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Wrong Mouse pointer coordinates with MOUSE_LEFTDRAG event

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35
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germany
Hello,

Just found this:
When the mouse callback is called with MOUSE_LEFTDRAG flag/event set e.g. MouseCallback(PPIXPOINT relative_point, FLAGS32 mouse_flags )
instead of gauge relative coordinates relative_point contains screen related coordinates...:banghead:

I use FSX Acc.Pack.

I have a workaround of course, but please include this in the Bug list if any patches are still planned.

Regards,
Valery.
 
Well of course they are "screen relative" coordinates. How else would this work when the cursor is move outside of the actual gauge's boundaries when dragged?

Keep in mind, this is not intended to be "precision" mouse movement reporting.

Also, since MS closed ACES Studio, there will never be any "updates" or "bug fixes" forthcoming, as there is no one left in the building... :D
 
Well of course they are "screen relative" coordinates.
...well, if this is so obvious for you, may be you can explain why I receive correct "gauge relative" coordinates e.g. with MOUSE_LEFTSINGLE event and on any following MOUSE_LEFTDRAG events these coordinates jump to screen relative?
Does that sound like "of course" behavior to you?

How else would this work when the cursor is move outside of the actual gauge's boundaries when dragged?
there's no much use of any gauge related mouse drag events when the mouse cursor is moved outside gauge area other than possible rotation of knobs? These events can be triggered on demand if the user does request them via additional flags.
If not, mouse drag events inside the gauge area is all we'd ever need.

Keep in mind, this is not intended to be "precision" mouse movement reporting.
Really? Did someone mention that in SDK doc? Or maybe the calculation of a line intersection point with a plane is so hard for Intel Core 2 Quad Q6600-4GB DDR2 Corsair PC6400-500 GB SATA-ATI Radeon HD2400 Pro 256MB DX10???

Also, since MS closed ACES Studio, there will never be any "updates" or "bug fixes" forthcoming, as there is no one left in the building... :D
well, than we'd better find someone with a fat wallet to licence that thing... and to fix the mouse handling :)
 
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Sorry, but your "combative attitude" and snarky comments have persuaded me that further dialogue would be futile... :redflag:
 
Hi Bill. No offence intended. I just got a bit frustrated while porting project's code into FSX gauge. It took me hours yesterday to filter out the couse of the problem and the whole f...ing night to fix the code. Nearly every time I port something into FSX, a trial and error method seems the only way to get it working, and not a single word in SDK docs to warn a developer, and the result as always, the code gets full of #ifdef directives... I need a vacation.
 
Okay... I need a vacation too? Wait a minute... what IS a "vacation" anyway? I've not had one in so long I've forgotten...

The SDKs have always been rather obscure for C gauges, which is why so many of us wind up "reinventing the wheel" so often... :scratchch

Because of my reluctance to support two separate "code projects," I tend to simply "add to the existing gauge" those mods necessary for FSX, and use a function to select which "code path" to follow based on whether FS9 or FSX is currently being used...

...this way the same gauge build will work for both versions, and maintenance is greatly simplified.

http://forums.flightsim.com/fswiki/index.php/Code_Samples:_FS_Version
 
Vacation?
...well, in general it's a good thing that might help you forget the face of your manager for a while. It may help you reveal some new positive aspects of being alive....
or even get you to a certain higher thinking that the life isn't so bad after all... just until you receive the friendly phone call from your manager which reminds you that all this positive thinking was in fact a delusion.

use a function to select which "code path" to follow based on whether FS9 or FSX is currently being used...
would it be so easy... I have an OpenGL driven panel which FSX takes as a 16 bpp D3D10 texture buffer. The panel interracts through the touch screen layer, no buttons, no knobs whatsoever.
Some kind of 17 inches iPhone, that our "engineering" team has decided to put in front of sleepy pilot's eyes. I bet the next step will be the port of iTunes :)

well... I've managed to get all this stuff ticking somehow, but the mouse is a problem of course. Dragging windows in the panel is not correlated with the mouse movement,
clearly because mouse drag coordinates are not gauge relative. Touch screen events however doing good so far...
i'm gonna post some screenshots soon, that thing is worth seeing...
 
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