WhatsNew.txt
author Sam Lantinga <slouken@libsdl.org>
Sat, 13 Jun 2015 13:19:31 -0700
changeset 9732 586417de8897
parent 8833 ae720d61d14d
child 9748 ea643fcc1b12
permissions -rw-r--r--
Updated WhatsNew.txt for 2.0.4
     1 
     2 This is a list of major changes in SDL's version history.
     3 
     4 ---------------------------------------------------------------------------
     5 2.0.4:
     6 ---------------------------------------------------------------------------
     7 
     8 General:
     9 * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
    10 * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
    11 * Added an API to queue audio instead of using the audio callback:
    12     SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
    13 * Added events for audio device hot plug support:
    14     SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
    15 * Added SDL_PointInRect()
    16 * Added SDL_HasAVX2() to detect CPUs with AVX2 support
    17 * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
    18 * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
    19 * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
    20 * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
    21 * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
    22 * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
    23 * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
    24 * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
    25 * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
    26 * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
    27 * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
    28 * Added a Vivante video driver that is used on various SoC platforms
    29 * 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
    30 * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
    31 * Improved support for WAV and BMP files with unusual chunks in them
    32 
    33 Windows:
    34 * Added support for Windows Phone 8.1
    35 * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
    36 * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
    37 * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
    38 * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
    39 * SDL_SysWMinfo now contains the window HDC
    40 * Added support for Unicode command line options
    41 * Prevent beeping when Alt-key combos are pressed
    42 
    43 Mac OS X:
    44 * Implemented drag-and-drop support
    45 * Improved joystick hot-plug detection
    46 * Fixed relative mouse mode when the application loses/regains focus
    47 * SDL_SysWMInfo is now ARC-compatible
    48 
    49 Linux:
    50 * Enabled building with Mir and Wayland support by default.
    51 * Added IBus IME support
    52 * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
    53 * Added support for multiple audio devices when using Pulseaudio
    54 * Fixed duplicate mouse events when using relative mouse motion
    55 
    56 iOS:
    57 * Added support for iOS 8
    58 
    59 Android:
    60 * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
    61 
    62 Raspberry Pi:
    63 * Added support for the Raspberry Pi 2
    64 
    65 
    66 ---------------------------------------------------------------------------
    67 2.0.3:
    68 ---------------------------------------------------------------------------
    69 
    70 Mac OS X:
    71 * Fixed creating an OpenGL context by default on Mac OS X 10.6
    72 
    73 
    74 ---------------------------------------------------------------------------
    75 2.0.2:
    76 ---------------------------------------------------------------------------
    77 General:
    78 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
    79 * Added an API to load a database of game controller mappings from a file:
    80     SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
    81 * Added game controller mappings for the PS4 and OUYA controllers
    82 * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
    83 * Added SDL_DetachThread()
    84 * Added SDL_HasAVX() to determine if the CPU has AVX features
    85 * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
    86 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
    87   them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
    88 * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
    89 * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
    90 * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
    91 * testgl2 does not need to link with libGL anymore
    92 * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
    93 * Added controllermap test program to visually map a game controller
    94 
    95 Windows:
    96 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
    97   the driver or emulated through ANGLE)
    98 * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
    99 * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
   100 * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
   101 
   102 Mac OS X:
   103 * 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.
   104 
   105 Linux:
   106 * Fixed fullscreen and focused behavior when receiving NotifyGrab events
   107 * Added experimental Wayland and Mir support, disabled by default
   108 
   109 Android:
   110 * Joystick support (minimum SDK version required to build SDL is now 12, 
   111   the required runtime version remains at 10, but on such devices joystick 
   112   support won't be available).
   113 * Hotplugging support for joysticks
   114 * 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.
   115 
   116 
   117 ---------------------------------------------------------------------------
   118 2.0.1:
   119 ---------------------------------------------------------------------------
   120 
   121 General:
   122 * Added an API to get common filesystem paths in SDL_filesystem.h:
   123     SDL_GetBasePath(), SDL_GetPrefPath()
   124 * Added an API to do optimized YV12 and IYUV texture updates:
   125     SDL_UpdateYUVTexture()
   126 * Added an API to get the amount of RAM on the system:
   127     SDL_GetSystemRAM()
   128 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
   129     SDL_TICKS_PASSED()
   130 * Dramatically improved OpenGL ES 2.0 rendering performance
   131 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
   132 
   133 Windows:
   134 * Created a static library configuration for the Visual Studio 2010 project
   135 * Added a hint to create the Direct3D device with support for multi-threading:
   136     SDL_HINT_RENDER_DIRECT3D_THREADSAFE
   137 * Added a function to get the D3D9 adapter index for a display:
   138     SDL_Direct3D9GetAdapterIndex()
   139 * Added a function to get the D3D9 device for a D3D9 renderer:
   140     SDL_RenderGetD3D9Device()
   141 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
   142 * Fixed crash when using two XInput controllers at the same time
   143 * Fixed detecting a mixture of XInput and DirectInput controllers
   144 * Fixed clearing a D3D render target larger than the window
   145 * Improved support for format specifiers in SDL_snprintf()
   146 
   147 Mac OS X:
   148 * Added support for retina displays:
   149   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.
   150 * Fixed mouse warping in fullscreen mode
   151 * Right mouse click is emulated by holding the Ctrl key while left clicking
   152 
   153 Linux:
   154 * Fixed float audio support with the PulseAudio driver
   155 * Fixed missing line endpoints in the OpenGL renderer on some drivers
   156 * X11 symbols are no longer defined to avoid collisions when linking statically
   157 
   158 iOS:
   159 * Fixed status bar visibility on iOS 7
   160 * Flipped the accelerometer Y axis to match expected values
   161 
   162 Android:
   163 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
   164 * Moved EGL initialization to native code 
   165 * Fixed the accelerometer axis rotation relative to the device rotation
   166 * Fixed race conditions when handling the EGL context on pause/resume
   167 * Touch devices are available for enumeration immediately after init
   168 
   169 Raspberry Pi:
   170 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details