WhatsNew.txt
author Ryan C. Gordon
Mon, 01 Jan 2018 19:16:51 -0500
changeset 11803 454f6dc9cb85
parent 11757 72855e49c8cc
child 11896 5607348c333f
permissions -rw-r--r--
windows: Remove references to GetVersionExA (thanks, Andrew Pilley!).

"GetVersionExA is deprecated in windows 8.1 and above's SDK, causing a warning
when building against the win10 SDK. Attached patch cleans up the usage for a
warning-free build.

GetVersionExA was being used to test to see if SDL was running on win9x or
winnt. A quick chat with Ryan on twitter suggested that SDL doesn't
officially support win9x anymore, so the call to this can be outright removed.

As an aside, replacing the call to GetVersionExA with VerifyVersionInfoA (the
recommended path) would have been pointless, as VerifyVersionInfoA only
supports VER_PLATFORM_WIN32_NT and doesn't officially support any other value
for dwPlatformId currently. (And it's probable that win9x SDKs didn't have
VerifyVersionInfo* in them anyway.)"

Fixes Bugzilla #4019.
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This is a list of major changes in SDL's version history.
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---------------------------------------------------------------------------
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2.0.8:
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---------------------------------------------------------------------------
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General:
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* Added SDL_fmod()
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* Each of the SDL math functions now has the corresponding float version
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Windows:
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* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
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Windows UWP:
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* Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
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Mac OSX / iOS / tvOS:
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* Added a Metal 2D render implementation
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* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
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---------------------------------------------------------------------------
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2.0.7:
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---------------------------------------------------------------------------
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General:
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* Added audio stream conversion functions:
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	SDL_NewAudioStream
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	SDL_AudioStreamPut
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	SDL_AudioStreamGet
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	SDL_AudioStreamAvailable
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	SDL_AudioStreamFlush
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	SDL_AudioStreamClear
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	SDL_FreeAudioStream
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* Added functions to query and set the SDL memory allocation functions:
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	SDL_GetMemoryFunctions()
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	SDL_SetMemoryFunctions()
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	SDL_GetNumAllocations()
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* Added locking functions for multi-threaded access to the joystick and game controller APIs:
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	SDL_LockJoysticks()
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	SDL_UnlockJoysticks()
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* The following functions are now thread-safe:
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	SDL_SetEventFilter()
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	SDL_GetEventFilter()
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	SDL_AddEventWatch()
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	SDL_DelEventWatch()
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General:
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---------------------------------------------------------------------------
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2.0.6:
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---------------------------------------------------------------------------
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General:
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* Added cross-platform Vulkan graphics support in SDL_vulkan.h
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	SDL_Vulkan_LoadLibrary()
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	SDL_Vulkan_GetVkGetInstanceProcAddr()
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	SDL_Vulkan_GetInstanceExtensions()
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	SDL_Vulkan_CreateSurface()
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	SDL_Vulkan_GetDrawableSize()
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	SDL_Vulkan_UnloadLibrary()
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  This is all the platform-specific code you need to bring up Vulkan on all SDL platforms. You can look at an example in test/testvulkan.c
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* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
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* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
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* Added support for many game controllers, including the Nintendo Switch Pro Controller
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* Added support for inverted axes and separate axis directions in game controller mappings
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* Added functions to return information about a joystick before it's opened:
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	SDL_JoystickGetDeviceVendor()
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	SDL_JoystickGetDeviceProduct()
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	SDL_JoystickGetDeviceProductVersion()
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	SDL_JoystickGetDeviceType()
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	SDL_JoystickGetDeviceInstanceID()
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* Added functions to return information about an open joystick:
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	SDL_JoystickGetVendor()
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	SDL_JoystickGetProduct()
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	SDL_JoystickGetProductVersion()
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	SDL_JoystickGetType()
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	SDL_JoystickGetAxisInitialState()
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* Added functions to return information about an open game controller:
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	SDL_GameControllerGetVendor()
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	SDL_GameControllerGetProduct()
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	SDL_GameControllerGetProductVersion()
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* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
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* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
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* Added SDL_DuplicateSurface() to make a copy of a surface
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* Added an experimental JACK audio driver
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* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
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* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
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* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
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	"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
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	"1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
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* Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read from raw mouse input
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* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
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Windows:
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* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
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* The old XAudio2 audio driver is deprecated and will be removed in the next release
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* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
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* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
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* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
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* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
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Linux:
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* Added an experimental KMS/DRM video driver for embedded development
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iOS:
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* Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
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---------------------------------------------------------------------------
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2.0.5:
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---------------------------------------------------------------------------
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General:
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* Implemented audio capture support for some platforms
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* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
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* Added events for dragging and dropping text
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* Added events for dragging and dropping multiple items
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* By default the click raising a window will not be delivered to the SDL application. You can set the hint SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to "1" to allow that click through to the window.
