I am planning on implementing this myself
No
Describe your request
MInput.MouseData.UpdateNull() gives its MouseStates their default values, that when updated normally via MInput.MouseData.Update() causes a large MInput.MouseData.WheelDelta as the actual polled mouse state scroll value will be very different from the previous default struct value.
I don't know the extent of removing the default value assignments entirely, but keeping the non-default scroll values around would fix this.
Additionally, while MInput does not update its input values when the window is unfocused or the commands menu is opened, the XNA/FNA side of things does. This allows the user to scroll the mousewheel with the game unfocused/commands opened, and only when switching back MInput.Update() runs, which may result in very different scroll values, i.e. a large MInput.MouseData.WheelDelta. Setting MouseData.PreviousState to MouseData.CurrentState when the window gains focus/commands are closed (before MInput.Update()) would fix the remaining issue.
These are slightly hacky solutions, but it's what I can think of.
Additional context
No response
I am planning on implementing this myself
No
Describe your request
MInput.MouseData.UpdateNull()gives itsMouseStates their default values, that when updated normally viaMInput.MouseData.Update()causes a largeMInput.MouseData.WheelDeltaas the actual polled mouse state scroll value will be very different from the previous default struct value.I don't know the extent of removing the default value assignments entirely, but keeping the non-default scroll values around would fix this.
Additionally, while
MInputdoes not update its input values when the window is unfocused or the commands menu is opened, the XNA/FNA side of things does. This allows the user to scroll the mousewheel with the game unfocused/commands opened, and only when switching backMInput.Update()runs, which may result in very different scroll values, i.e. a largeMInput.MouseData.WheelDelta. SettingMouseData.PreviousStatetoMouseData.CurrentStatewhen the window gains focus/commands are closed (beforeMInput.Update()) would fix the remaining issue.These are slightly hacky solutions, but it's what I can think of.
Additional context
No response