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AppGameKit Classic Chat / Multiple mouse input?

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nz0
AGK Developer
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Posted: 6th Dec 2018 23:50
Had a quick look, but didn't see any posts on the subject.
It looks like you can't but is there any way to use 2 mice as input? I've got an idea forming

fubarpk
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Playing: AGK is my friend
Posted: 6th Dec 2018 23:57
Quote: "s there any way to use 2 mice as input?"

not that I know about unless you write your own C library or dll
I think allot of that is more dependant on the OS so you may get
something to work under windows.

but saying that if your just after two player input there is support
for multiplayer support with other methods that don't require the
players to use the same computer.


Keeping an eye on this thread to say what others say
fubar
nz0
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Posted: 7th Dec 2018 00:12
Yea, Windows is "capable" but it introduces issues for Windows itself. Many games allow dual mouse input, so it's more down to AppGameKit being able to. I fear this isn't the case and more so, probably won't be.

I haven't as yet actually plugged 2 mice in, but I probably could write a DLL to handle it and feed back to AGK. In fact, this seems the most likely way to get this achieved. I'm only interested in Windows for this.
nz0
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Posted: 7th Dec 2018 00:15
Other multiplayer support? Other than joysticks or keyboard? Those won't suffice.

I know: VR for player 2
blink0k
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Posted: 7th Dec 2018 00:27
I know you can have multi touch. Maybe if you have a touch screen?
nz0
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Posted: 7th Dec 2018 00:45
Multi touch would be fine to have more than one person inputting clicks. However, I need 2x mouse for movement.
Xaby
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Posted: 7th Dec 2018 10:53 Edited at: 7th Dec 2018 10:56
There is no need for more than one Pointing-Device on a PC

I thought so years ago, but with Multi-Touch you could save that problem.
Or with game-pads.

Problem is Windows and or the mouse driver. Touchpad and mice and also stylus pens on graphic tablets are all fixed to only on cursor and you only could focus on one UI element at the same time.

So your "mouse" would be something like an Audio-mixer-turntable device, or a color-grading-device. And they use USB / midi and I guess they nearly the same as game-pads and joysticks.

You could create a virtual mouse. via Joystick, via virtual joysticks or via virtual track-pads.
https://www.codeproject.com/Articles/482229/Ultraping-Paddle-Game
you also could use a mobile-phone, use USB-OTG use a mouse on that and use networking, so one of your players would have something like a remote-mouse

nearly same problem, I guess
I wanted to use gyro from the Nintendo Joycons, but on PC only buttons and stick are useable without heavy hacking. So I tried it with Smartphones and networking.
https://forum.thegamecreators.com/thread/223207

try virtual track-pads in some corner of your game, moving the finger would be moving the player, tapping would be "fire". Maybe per player to fingers for moving and if only one finger, that would be fire and move or something like that
drak00
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Posted: 7th Dec 2018 12:10
not that I think about except if you compose your own C library or dll

I think dispense about that is more dependant on the OS so you may get

something to work under windows.

in any case, saying that if your soon after two player contribution there is bolster

for multiplayer bolster with different strategies that don't require the

players to utilize a similar PC.

Watching out for this string to state what others say
drak00
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Posted: 8th Dec 2018 12:01 Edited at: 9th Dec 2018 10:48
Had a quick look, but didn't see any posts on the subject.
It looks like you can't but is there any way to use 2 mice as input? I've got an idea forming [HostGator](https://tgw.onl/hostgator//) [DreamHost](https://tgw.onl/dreamhost//) [Bluehost](https://tgw.onl/bluehost/)
Paul Johnston
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Posted: 11th Dec 2018 21:23
I had the same idea a while back and actually coded it into the AppGameKit Windows interpreter, but disabled it when there wasn't much demand for it. Open the Core.cpp file in the Tier 2/apps/interpreter project and look for the text MULTI_MOUSE. I think the pointer events got passed through as touch events to Tier 1. It's been a while since I wrote it so it may no longer work, but it should give you a head start.
nz0
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Posted: 22nd Dec 2018 14:42
EdzUp
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Posted: 23rd Dec 2018 16:58
Technically just getting the second mouse to push the axis vales for x and y so we can move the virtual cursor would be a good start.

That's if multi mouse can't be enabled
-EdzUp
nz0
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Posted: 2nd Jan 2019 20:13
I didn't see anything from the 2nd mouse going into touch events.
I saw a product which works (in a way) but you would have buy the SDK and integrate their driver into your own product.

A second mouse just puts all it's input into the same input queue as the first mouse, so I can't see any way to trick this as it stands and identify the 2nd mouse

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