slouken@7228
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1 |
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slouken@7878
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2 |
This is a list of major changes in SDL's version history.
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slouken@7878
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3 |
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slouken@7878
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4 |
---------------------------------------------------------------------------
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slouken@11449
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5 |
2.0.6:
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slouken@11449
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6 |
---------------------------------------------------------------------------
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slouken@11449
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7 |
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slouken@11449
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8 |
General:
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slouken@11449
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9 |
* Added cross-platform Vulkan graphics support in SDL_vulkan.h
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slouken@11449
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10 |
SDL_Vulkan_LoadLibrary()
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slouken@11449
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11 |
SDL_Vulkan_GetVkGetInstanceProcAddr()
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slouken@11449
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12 |
SDL_Vulkan_GetInstanceExtensions()
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slouken@11449
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13 |
SDL_Vulkan_CreateSurface()
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slouken@11449
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14 |
SDL_Vulkan_GetDrawableSize()
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slouken@11449
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15 |
SDL_Vulkan_UnloadLibrary()
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slouken@11449
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16 |
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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slouken@11449
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17 |
* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
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slouken@11449
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18 |
* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
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slouken@11450
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19 |
* Added support for many game controllers, including the Nintendo Switch Pro Controller
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slouken@11449
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20 |
* Added support for inverted axes and separate axis directions in game controller mappings
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slouken@11449
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21 |
* Added functions to return information about a joystick before it's opened:
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slouken@11449
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22 |
SDL_JoystickGetDeviceVendor()
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slouken@11449
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23 |
SDL_JoystickGetDeviceProduct()
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slouken@11449
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24 |
SDL_JoystickGetDeviceProductVersion()
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slouken@11449
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25 |
SDL_JoystickGetDeviceType()
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slouken@11449
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26 |
SDL_JoystickGetDeviceInstanceID()
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slouken@11449
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27 |
* Added functions to return information about an open joystick:
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slouken@11449
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28 |
SDL_JoystickGetVendor()
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slouken@11449
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29 |
SDL_JoystickGetProduct()
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slouken@11449
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30 |
SDL_JoystickGetProductVersion()
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slouken@11449
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31 |
SDL_JoystickGetType()
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slouken@11449
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32 |
SDL_JoystickGetAxisInitialState()
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slouken@11449
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33 |
* Added functions to return information about an open game controller:
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slouken@11449
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34 |
SDL_GameControllerGetVendor()
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slouken@11449
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35 |
SDL_GameControllerGetProduct()
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slouken@11449
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36 |
SDL_GameControllerGetProductVersion()
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slouken@11449
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37 |
* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
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slouken@11449
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38 |
* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
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slouken@11449
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39 |
* Added SDL_DuplicateSurface() to make a copy of a surface
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slouken@11450
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40 |
* Added an experimental JACK audio driver
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slouken@11449
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41 |
* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
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slouken@11449
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42 |
* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
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slouken@11449
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43 |
* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
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slouken@11449
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44 |
"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
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slouken@11449
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45 |
"1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
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slouken@11449
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46 |
* 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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slouken@11449
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47 |
* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
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slouken@11449
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48 |
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slouken@11449
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49 |
Windows:
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slouken@11450
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50 |
* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
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slouken@11450
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51 |
* The old XAudio2 audio driver is deprecated and will be removed in the next release
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slouken@11449
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52 |
* 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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slouken@11453
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53 |
* 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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slouken@11453
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54 |
* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
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slouken@11450
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55 |
* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
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slouken@11449
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56 |
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slouken@11449
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57 |
Linux:
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slouken@11449
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58 |
* Added an experimental KMS/DRM video driver for embedded development
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slouken@11449
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59 |
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slouken@11501
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60 |
iOS:
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slouken@11501
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61 |
* 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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slouken@11449
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62 |
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slouken@11449
