: I just thought I would add that if you're pointing the Wiimote at the screen and obstruct the line-of-sight between the Wiimote and Sensor Bar, then pressing A, B, 1, or 2 on the Wiimote does nothing (as one might expect) but the cursor is still displayed on the screen where it was last pointing before line-of-sight was obstructed. I looked at the source code, and I wonder if this is due to the way the cursor is kept in the bounds of the screen or game in the constrain_mouse function in sdl.c (since the cursor/"mouse"'s position is reset when out of bounds). I'd love to help with this, but I've never programmed for the Wii or used SDL before, so I'm still trying to get on my feet. [[User:Goodsoup|Goodsoup]] 21:50, 21 March 2010 (UTC) | : I just thought I would add that if you're pointing the Wiimote at the screen and obstruct the line-of-sight between the Wiimote and Sensor Bar, then pressing A, B, 1, or 2 on the Wiimote does nothing (as one might expect) but the cursor is still displayed on the screen where it was last pointing before line-of-sight was obstructed. I looked at the source code, and I wonder if this is due to the way the cursor is kept in the bounds of the screen or game in the constrain_mouse function in sdl.c (since the cursor/"mouse"'s position is reset when out of bounds). I'd love to help with this, but I've never programmed for the Wii or used SDL before, so I'm still trying to get on my feet. [[User:Goodsoup|Goodsoup]] 21:50, 21 March 2010 (UTC) |