Mouse Issue

nobody wrote on Thursday, April 15, 2004:

Using GLFW from VB, I am experiencing something that has forced me to resort to relying on DirectInput for mouse access >:(

The player moves a camera around a world in the traditional FPS mouse & keyboard manner.
If I leave the mouse cursor visible on the window and reset its position each frame, the camera moves smoothly and feels natural. However, if I call ‘glfwDisable GLFW_MOUSE_CURSOR’ beforehand (to remove the unsightly flickering mouse-cursor), the cameras movement becomes jumpy and unpredictable (even if I remove the cursor-resetting).
The input is getting through, but it seems to have been amplified somewhat with a fair deal of noise added to it.
I have tried everything and am wondering if this is a GLFW problem, or a beast of my own creation. I noticed a bugfix describing something of this nature in the list, but I am using version 2.4.2 and still experience the problem.

It is a crying shame to add a dependency to DirectX over this small matter, but it seems to be my only option.

On a less critical note, and I know you’ve been asked about this before, but just for the record I also think it would be nice to have more control over the default window. Personally, I’m not too bothered about resize-locking, but I feel it looks a little unprofessional for an app to sport the default window icon. I’ve had a good bash at using the Windows API to ‘hack’ the icon, but to no avail.

Anyways, I still have nothing but good things to say about this otherwise-flawless library. The 35k DLL is just beautiful.


marcus256 wrote on Tuesday, April 20, 2004:

I have not experienced anything similar, although I must admit I do not use the disabled mouse cursor in windowed mode very frequently.

The only thing I can think of right now is that you are doing something "funny" with the event loop (like calling glfw* functions from a callback function in an unsupported fashion). (?)

If you have an icon that I can use, I’d be happy to use it. Tried a few ugly monocrome “GLFW” and “GL” icons in the past, but decided to stick with the not-so-nice-but-still-better Windows logo.

nobody wrote on Tuesday, April 20, 2004:

Thanks for replying.
(Same person again)

I may well be doing something ‘funny’, but I thought I’d clear up my ambiguous description of the problem.
I’m not using callbacks at all, just polling for mouse coords each frame from within the main loop. Don’t worry too much about this; if I get conclusive proof that the problem is on your side, I’ll bring it up, otherwise I’ll assume that it’s my fault.
By the way, I get the same problem even when running fullscreen.

As for the icon, well I’ll save face and make it clear that I’m no artist :stuck_out_tongue:
Just as a suggestion, would it be difficult to allow the passing of an icon handle to the glfwInit function? I suppose this would make the DLL ‘more Windowsy’, but if you ever have a spare half hour and feel like dong something icon-related, I for one would be able to sleep easily again :wink:

Take it easy

marcus256 wrote on Tuesday, April 27, 2004:

> would it be difficult to allow the passing of an icon
> handle to the glfwInit function? I suppose this would
> make the DLL ‘more Windowsy’

Well, not a nice solution. I figured I would use a single icon bitmap (in a portable format - perhaps 32x32 32-bit RGBA) that can be used on all platforms (rescaled, quantized, palettized etc by GLFW as needed). But your idea about making it possible for the user to supply a custom icon (in addition to having a default nice icon) is not that bad. Perhaps some glfwSetIcon function…