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Re: [fullscreen] Problems with mouse-edge scrolling and games

From: Glenn Maynard <glenn@zewt.org>
Date: Mon, 24 Feb 2014 10:40:44 -0600
Message-ID: <CABirCh-UYBHyqJughQrhDTxrANGBfb+jEQJ8boqJu+SPqOCBHw@mail.gmail.com>
To: Florian Bösch <pyalot@gmail.com>
Cc: Thibaut Despoulain <thibaut@artillery.com>, Brandon Jones <bajones@google.com>, Ian Langworth <ian@artillery.com>, Webapps WG <public-webapps@w3.org>
(More reasons: it's very likely that you'll end up implementing a cursor
with different motion and acceleration, a different "feel", than the real
mouse cursor.  It also breaks accessibility features, like mouse trails.)

On Mon, Feb 24, 2014 at 10:30 AM, Florian Bösch <pyalot@gmail.com> wrote:

> On Mon, Feb 24, 2014 at 5:18 PM, Glenn Maynard <glenn@zewt.org> wrote:
>> It's not the application's job to keep the mouse cursor responsive, it's
>> the system's.  Hiding the system mouse cursor and drawing one manually is
>> always a bad idea.
> That's a wonderful argument. And now we look at an FPS game,  or an Oculus
> Rift title, or something that requires something else than a picture cursor
> like say, an on terrain selection, a bounding box selection, a 3D ray
> picking selection/cursor, or anything like that.
> Always a bad idea, sure. How about you think about that again hm?

This doesn't seem to relate to the discussion, which is about mouse

Glenn Maynard
Received on Monday, 24 February 2014 16:41:11 UTC

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