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* Saving a surface with an alpha channel as a BMP will use a newer BMP format that supports alpha information. You can set the hint SDL_HINT_BMP_SAVE_LEGACY_FORMAT to "1" to use the old format.
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* Added SDL_GetHintBoolean() to get the boolean value of a hint
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* Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
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* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
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* Added SDL_GetDisplayUsableBounds() which returns the area usable for windows. For example, on Mac OS X, this subtracts the area occupied by the menu bar and dock.
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* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
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* Added a window event SDL_WINDOWEVENT_HIT_TEST when a window had a hit test that wasn't SDL_HITTEST_NORMAL (e.g. in the title bar or window frame)
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* Added SDL_SetWindowResizable() to change whether a window is resizable
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* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
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* Added SDL_SetWindowModalFor() to set a window as modal for another window
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* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
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* Fixed flipped images when reading back from target textures when using the OpenGL renderer
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* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
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* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
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Windows:
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* Added a hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to prevent SDL from raising a debugger exception to name threads. This exception can cause problems with .NET applications when running under a debugger.
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* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
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* Fixed XBox controller triggers automatically being pulled at startup
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* The first icon from the executable is used as the default window icon at runtime
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* Fixed SDL log messages being printed twice if SDL was built with C library support
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* Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
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Mac OS X:
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* Fixed selecting the dummy video driver
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* The caps lock key now generates a pressed event when pressed and a released event when released, instead of a press/release event pair when pressed.
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* Fixed mouse wheel events on Mac OS X 10.12
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* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
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Linux:
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* Added support for the Fcitx IME
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* Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
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* Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
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* Added initial support for touchscreens on Raspberry Pi
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OpenBSD:
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* SDL_GetBasePath() is now implemented on OpenBSD
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iOS:
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* Added support for dynamically loaded objects on iOS 8 and newer
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tvOS:
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* Added support for Apple TV
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* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.  
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Android:
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* Fixed SDL not resizing window when Android screen resolution changes
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* Corrected the joystick Z axis reporting for the accelerometer
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Emscripten (running in a web browser):
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* Many bug fixes and improvements
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---------------------------------------------------------------------------
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2.0.4:
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---------------------------------------------------------------------------
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General:
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* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
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* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
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* Added an API to queue audio instead of using the audio callback:
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    SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
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* Added events for audio device hot plug support:
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    SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
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* Added SDL_PointInRect()
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* Added SDL_HasAVX2() to detect CPUs with AVX2 support
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* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
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* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
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* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
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* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
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* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
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* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
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* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
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* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
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* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
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* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
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* Added a Vivante video driver that is used on various SoC platforms
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* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated
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* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
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* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
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* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
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* Improved support for WAV and BMP files with unusual chunks in them
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* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
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* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
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* Added SDL_GetDisplayDPI() to get the DPI information for a display
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* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
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* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
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* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
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Windows:
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* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
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* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
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* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
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* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
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* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
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* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
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* SDL_SysWMinfo now contains the window HDC
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* Added support for Unicode command line options
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* Prevent beeping when Alt-key combos are pressed
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* SDL_SetTextInputRect() re-positions the OS-rendered IME
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* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
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* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
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Mac OS X:
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* Implemented drag-and-drop support
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* Improved joystick hot-plug detection
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* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
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* Fixed relative mouse mode when the application loses/regains focus
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* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
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* Fixed the refresh rate of display modes
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* SDL_SysWMInfo is now ARC-compatible
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* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
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Linux:
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* Enabled building with Mir and Wayland support by default.
