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authorDavid Robillard <d@drobilla.net>2021-12-17 10:43:11 -0500
committerDavid Robillard <d@drobilla.net>2021-12-17 11:18:04 -0500
commit6ca68635e8cef8407e91bc9542edf196ef708210 (patch)
tree3eac52f9fff833979e348b7e89b3a9f19628d34a /include/pugl
parentcea2a9b9f454192bccb1bf0b1f5561d601022d00 (diff)
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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 'include/pugl')
-rw-r--r--include/pugl/pugl.h17
1 files changed, 16 insertions, 1 deletions
diff --git a/include/pugl/pugl.h b/include/pugl/pugl.h
index 71578a9..4d26604 100644
--- a/include/pugl/pugl.h
+++ b/include/pugl/pugl.h
@@ -419,6 +419,21 @@ typedef struct {
/**
Button press or release event.
+
+ Button numbers start from 0, and are ordered: primary, secondary, middle.
+ So, on a typical right-handed mouse, the button numbers are:
+
+ Left: 0
+ Right: 1
+ Middle (often a wheel): 2
+
+ Higher button numbers are reported in the same order they are represented on
+ the system. There is no universal standard here, but buttons 3 and 4 are
+ typically a pair of buttons or a rocker, which are usually bound to "back"
+ and "forward" operations.
+
+ Note that these numbers may differ from those used on the underlying
+ platform, since they are manipulated to provide a consistent portable API.
*/
typedef struct {
PuglEventType type; ///< #PUGL_BUTTON_PRESS or #PUGL_BUTTON_RELEASE
@@ -429,7 +444,7 @@ typedef struct {
double xRoot; ///< Root-relative X coordinate
double yRoot; ///< Root-relative Y coordinate
PuglMods state; ///< Bitwise OR of #PuglMod flags
- uint32_t button; ///< Button number starting from 1
+ uint32_t button; ///< Button number starting from 0
} PuglButtonEvent;
/**