In a simple game I'm coding, I need the MouseMotionListener to continue to call MouseMoved and accordingly adjust the rotation of the AffineTransform for my BufferedImage, even when the MouseListener is calling MouseClicked or MouseReleased. While it's calling these (say, I'm holding the mouse key down) it stops listening for motion. Is there a way around this? I tried adding another MouseMotionListener in the MouseClicked method. Still doesn't work. Also tried having it update the image when calling MouseDragged as well. Still nothing.
Any insight would be greatly appreciated.
Don't know if anyone was keeping an eye on this for an answer, but I figured it out.
Basically, the Listeners were not interrupting each other (at least not significantly, to where the human eye could notice). It was just an issue with my MouseListener. I was using mouseClicked instead of mouseReleased for what I needed.