The standard “right mouse button” for context menus is control+click on
a Mac, so maybe this is a better choice.
Problem is that ctrl also exists on PC/Unix keyboards, so ctrl+click
might already be used for something else. This problem doesn’t exist
with the Apple Key, as it is specific to Apple.
Also, I know that many Mac users
use mice with 2 or more buttons, where the right one is usually mapped
to the context menu, perhaps by emulating ctrl-click.
By emulating ctrl-click usually, yes. But then, most mouse drivers
allow you to specify what happens upon a right-click. In fact, most
even allow you to define it on a per-application base
On the other
hand, most game ports seem to use the Command (“Apple”/“Fornminne”) or
Option (“Alt”/“Sidetrack”) keys for the second button.
I think it would be easy to add a compiler switch or so, that allows
to use ctrlKey instead of cmdKey. Or maybe even turn off the whole
thing!
Something like SDL_MAC_EMULATE_RIGHTBTN, and
SDL_MAC_EMULATE_RIGHTBTN_MODIFIER or so…
As far as I can tell, DrawSprockets allows games to use more than one
mouse button, so perhaps SDL already supports this?
But then you’re dependent upon DrawSprockets, which is a bad thing
IMHO - DrawSprockets suck badly!
Of course, this can be added, but please only optional.
Oh, and even better would be to add real InputSprocket support, which
would allow the user to map keys/button as they wish (is there
Isp support in SDL yet?)
Bye,
Max–
Max “The Black Fingolfin” Horn
mailto:Max_Horn
http://www.quendi.de - please use my guestbook!