![]() It is at that mouse event page that MouseEvent.clientX is summarised with "The X coordinate of the mouse pointer in local (DOM content) coordinates."Īnd MouseEvent.x is summarised with "Alias for MouseEvent.clientX."Īt the MouseEvent.x page I’m told that "This is an experimental technology",Īnd the same page links me to the CSS Object Model specs about the View Module attribute for x which states "The x attribute must return the value of clientX."Īlso, at the CanIUse website, a search for mouse clientx and mouse x helps to confirm that x is less supported than clientX. ![]() A google search for mdn mouse clientx gets me to the MouseEvent.clientX page, where the breadcrumb navigation takes me to the Mouse Event page. The MDN website is my first place of call. That isn’t a factor actually.For the sake of interest, I didn’t know any of this information before the start of this conversation. It doesn’t matter if the game is paused or not paused. That’s not useful since I don’t want to use the mouse while using the keyboard. If I want to switch off the cursor, using the keyboard, it doesn’t update that unless receiving mouse input. So something on the mouse side changed some time and now it isn’t possible anymore to control how the cursor is displayed unless you actually use mouse input. This is really long ago so I don’t remember all the details and engine versions, but in older versions it actually worked just fine, but in newer versions it does not. A mouse action is considered to occur in a particular component if and only if the. Which kinda makes sense, but also isn’t very useful. An event which indicates that a mouse action occurred in a component. Sets or returns the x-coordinate of the mouse pointer relative to the top-left corner of the browser windows client area. You have to use the mouse to influence the mouse. ![]() run reset X p5.js is currently led by Qianqian Ye and was created by Lauren Lee McCarthy. ![]() The problem with this is if you want to control the cursor display with the keyboard or game pad, based on what input you’re using, it’s not really possible. Mouse Functions Click on the box and drag it across the screen. It only updates if you move it or sometimes only if you press a button. The mouse cursor has some general problems with how it updates. So, it’s like the mouse is not updating unless you move the mouse, which kinda makes sense, but I need it to always update until I disable it, if that makes any sense. So I click my menu button using the mouse, it will work every time, but if I run the menu button event with the keyboard, which is the same set of events, the Mouse Cursor stays on screen, even during game play, until I touch the mouse, then it disappears. MouseUpEvent is complimentary to MouseDownEvent. It’s like, it doesn’t register the setting unless I set it using the mouse. The MouseUpEvent triggers when a mouse button releases while the cursor is within a visual element. The whole system kind of relies on that one thing.Īlso, with that said, disabling the Mouse Cursor with Keyboard input, also doesn’t work as before. The mouse seems to not always update the value on MouseX Event. So, now in ver4.3 none of that works as before. And then with the Keyboard controls, as soon as I get any input from the directional pad, I disable the Mouse Cursor. As soon as I detect any value greater than “0” on the MouseX Event, I enable the Mouse Cursor. So, in ver4.2.1 my setup for that worked great. When I use the Keyboard, or Gamepad, I want to disable the Mouse Cursor and then when I start using the Mouse, I want to enable the Mouse Cursor. I have a menu that can be used with Mouse or Keyboard or Gamepad. The reason I want the actual Value from MouseX Event, is to detect mouse movement. The problem I have is not with click events or any of that. ![]()
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