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63 |
---------------------------------------------------------------------------
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slouken@10514
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64 |
2.0.5:
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slouken@10514
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65 |
---------------------------------------------------------------------------
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slouken@10514
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66 |
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slouken@10514
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67 |
General:
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slouken@10514
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68 |
* Implemented audio capture support for some platforms
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slouken@10514
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69 |
* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
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slouken@10514
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70 |
* Added events for dragging and dropping text
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slouken@10514
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71 |
* Added events for dragging and dropping multiple items
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slouken@10514
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72 |
* 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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slouken@10514
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73 |
* 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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slouken@10514
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74 |
* Added SDL_GetHintBoolean() to get the boolean value of a hint
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slouken@10514
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75 |
* 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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slouken@10514
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76 |
* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
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slouken@10514
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77 |
* 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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slouken@10514
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78 |
* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
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slouken@10514
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79 |
* 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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slouken@10514
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80 |
* Added SDL_SetWindowResizable() to change whether a window is resizable
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slouken@10514
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81 |
* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
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slouken@10514
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82 |
* Added SDL_SetWindowModalFor() to set a window as modal for another window
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slouken@10514
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83 |
* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
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slouken@10514
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84 |
* Fixed flipped images when reading back from target textures when using the OpenGL renderer
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slouken@10514
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85 |
* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
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slouken@10514
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86 |
* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
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slouken@10514
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slouken@10514
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88 |
Windows:
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slouken@10514
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89 |
* 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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slouken@10514
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90 |
* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
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slouken@10514
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91 |
* Fixed XBox controller triggers automatically being pulled at startup
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slouken@10514
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92 |
* The first icon from the executable is used as the default window icon at runtime
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slouken@10514
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93 |
* Fixed SDL log messages being printed twice if SDL was built with C library support
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slouken@10514
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94 |
* 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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slouken@10514
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95 |
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slouken@10514
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96 |
Mac OS X:
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slouken@10514
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97 |
* Fixed selecting the dummy video driver
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slouken@10514
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98 |
* 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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slouken@10514
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99 |
* Fixed mouse wheel events on Mac OS X 10.12
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slouken@10514
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100 |
* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
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slouken@10514
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101 |
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slouken@10514
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102 |
Linux:
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slouken@10514
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103 |
* Added support for the Fcitx IME
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slouken@10514
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104 |
* 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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slouken@10514
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105 |
* 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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slouken@10514
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106 |
* Added initial support for touchscreens on Raspberry Pi
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slouken@10514
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107 |
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slouken@10521
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108 |
OpenBSD:
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slouken@10521
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109 |
* SDL_GetBasePath() is now implemented on OpenBSD
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slouken@10521
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110 |
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slouken@10514
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111 |
iOS:
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slouken@10514
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112 |
* Added support for dynamically loaded objects on iOS 8 and newer
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slouken@10514
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113 |
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slouken@10514
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114 |
tvOS:
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slouken@10514
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115 |
* Added support for Apple TV
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slouken@10514
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116 |
* 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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slouken@10514
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117 |
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slouken@10514
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118 |
Android:
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slouken@10514
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119 |
* Fixed SDL not resizing window when Android screen resolution changes
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slouken@10514
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120 |
* Corrected the joystick Z axis reporting for the accelerometer
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slouken@10514
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121 |
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slouken@10514
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122 |
Emscripten (running in a web browser):
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slouken@10514
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123 |
* Many bug fixes and improvements
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slouken@10514
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124 |
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slouken@10514
