What are the extra buttons on my mouse for?

What are the extra buttons on my mouse for?

The side buttons on gaming mice are called programmable buttons. They are used to carry out in-game commands with the press of a button thus eliminating the need to use or memorize difficult hotkeys. Each button can be assigned or programmed to perform specific game actions.

How do forward and back buttons work on gaming mouse?

by holding down the Ctrl and scrolling up to zoom in and down to zoom out. Hold down Shift and scroll down in most Internet browsers to go back to the previous web page. Some mouse wheels can be pushed left or right to also move back and forward between web pages.

What is the number of buttons in the mouse?

Many standard mice have two buttons: a left button and a right button. If you are right handed, the left mouse button will be directly under your index finger when you place your hand on the mouse.

How does MonoGame work with keyboard and mouse?

When the user clicks right, the application exits. The logic works almost identically to handling Keyboard input. Each frame you check the MouseState by calling Mouse.GetState (). This MouseState struct contains the current mouse X and Y as well as the status of the left, right and middle mouse buttons and the scroll wheel position.

What kind of input does MonoGame XNA have?

XNA/MonoGame also have support for mobile specific input such as motion and touch screens, we will cover theses topics in a later topic. There is an HD video of this chapter available here. XNA input capabilities were at once powerful, straightforward and a bit lacking.

What are the X and Y buttons on MonoGame?

You may notice there are also values for XButton1 and XButton2, these buttons can change from device to device, but generally represent a forward and back navigation button. On devices with no mouse support, X and Y will always be 0 while each button state will always be set to ButtonState.Released.

Is there an event driven interface in MonoGame?

If you come from another game engine or library you may be shocked to discovered there is no event driven interface out of the box for example. All input in XNA is done via polling, if you want an event layer, you build it yourself or use one of the existing 3rd party implementations.