I’m having a little issue with the difference and their usage.
With AbstractInputHandler I need to have an AbstactGame involved. I’d like to stay away from AbstractGame so I can have some of my own properties files and settings selection stuff. AbstractGame is great for demos and tests but not so good for custom stuff :).
Right now I have a nice AbsoluteMouse with a nice cursor, but I’d like to interact with a widget. Not a simple matter it seems :(. Especially when I’m not using AbstractGame which the whole widget library of stuff seems tied into. Seems a little backward?
Now, if I wish to then change things and use WidgetMouseTestControllerBasic then I have to gear things to a relativeMouse, since that’s what it uses. Which is just not going to work for me I think, considering what I’m trying to get at. Interactions with widgets and ‘standard’ non-widget nodes at the same time.
So, I’m at a little loss. Suggestions?
Oh yeah, one more thing. I also want different InputHandlers at different Nodes. So one Node may move based on mouse input, another may change color/state. I know that there is no direct correlation b/t nodes and input but I’m forming that link myself.
This means that I can’t assume that there is only one input handler for the entire application and could have it only at the highest level.
I would write a controller that detects input and modifies the node accordingly. But thats just me
That’s what I’ve done. But that doesn’t solve the underlying problem. One controller need to modify standard node states. Another needs to modify a widget.node state.
I’m beginning to think I"m not going to use widgets anyhow. The mouse stuff in the widget area doesn’t allow the user to change the cursor.