[Closed] Mouse input window
I finally found the solution bymyself…
maybe, writing the question helped me to find the right method to search the solution… ^^
So what i did, is after the updating of information in the listener, i wrote : s.refresh()
and the awful trails were gone
local i = findItem Joysticks s
format "Joystick % : [%, %]
" i (x as float / (s.Width - 2)) (y as float / (s.Height - 2))
s.refresh()
Glad you found the problem. You need to constantly refresh the label to make sure trials are not left but I didn’t find that it slowed it down a whole lot. I will be working on version 2 of the system that I put together soon, should be interesting how it ends up working out.
Hello,
That’s looking good.
There is a brief mention of this in post 86 which lists the differences between refresh and invalidate on a control. There is also an overloaded method on invalidate that allows you to just refresh a region or rectangle to be redrawn, in case you don’t want to invalidate the whole control. Refresh() just does the whole control and any child controls.
in case you haven’t seen, there is a beta download of a dotnet joystick control here
Hi guys…you RockS!!
I had try your script that post in here, whoawwww it’s great!!
I have i rigged character with shape/helper obj controller like usual
then i want change all those controller with scripted Custom UI that you post in here.
My quation is, how to do that? how to link your UI with my character?and how to make it behave like object in Max (i mean UI controller can make keyframe when AutoKey is On then controller moving as I playback animation)
Thank you…for your sharing…