JInput - suggestions for improvements

hehe. thats what i was aiming for, yes cas :stuck_out_tongue: I was subtly trying to give the guys a nudge in that direction :slight_smile: it needs to be simple. By the 2 button mouse, i meant have at least support for, and finger trianing to use 2 buttons. as for the 5 button mouse thing. sure you can HAVE 5 buttons, but why would you NEED to use all 5 in a game, or otherwise. enter the light version. include just limited support to allow people to get up and running with 90 percent of what thell EVER need, and for those who decide they do need the support for the 7th mouse button, and the 3rd scoll wheel, they can do that. why should everyone else have to wade through it though? to be frank, my fingers arent agile enough to handle that much in a mouse. more is not better all the time. keep it simple, keep it clean.

Of course I did. Really seems to be a habit. Cannot use an API without wrapping it … :slight_smile:

that is my reason for Axis.Type - unfortunately on Linux its not possible to get to know whether an axis is analog or digital (in the normal sense, not the way JInput understands analog & digital).

@hbomboy:
I am against a JInput which strips down the usage that far. The things you want to do with JInput can be done easily with the AWT - of course if you do not have an AWT window (might happen with LWJGL :slight_smile: ) you are in trouble. But then even JInput isn’t that hard:
You want the mouse? just search for a Controller instance where c.getType() == Controller.Type.MOUSE holds (on Linux multiple results are possible :stuck_out_tongue: ).
it is similar for Keyboard. assuming you can get an Axis instance representing a specific key from a keyboard very easy by invoking: kb.getAxis(StandardKeyboard.SOME_CONSTANT).

IMHO JInput is close to how DirectInput works and that is not the worst API :slight_smile: