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authorAndre Weissflog <floooh@gmail.com>2020-09-23 18:27:25 +0200
committerAndre Weissflog <floooh@gmail.com>2020-09-23 18:27:25 +0200
commite326a8fdd33cf7173e539e5ce88eff00a2346ea2 (patch)
tree278e6fbe9948a59e3149f479623bcd4c8e199abf /README.md
parente6f433ab0cc957f4eda99c60b2c5aece8f83f056 (diff)
parent12cfb6e9ff0b4fd6f23326ea91e0ecb9737e6db0 (diff)
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@@ -6,7 +6,7 @@ Simple
[STB-style](https://github.com/nothings/stb/blob/master/docs/stb_howto.txt)
cross-platform libraries for C and C++, written in C.
-[See what's new](#updates) (**31-Aug-2020**: sokol_gfx.h and sokol_app.h automatically select D3D11 C++ or C API)
+[See what's new](#updates) (**22-Sep-2020** sokol_app.h win32: mouse input SetCapture/ReleaseCapture)
[Live Samples](https://floooh.github.io/sokol-html5/index.html) via WASM.
@@ -460,6 +460,15 @@ Mainly some "missing features" for desktop apps:
# Updates
+- **22-Sep-2020**:
+ A small fix in sokol_app.h's Win32 backend: when a mouse button is pressed,
+ mouse input is now 'captured' by calling SetCapture(), and when the last
+ mouse button is released, ReleaseCapture() is called. This also provides
+ mouse events outside the window area as long as a mouse button is pressed,
+ which is useful for windowed UI applicactions (this is not the same as the
+ more 'rigorous' and explicit pointer-lock feature which is more useful for
+ camera-controls)
+
- **31-Aug-2020**:
Internal change: The D3D11/DXGI backend code in sokol_gfx.h and sokol_app.h
now use the D3D11 and DXGI C++-APIs when the implementation is compiled as