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| MAME mouse code - revisited |
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| Chris:
--- Quote from: Derrick Renaud on November 30, 2006, 03:12:25 pm ---It's a lot of aggravation to force Win98/Me to use the mice in control panel mode to get the true, "non-windows-screwed-up" absolute info. Adding absolute mouse support similar to the XP support to 98/Me would only allow more then 2 Act Labs guns to work and not make any other noticeable difference. They do not update in real time. --- End quote --- "Control panel mode"? Can you point me toward something describing this (Google isn't helping) as it sounds like this may have something to do with why I can't get touchscreens to work properly in WinCab on Win98/2000 (seems like a touchscreen and an Act Labs lightgun would behave very similarly)... Thanks! --Chris |
| Derrick Renaud:
--- Quote from: Chris on November 30, 2006, 04:15:52 pm ---"Control panel mode"? Can you point me toward something describing this (Google isn't helping) as it sounds like this may have something to do with why I can't get touchscreens to work properly in WinCab on Win98/2000 (seems like a touchscreen and an Act Labs lightgun would behave very similarly)... --- End quote --- You need the DX7 docs for full info. Here's the just of it: When you setup your devices using: IDirectInputDevice7::SetProperty use a rguidProp of DIPROPCALIBRATIONMODE_RAW This forces windows to give you the actual data before it decides to totally bugger it up. For absolute mice you will now get absolute values between 0 and 0x3fff. IIRC you have to do this while the mouse is not acquired. Hard to believe DX has gone through so many versions and the input system still blows. D. |
| Cananas:
--- Quote ---First (yes cananas, finally) I will be submitting support in MAME for more then 4 mouse buttons. Which goes like this: Win98/Me less then DX7 = 4 buttons Win98/Me DX7 or better = 8 buttons XP with 1 mouse device = 8 buttons XP with more then 1 mouse device = 5 buttons That's the way Windows works. Don't blame me. --- End quote --- Sorry, Derrick, I missed this topic. Thank you for complete the code adding support for all DirectX versions so that it could be aceppted by the MAMETeam. ;) |
| muzland:
Hi Derrick, I posted this in another topic but it is probably better here. Is possible to get rotary games like Ikari Warriors to respond to the mouse wheel so that we can use this as a rotary feature? I have tried on Ikari in mame version 73 without success. The reson I ask is I might try mounting one to the top of a joystick for a homemade rotary. Cheers Muzland |
| Derrick Renaud:
--- Quote from: muzland on December 03, 2006, 03:56:48 pm ---Is possible to get rotary games like Ikari Warriors to respond to the mouse wheel so that we can use this as a rotary feature? I have tried on Ikari in mame version 73 without success. --- End quote --- 73? Please try 110. It should work with multiple mice. In the mean time I will check that it works with DX, when I do some other input cleanup I am working on. [UPDATE] I modified the code so that it scales the mouse-Z-axis by 120. This will make it work in most cases. Some freak mice may use other scale factors which means they won't work on Z-Axis. But hey, they don't work now either. So MAME 111 should do what you need. [UPDATE2] I changed the scaling factor to 30. I think Robin had said that some mice use that. What that means is that for most mice a sensitivity of 25% will give 1 step for each click of the mouse wheel. One thing to remember is that it is a little hard to select the Z-Axis in the Player Controls menu. You have to give it a good spin for it to be accepted. Our just use a ctrlr file. D. |
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