Because with that event its slightly more difficult to get the actual moment the player lets go of the button.
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Because with that event its slightly more difficult to get the actual moment the player lets go of the button.
Because with that event its slightly more difficult to get the actual moment the player lets go of the button.
the negation of "repeat while X mouse button is pressed" is not the same as "X mouse button released" because second only run after the user has really clicked.
So a "release X mouse button" and a "mouse wheel scroll down/up" options controls could be useful for MMF2.
the negation of "repeat while X mouse button is pressed" is not the same as "X mouse button released" because second only run after the user has really clicked.
So a "release X mouse button" and a "mouse wheel scroll down/up" options controls could be useful for MMF2.
With Control X you can make your very own "Edit controls" menu, instead of using MMF2's control dialog box.
With Control X you can make your very own "Edit controls" menu, instead of using MMF2's control dialog box.
I use the Control X (And subsequently, the joypad object) for one thing and one thing only. Customizable controls.
I use the Control X (And subsequently, the joypad object) for one thing and one thing only. Customizable controls.
The Control X really needs to be converted <img src="/center/images/graemlins/smile.gif" alt="" />
The Control X really needs to be converted <img src="/center/images/graemlins/smile.gif" alt="" />