Closed GoogleCodeExporter closed 9 years ago
Bah... I'll have to configure the GLFW and XNA targets on my PC now...
I've been cheating by developing for HTML5 and getting therevills to test it
after I check in the code... >_>
With HTML5 (and Flash, I think), when you move the mouse out of the game window
while dragging, Monkey automatically sets MouseDown as false (which fires off
an IMouseListener.MouseReleased event.
If this doesn't happen, the ComponentAtPoint method detects that you've moved
the mouse outside of the desktop and will return Null (since there's no
component there). It assumes that the mouse is now over no component, and sets
mouseThisComponent to Null. Obviously this breaks when it tries to do
something with it in DoMouse.
The fix will likely be to trick it into reusing the last component. I'll
include it in the big GUI update (soon!)
Original comment by samah...@gmail.com
on 5 Jul 2011 at 6:31
Another big GUI update? o.0
Sounds exciting. You're on a roll!
Anyways, if you need me to test anything specific, I'll be more than happy to
do so.
Thanks!
- Brandon.
Original comment by Cheese...@gmail.com
on 5 Jul 2011 at 6:37
Something else I noticed (but won't report as a bug considering the planned
update):
GUI windows glitch up when using a virtual resolution but not rendering them
within it. All you have to do is drag them to the right or bottom borders and
their graphics stop drawing!
I've attached a modification of the GUI example that showcases the issue.
Original comment by Cheese...@gmail.com
on 5 Jul 2011 at 7:07
Attachments:
Fixed the null check, and the vres stuff - it was to do with scissors.
Original comment by samah...@gmail.com
on 5 Jul 2011 at 9:38
Original issue reported on code.google.com by
Cheese...@gmail.com
on 5 Jul 2011 at 6:19