>
> All that is needed is
David Megginson writes:
>
>Andy Ross writes:
>
> > The issue of visual feedback is a good point. I wonder if the best
> > solution would be to turn off the mouse cursor entirely and use the
> > control indicators on the panel or hud?
>
>I've been thinking along the same lines. We need some kind
Andy Ross writes:
> Norman's point was that this used to be implicit in the mouse cursor
> position, and it isn't any more. I tend to agree, although I'd like
> to see something like the current control position panel object appear
> in the corner of the screen instead, and disappear properl
Alex Perry writes:
> On the 2D panel and the HUD, we already have visual control feedback.
> On the 3D panel, we can replace the scale indicators with a moving yoke.
Yes, that's coming very soon.
All the best,
David
--
David Megginson
[EMAIL PROTECTED]
_
Andy Ross writes:
> The issue of visual feedback is a good point. I wonder if the best
> solution would be to turn off the mouse cursor entirely and use the
> control indicators on the panel or hud?
I've been thinking along the same lines. We need some kind of visual
feedback, though, so th
Alex Perry wrote:
> On the 2D panel and the HUD, we already have visual control
> feedback. On the 3D panel, we can replace the scale indicators with
> a moving yoke.
Right, but in both 2D and 3D mode, the panel/HUD isn't guaranteed to
be on the screen. They both disappear if you move your h
> The issue of visual feedback is a good point. I wonder if the best
> solution would be to turn off the mouse cursor entirely and use the
> control indicators on the panel or hud? With a little work, we could
> support the simultaneous display of a virtual (er, "real" in this
> context) panel a
David Megginson wrote:
> Erik Hofman writes:
> > What I don't like is the fact that, when changing pointers, the
> > view stays fixed to the last position. I'm realy lost at where I'm
> > looking at and where I should expect the front of the plane. I
> > would suggest that the view direction
Norman Vine wrote:
> Yes that works except there is no visual feedback as to where the
> neutral position is.
>
> ie it changes depending on where the mouse cursor is located on
> entering YOKE_MODE.
>
> This is AWKWARD at best
Well, to be fair, flying with the mouse *is* awkward. :)
Th
David Megginson writes:
>
>Norman Vine writes:
>
> > This was IMHO necessary for the MOUSE_YOKE mode and
> > very useful for the other modes. Some of this was compile time
> > configurable, FWIW this was fairly tricky to get right at first but
> > is fairly straight forward once you figure out w
David Megginson wrote:
> Curtis L. Olson writes:
> > I finally got a chance to try the new 3d cockpit interior and it is
> > a very good start. It's pretty awkward trying to fly with the
> > keyboard and pan the view with the mouse since I'm used to flying
> > with the mouse.
>
> In that c
Norman Vine writes:
> This was IMHO necessary for the MOUSE_YOKE mode and
> very useful for the other modes. Some of this was compile time
> configurable, FWIW this was fairly tricky to get right at first but
> is fairly straight forward once you figure out what you need.
>
> ie when cyc
Curtis L. Olson writes:
> I finally got a chance to try the new 3d cockpit interior and it is
> a very good start. It's pretty awkward trying to fly with the
> keyboard and pan the view with the mouse since I'm used to flying
> with the mouse.
In that case, consider rebinding the arrow keys
Alex Perry writes:
>
>> What I don't like is the fact that, when changing pointers, the view
>> stays fixed to the last position. I'm realy lost at where I'm looking at
>> and where I should expect the front of the plane.
>> I would suggest that the view direction would be reset to straight ahead
David Megginson writes:
> It isn't hard to change the file to make the view snap back when you
> leave mouse-view mode -- we'll just have to choose a default.
> Personally, I prefer to have the view direction stay put when I leave
> mouse view mode, especially when using the 3D cockpit. What does
> What I don't like is the fact that, when changing pointers, the view
> stays fixed to the last position. I'm realy lost at where I'm looking at
> and where I should expect the front of the plane.
> I would suggest that the view direction would be reset to straight ahead
> when switching modes
Erik Hofman writes:
> What i *realy* like about the new code is the way the mouse pointer
> moves from one side of the screen to the other side when "clipping" to
> the borders.
Thanks.
> What I don't like is the fact that, when changing pointers, the
> view stays fixed to the last posit
David Megginson wrote:
> Alex Perry writes:
>
> > I like the concept of the mice.xml file, but am not really
> > comfortable about having the implied modal state hidden in there.
> > Can we break it out, so that mouse, joystick and keyboard events
> > can be conditional on state variables ?
>
> In fact, I had originally implemented mice.xml that way (as you
> suggested in your example), but it seemed very verbose
Much of the verbosity is because we're attaching the conditional
to every occurrence of the combination of mode and of input event.
Perhaps we should have the modifier set a
Alex Perry writes:
> I like the concept of the mice.xml file, but am not really
> comfortable about having the implied modal state hidden in there.
> Can we break it out, so that mouse, joystick and keyboard events
> can be conditional on state variables ?
Thanks for looking at the code.
Th
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