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SDL doesn't distinguish Pen yet, but we don't need it as much as TouchScreen which will alter trickling.
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@ -65,6 +65,11 @@ Other changes:
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- Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
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- Backends: OpenGL3: Properly restoring "no shader program bound" if it was the case prior to
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running the rendering function. (#6267, #6220, #6224) [@BrunoLevy]
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- Backends: Win32: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen. (#2334, #2702)
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- Backends: SDL2/SDL3: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen.
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This is relying on SDL passing SDL_TOUCH_MOUSEID in the event's 'which' field. (#2334, #2702)
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- Backends: GLFW: Added support on Win32 only for io.AddMouseSourceEvent() to discriminate
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Mouse/TouchScreen/Pen. (#2334, #2702)
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- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
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- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,
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now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects.
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