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125 |
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slouken@10514
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126 |
---------------------------------------------------------------------------
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gabomdq@8676
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127 |
2.0.4:
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gabomdq@8676
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128 |
---------------------------------------------------------------------------
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gabomdq@8676
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129 |
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gabomdq@8676
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130 |
General:
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slouken@9732
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131 |
* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
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slouken@9732
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132 |
* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
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slouken@9732
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133 |
* Added an API to queue audio instead of using the audio callback:
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slouken@9732
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134 |
SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
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slouken@9732
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135 |
* Added events for audio device hot plug support:
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slouken@9732
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136 |
SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
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slouken@9732
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137 |
* Added SDL_PointInRect()
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slouken@9732
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138 |
* Added SDL_HasAVX2() to detect CPUs with AVX2 support
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slouken@9732
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139 |
* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
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slouken@9732
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140 |
* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
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slouken@9732
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141 |
* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
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slouken@9732
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142 |
* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
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slouken@9732
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143 |
* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
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slouken@9732
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144 |
* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
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slouken@9732
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145 |
* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
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slouken@9732
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146 |
* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
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slouken@9732
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147 |
* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
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slouken@9732
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148 |
* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
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slouken@9732
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149 |
* Added a Vivante video driver that is used on various SoC platforms
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slouken@9732
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150 |
* 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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slouken@9732
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151 |
* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
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philipp@9759
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152 |
* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
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philipp@9759
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153 |
* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
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slouken@9732
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154 |
* Improved support for WAV and BMP files with unusual chunks in them
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philipp@9759
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155 |
* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
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philipp@9830
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156 |
* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
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philipp@9855
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157 |
* Added SDL_GetDisplayDPI() to get the DPI information for a display
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philipp@9893
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158 |
* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
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icculus@9916
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159 |
* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
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icculus@9916
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160 |
* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
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slouken@9732
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161 |
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slouken@9732
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162 |
Windows:
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dludwig@9936
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163 |
* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
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slouken@9732
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164 |
* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
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slouken@9732
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165 |
* 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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slouken@9732
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166 |
* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
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slouken@9732
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167 |
* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
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philipp@9748
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168 |
* 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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slouken@9732
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169 |
* SDL_SysWMinfo now contains the window HDC
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slouken@9732
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170 |
* Added support for Unicode command line options
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slouken@9732
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171 |
* Prevent beeping when Alt-key combos are pressed
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philipp@9759
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172 |
* SDL_SetTextInputRect() re-positions the OS-rendered IME
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philipp@9830
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173 |
* 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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philipp@9830
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174 |
* 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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slouken@9732
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175 |
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slouken@9732
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176 |
Mac OS X:
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slouken@9732
|
177 |
* Implemented drag-and-drop support
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slouken@9732
|
178 |
* Improved joystick hot-plug detection
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slime73@9757
|
179 |
* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
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slouken@9732
|
180 |
* Fixed relative mouse mode when the application loses/regains focus
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slime73@9757
|
181 |
* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
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slime73@9757
|
182 |
* Fixed the refresh rate of display modes
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slouken@9732
|
183 |
* SDL_SysWMInfo is now ARC-compatible
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philipp@9830
|
184 |
* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
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slouken@9732
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185 |
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slouken@9732
|
186 |
Linux:
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slouken@9732
|
187 |
* Enabled building with Mir and Wayland support by default.
