Backends: SDL: Add extra mouse buttons handling (#5125)

This commit is contained in:
Sergiu Giurgiu 2022-03-19 19:13:31 -04:00 committed by ocornut
parent 6fae29679a
commit 31e77eacdb
2 changed files with 4 additions and 0 deletions

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@ -18,6 +18,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
@ -267,6 +268,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
if (mouse_button == -1)
break;
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));

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@ -69,6 +69,7 @@ Other Changes:
- Misc: Updated stb_rect_pack.h from 1.00 to 1.01 (minor). (#5075)
- Misc: binary_to_compressed_c tool: Added -nostatic option. (#5021) [@podsvirov]
- ImVector: Fixed erase() with empty range. (#5009) [@thedmd]
- Backends: SDL: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). (#5125) [@sgiurgiu]
- Examples: Emscripten: Fix building for latest Emscripten specs. (#3632)