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* Added IBus IME support
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* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
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* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
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* Added support for multiple audio devices when using Pulseaudio
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* Fixed duplicate mouse events when using relative mouse motion
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iOS:
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* Added support for iOS 8
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* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
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* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
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* Added native resolution support for the iPhone 6 Plus
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* Added support for MFi game controllers
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* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
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* Added sRGB OpenGL ES context support on iOS 7+
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* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
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* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
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* Fixed various rotation and orientation issues
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* Fixed memory leaks
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Android:
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* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
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* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
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* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
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* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
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Raspberry Pi:
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* Added support for the Raspberry Pi 2
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---------------------------------------------------------------------------
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2.0.3:
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---------------------------------------------------------------------------
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Mac OS X:
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* Fixed creating an OpenGL context by default on Mac OS X 10.6
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---------------------------------------------------------------------------
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2.0.2:
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---------------------------------------------------------------------------
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General:
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* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
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* Added an API to load a database of game controller mappings from a file:
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    SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
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* Added game controller mappings for the PS4 and OUYA controllers
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* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
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* Added SDL_DetachThread()
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* Added SDL_HasAVX() to determine if the CPU has AVX features
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* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
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* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
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  them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
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* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
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* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
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   288
* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
slouken@8197
   289
* testgl2 does not need to link with libGL anymore
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   290
* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
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   291
* Added controllermap test program to visually map a game controller
philipp@8220
   292
gabomdq@8044
   293
Windows:
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   294
* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
gabomdq@8044
   295
  the driver or emulated through ANGLE)
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   296
* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
slouken@8270
   297
* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
slouken@8270
   298
* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
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   299
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   300
Mac OS X:
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   301
* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.
slouken@8270
   302
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   303
Linux:
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   304
* Fixed fullscreen and focused behavior when receiving NotifyGrab events
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   305
* Added experimental Wayland and Mir support, disabled by default
gabomdq@7907
   306
gabomdq@7907
   307
Android:
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   308
* Joystick support (minimum SDK version required to build SDL is now 12, 
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   309
  the required runtime version remains at 10, but on such devices joystick 
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   310
  support won't be available).
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   311
* Hotplugging support for joysticks
slouken@8274
   312
* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
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   313
gabomdq@7907
   314
gabomdq@7907
   315
---------------------------------------------------------------------------
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   316
2.0.1:
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   317
---------------------------------------------------------------------------
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   318
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   319
General:
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   320
* Added an API to get common filesystem paths in SDL_filesystem.h:
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   321
    SDL_GetBasePath(), SDL_GetPrefPath()
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   322
* Added an API to do optimized YV12 and IYUV texture updates:
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   323
    SDL_UpdateYUVTexture()
slouken@7878
   324
* Added an API to get the amount of RAM on the system:
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   325
    SDL_GetSystemRAM()
slouken@7878
   326
* Added a macro to perform timestamp comparisons with SDL_GetTicks():
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   327
    SDL_TICKS_PASSED()
slouken@7878
   328
* Dramatically improved OpenGL ES 2.0 rendering performance
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   329
* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
slouken@7228
   330
slouken@7878
   331
Windows:
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   332
* Created a static library configuration for the Visual Studio 2010 project
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   333
* Added a hint to create the Direct3D device with support for multi-threading:
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   334
    SDL_HINT_RENDER_DIRECT3D_THREADSAFE
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   335
* Added a function to get the D3D9 adapter index for a display:
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   336
    SDL_Direct3D9GetAdapterIndex()
slouken@7878
   337
* Added a function to get the D3D9 device for a D3D9 renderer:
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   338
    SDL_RenderGetD3D9Device()
slouken@7878
   339
* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
slouken@7878
   340
* Fixed crash when using two XInput controllers at the same time
slouken@7878
   341
* Fixed detecting a mixture of XInput and DirectInput controllers
slouken@7878
   342
* Fixed clearing a D3D render target larger than the window
slouken@7878
   343
* Improved support for format specifiers in SDL_snprintf()
slouken@7878
   344
slouken@7878
   345
Mac OS X:
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   346
* Added support for retina displays:
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   347
  Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
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   348
* Fixed mouse warping in fullscreen mode
slouken@7878
   349
* Right mouse click is emulated by holding the Ctrl key while left clicking
slouken@7878
   350
slouken@7878
   351
Linux:
slouken@7878
   352
* Fixed float audio support with the PulseAudio driver
slouken@7878
   353
* Fixed missing line endpoints in the OpenGL renderer on some drivers
slouken@7878
   354
* X11 symbols are no longer defined to avoid collisions when linking statically
slouken@7878
   355
slouken@7878
   356
iOS:
slouken@7878
   357
* Fixed status bar visibility on iOS 7
slouken@7878
   358
* Flipped the accelerometer Y axis to match expected values
slouken@7878
   359
slouken@7878
   360
Android:
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   361
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
slouken@7878
   362
* Moved EGL initialization to native code 
slouken@7878
   363
* Fixed the accelerometer axis rotation relative to the device rotation
slouken@7878
   364
* Fixed race conditions when handling the EGL context on pause/resume
slouken@7878
   365
* Touch devices are available for enumeration immediately after init
slouken@7878
   366
slouken@7878
   367
Raspberry Pi:
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   368
* Added support for the Raspberry Pi, see README-raspberrypi.txt for details