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author | David Robillard <d@drobilla.net> | 2021-12-17 10:43:11 -0500 |
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committer | David Robillard <d@drobilla.net> | 2021-12-17 11:18:04 -0500 |
commit | 6ca68635e8cef8407e91bc9542edf196ef708210 (patch) | |
tree | 3eac52f9fff833979e348b7e89b3a9f19628d34a /examples/shaders/rect.frag | |
parent | cea2a9b9f454192bccb1bf0b1f5561d601022d00 (diff) | |
download | pugl-6ca68635e8cef8407e91bc9542edf196ef708210.tar.gz pugl-6ca68635e8cef8407e91bc9542edf196ef708210.tar.bz2 pugl-6ca68635e8cef8407e91bc9542edf196ef708210.zip |
Make button numbers consistent across platforms
There's no universal consensus on how buttons are numbered. Left, right,
middle as 0, 1, 2 seems to be the most common convention on modern vaguely
similar libraries, so I've gone with that.
The switch to zero-based indices will obviously break all current client code.
Particularly since now is the time to finish any breaking changes before a
stable release, I think that is better than only changing the middle and right
numbers, which would likely go unnoticed.
Diffstat (limited to 'examples/shaders/rect.frag')
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