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slouken@9732
|
188 |
* Added IBus IME support
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slouken@9732
|
189 |
* 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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philipp@9921
|
190 |
* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
|
slouken@9732
|
191 |
* Added support for multiple audio devices when using Pulseaudio
|
slouken@9732
|
192 |
* Fixed duplicate mouse events when using relative mouse motion
|
slouken@9732
|
193 |
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slouken@9732
|
194 |
iOS:
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slouken@9732
|
195 |
* Added support for iOS 8
|
slime73@9995
|
196 |
* 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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slime73@9995
|
197 |
* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
|
slime73@9995
|
198 |
* Added native resolution support for the iPhone 6 Plus
|
slime73@9876
|
199 |
* Added support for MFi game controllers
|
slime73@9757
|
200 |
* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
|
slime73@9757
|
201 |
* Added sRGB OpenGL ES context support on iOS 7+
|
philipp@9874
|
202 |
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
|
slime73@9757
|
203 |
* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
|
slime73@9757
|
204 |
* Fixed various rotation and orientation issues
|
slime73@9757
|
205 |
* Fixed memory leaks
|
slouken@9732
|
206 |
|
slouken@9732
|
207 |
Android:
|
slouken@9732
|
208 |
* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
|
philipp@9830
|
209 |
* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
|
philipp@9874
|
210 |
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
|
philipp@9874
|
211 |
* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
|
slouken@9732
|
212 |
|
slouken@9732
|
213 |
Raspberry Pi:
|
slouken@9732
|
214 |
* Added support for the Raspberry Pi 2
|
slouken@9732
|
215 |
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gabomdq@8676
|
216 |
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gabomdq@8676
|
217 |
---------------------------------------------------------------------------
|
slouken@8303
|
218 |
2.0.3:
|
slouken@8303
|
219 |
---------------------------------------------------------------------------
|
slouken@8303
|
220 |
|
slouken@8625
|
221 |
Mac OS X:
|
slouken@8625
|
222 |
* Fixed creating an OpenGL context by default on Mac OS X 10.6
|
slouken@8625
|
223 |
|
slouken@8303
|
224 |
|
slouken@8303
|
225 |
---------------------------------------------------------------------------
|
gabomdq@7907
|
226 |
2.0.2:
|
gabomdq@7907
|
227 |
---------------------------------------------------------------------------
|
gabomdq@8044
|
228 |
General:
|
slouken@8197
|
229 |
* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
|
philipp@8220
|
230 |
* Added an API to load a database of game controller mappings from a file:
|
slouken@8270
|
231 |
SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
|
slouken@8197
|
232 |
* Added game controller mappings for the PS4 and OUYA controllers
|
slouken@8197
|
233 |
* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
|
slouken@8197
|
234 |
* Added SDL_DetachThread()
|
slouken@8197
|
235 |
* Added SDL_HasAVX() to determine if the CPU has AVX features
|
slouken@8197
|
236 |
* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
|
gabomdq@8062
|
237 |
* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
|
gabomdq@8062
|
238 |
them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
|
slouken@8270
|
239 |
* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
|
slouken@8270
|
240 |
* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
|
slouken@8270
|
241 |
* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
|
slouken@8197
|
242 |
* testgl2 does not need to link with libGL anymore
|
slouken@8197
|
243 |
* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
|
slouken@8197
|
244 |
* Added controllermap test program to visually map a game controller
|
philipp@8220
|
245 |
|
gabomdq@8044
|
246 |
Windows:
|
gabomdq@8044
|
247 |
* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
|
gabomdq@8044
|
248 |
the driver or emulated through ANGLE)
|
slouken@8270
|
249 |
* 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
|
250 |
* 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
|
251 |
* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
|
slouken@8270
|
252 |
|
slouken@8270
|
253 |
Mac OS X:
|
slouken@8270
|
254 |
* 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
|
255 |
|
slouken@8270
|
256 |
Linux:
|
slouken@8270
|
257 |
* Fixed fullscreen and focused behavior when receiving NotifyGrab events
|
slouken@8270
|
258 |
* Added experimental Wayland and Mir support, disabled by default
|
gabomdq@7907
|
259 |
|
gabomdq@7907
|
260 |
Android:
|
gabomdq@7907
|
261 |
* Joystick support (minimum SDK version required to build SDL is now 12,
|
gabomdq@7907
|
262 |
the required runtime version remains at 10, but on such devices joystick
|
gabomdq@7907
|
263 |
support won't be available).
|
gabomdq@8057
|
264 |
* Hotplugging support for joysticks
|
slouken@8274
|
265 |
* 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.
|
slouken@8197
|
266 |
|
gabomdq@7907
|
267 |
|
gabomdq@7907
|
268 |
---------------------------------------------------------------------------
|
slouken@7878
|
269 |
2.0.1:
|
slouken@7878
|
270 |
---------------------------------------------------------------------------
|
slouken@7878
|
271 |
|
slouken@7878
|
272 |
General:
|
slouken@7878
|
273 |
* Added an API to get common filesystem paths in SDL_filesystem.h:
|
slouken@7878
|
274 |
SDL_GetBasePath(), SDL_GetPrefPath()
|
slouken@7878
|
275 |
* Added an API to do optimized YV12 and IYUV texture updates:
|
slouken@7878
|
276 |
SDL_UpdateYUVTexture()
|
slouken@7878
|
277 |
* Added an API to get the amount of RAM on the system:
|
slouken@7878
|
278 |
SDL_GetSystemRAM()
|
slouken@7878
|
279 |
* Added a macro to perform timestamp comparisons with SDL_GetTicks():
|
slouken@7878
|
280 |
SDL_TICKS_PASSED()
|
slouken@7878
|
281 |
* Dramatically improved OpenGL ES 2.0 rendering performance
|
slouken@7878
|
282 |
* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
|
slouken@7228
|
283 |
|
slouken@7878
|
284 |
Windows:
|
slouken@7878
|
285 |
* Created a static library configuration for the Visual Studio 2010 project
|
slouken@7878
|
286 |
* Added a hint to create the Direct3D device with support for multi-threading:
|
slouken@7878
|
287 |
SDL_HINT_RENDER_DIRECT3D_THREADSAFE
|
slouken@7878
|
288 |
* Added a function to get the D3D9 adapter index for a display:
|
slouken@7878
|
289 |
SDL_Direct3D9GetAdapterIndex()
|
slouken@7878
|
290 |
* Added a function to get the D3D9 device for a D3D9 renderer:
|
slouken@7878
|
291 |
SDL_RenderGetD3D9Device()
|
slouken@7878
|
292 |
* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
|
slouken@7878
|
293 |
* Fixed crash when using two XInput controllers at the same time
|
slouken@7878
|
294 |
* Fixed detecting a mixture of XInput and DirectInput controllers
|
slouken@7878
|
295 |
* Fixed clearing a D3D render target larger than the window
|
slouken@7878
|
296 |
* Improved support for format specifiers in SDL_snprintf()
|
slouken@7878
|
297 |
|
slouken@7878
|
298 |
Mac OS X:
|
slouken@7878
|
299 |
* Added support for retina displays:
|
slouken@7878
|
300 |
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.
|
slouken@7878
|
301 |
* Fixed mouse warping in fullscreen mode
|
slouken@7878
|
302 |
* Right mouse click is emulated by holding the Ctrl key while left clicking
|
slouken@7878
|
303 |
|
slouken@7878
|
304 |
Linux:
|
slouken@7878
|
305 |
* Fixed float audio support with the PulseAudio driver
|
slouken@7878
|
306 |
* Fixed missing line endpoints in the OpenGL renderer on some drivers
|
slouken@7878
|
307 |
* X11 symbols are no longer defined to avoid collisions when linking statically
|
slouken@7878
|
308 |
|
slouken@7878
|
309 |
iOS:
|
slouken@7878
|
310 |
* Fixed status bar visibility on iOS 7
|
slouken@7878
|
311 |
* Flipped the accelerometer Y axis to match expected values
|
slouken@7878
|
312 |
|
slouken@7878
|
313 |
Android:
|
slouken@7878
|
314 |
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
|
slouken@7878
|
315 |
* Moved EGL initialization to native code
|
slouken@7878
|
316 |
* Fixed the accelerometer axis rotation relative to the device rotation
|
slouken@7878
|
317 |
* Fixed race conditions when handling the EGL context on pause/resume
|
slouken@7878
|
318 |
* Touch devices are available for enumeration immediately after init
|
slouken@7878
|
319 |
|
slouken@7878
|
320 |
Raspberry Pi:
|
slouken@7878
|
321 |
* Added support for the Raspberry Pi, see README-raspberrypi.txt for details
|