Timeline for XNA - Prevent Holding of Mouse Button as Part of an Input Handler Game Component
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Mar 10, 2014 at 4:12 | answer | added | Dialock | timeline score: 2 | |
| Mar 10, 2014 at 1:34 | history | tweeted | twitter.com/#!/StackGameDev/status/442835848418328576 | ||
| Mar 10, 2014 at 1:01 | comment | added | user43194 | @Inisheer Yeah that's basically what I'm looking for, just using it in a slightly different way. I need a way to compare the current and previous state of the mouse so I can check if the mouse button was pressed and then released. I know how to do that by using the code you posted in your comment. The thing I don't know how to do though is to perform that in the same style as the keyboard example given in the post. I don't know how to pass it into the InputHandler and get the result via "return". I'm still new at all this, but I think that the terminology for what I'm trying to do is to use it | |
| Mar 9, 2014 at 23:48 | comment | added | Inisheer | To clarify, you don't want if (prevMouseState.Left == ButtonState.Pressed && currMouseState.Left == ButtonState.Released).. correct? | |
| Mar 9, 2014 at 22:35 | review | First posts | |||
| Mar 9, 2014 at 23:43 | |||||
| Mar 9, 2014 at 22:17 | history | asked | user43191 | CC BY-SA 3.0 |