author Sam Lantinga
Mon, 24 Sep 2018 11:49:25 -0700
changeset 12201 8bdc4d340419
parent 11922 5b6c54dc89da
child 12243 a5781d950d5d
permissions -rw-r--r--
Fixed whitespace
     2 This is a list of major changes in SDL's version history.
     4 ---------------------------------------------------------------------------
     5 2.0.9:
     6 ---------------------------------------------------------------------------
     8 General:
     9 * Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
    12 ---------------------------------------------------------------------------
    13 2.0.8:
    14 ---------------------------------------------------------------------------
    16 General:
    17 * Added SDL_fmod() and SDL_log10()
    18 * Each of the SDL math functions now has the corresponding float version
    19 * Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709
    21 Windows:
    22 * Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
    23 * Added resampling support on WASAPI on Windows 7 and above
    25 Windows UWP:
    26 * Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
    28 Mac OS X:
    29 * Added support for the Vulkan SDK for Mac:
    30   https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
    31 * Added support for OpenGL ES using ANGLE when it's available
    33 Mac OS X / iOS / tvOS:
    34 * Added a Metal 2D render implementation
    35 * Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
    37 iOS:
    38 * Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications.
    40 iOS / Android:
    41 * Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default)
    43 Android:
    44 * SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
    45 * SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
    46 * Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
    48 Android / tvOS:
    49 * Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events.
    51 Linux:
    52 * Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1"
    53 * Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
    56 ---------------------------------------------------------------------------
    57 2.0.7:
    58 ---------------------------------------------------------------------------
    60 General:
    61 * Added audio stream conversion functions:
    62 	SDL_NewAudioStream
    63 	SDL_AudioStreamPut
    64 	SDL_AudioStreamGet
    65 	SDL_AudioStreamAvailable
    66 	SDL_AudioStreamFlush
    67 	SDL_AudioStreamClear
    68 	SDL_FreeAudioStream
    69 * Added functions to query and set the SDL memory allocation functions:
    70 	SDL_GetMemoryFunctions()
    71 	SDL_SetMemoryFunctions()
    72 	SDL_GetNumAllocations()
    73 * Added locking functions for multi-threaded access to the joystick and game controller APIs:
    74 	SDL_LockJoysticks()
    75 	SDL_UnlockJoysticks()
    76 * The following functions are now thread-safe:
    77 	SDL_SetEventFilter()
    78 	SDL_GetEventFilter()
    79 	SDL_AddEventWatch()
    80 	SDL_DelEventWatch()
    83 General:
    84 ---------------------------------------------------------------------------
    85 2.0.6:
    86 ---------------------------------------------------------------------------
    88 General:
    89 * Added cross-platform Vulkan graphics support in SDL_vulkan.h
    90 	SDL_Vulkan_LoadLibrary()
    91 	SDL_Vulkan_GetVkGetInstanceProcAddr()
    92 	SDL_Vulkan_GetInstanceExtensions()
    93 	SDL_Vulkan_CreateSurface()
    94 	SDL_Vulkan_GetDrawableSize()
    95 	SDL_Vulkan_UnloadLibrary()
    96   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
    97 * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
    98 * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
    99 * Added support for many game controllers, including the Nintendo Switch Pro Controller
   100 * Added support for inverted axes and separate axis directions in game controller mappings
   101 * Added functions to return information about a joystick before it's opened:
   102 	SDL_JoystickGetDeviceVendor()
   103 	SDL_JoystickGetDeviceProduct()
   104 	SDL_JoystickGetDeviceProductVersion()
   105 	SDL_JoystickGetDeviceType()
   106 	SDL_JoystickGetDeviceInstanceID()
   107 * Added functions to return information about an open joystick:
   108 	SDL_JoystickGetVendor()
   109 	SDL_JoystickGetProduct()
   110 	SDL_JoystickGetProductVersion()
   111 	SDL_JoystickGetType()
   112 	SDL_JoystickGetAxisInitialState()
   113 * Added functions to return information about an open game controller:
   114 	SDL_GameControllerGetVendor()
   115 	SDL_GameControllerGetProduct()
   116 	SDL_GameControllerGetProductVersion()
   117 * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
   118 * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
   119 * Added SDL_DuplicateSurface() to make a copy of a surface
   120 * Added an experimental JACK audio driver
   121 * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
   122 * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
   123 * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
   124 	"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
   125 	"1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
   126 * 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
   127 * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
   129 Windows:
   130 * The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
   131 * The old XAudio2 audio driver is deprecated and will be removed in the next release
   132 * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
   133 * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
   134 * Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
   135 * Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
   137 Linux:
   138 * Added an experimental KMS/DRM video driver for embedded development
   140 iOS:
   141 * Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
   143 ---------------------------------------------------------------------------
   144 2.0.5:
   145 ---------------------------------------------------------------------------
   147 General:
   148 * Implemented audio capture support for some platforms
   149 * Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
   150 * Added events for dragging and dropping text
   151 * Added events for dragging and dropping multiple items
   152 * 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.
   153 * 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.
   154 * Added SDL_GetHintBoolean() to get the boolean value of a hint
   155 * Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
   156 * Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
   157 * 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.
   158 * Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
   159 * 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)
   160 * Added SDL_SetWindowResizable() to change whether a window is resizable
   161 * Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
   162 * Added SDL_SetWindowModalFor() to set a window as modal for another window
   163 * Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
   164 * Fixed flipped images when reading back from target textures when using the OpenGL renderer
   165 * Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
   166 * Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
   168 Windows:
   169 * 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.
   170 * The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
   171 * Fixed XBox controller triggers automatically being pulled at startup
   172 * The first icon from the executable is used as the default window icon at runtime
   173 * Fixed SDL log messages being printed twice if SDL was built with C library support
   174 * Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
   176 Mac OS X:
   177 * Fixed selecting the dummy video driver
   178 * 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.
   179 * Fixed mouse wheel events on Mac OS X 10.12
   180 * The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
   182 Linux:
   183 * Added support for the Fcitx IME
   184 * Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
   185 * Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
   186 * Added initial support for touchscreens on Raspberry Pi
   188 OpenBSD:
   189 * SDL_GetBasePath() is now implemented on OpenBSD
   191 iOS:
   192 * Added support for dynamically loaded objects on iOS 8 and newer
   194 tvOS:
   195 * Added support for Apple TV
   196 * 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.  
   198 Android:
   199 * Fixed SDL not resizing window when Android screen resolution changes
   200 * Corrected the joystick Z axis reporting for the accelerometer
   202 Emscripten (running in a web browser):
   203 * Many bug fixes and improvements
   206 ---------------------------------------------------------------------------
   207 2.0.4:
   208 ---------------------------------------------------------------------------
   210 General:
   211 * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
   212 * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
   213 * Added an API to queue audio instead of using the audio callback:
   214     SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
   215 * Added events for audio device hot plug support:
   217 * Added SDL_PointInRect()
   218 * Added SDL_HasAVX2() to detect CPUs with AVX2 support
   219 * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
   220 * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
   221 * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
   222 * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
   223 * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
   224 * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
   225 * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
   226 * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
   227 * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
   228 * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
   229 * Added a Vivante video driver that is used on various SoC platforms
   230 * 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
   231 * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
   232 * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
   233 * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
   234 * Improved support for WAV and BMP files with unusual chunks in them
   235 * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
   236 * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
   237 * Added SDL_GetDisplayDPI() to get the DPI information for a display
   238 * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
   239 * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
   240 * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
   242 Windows:
   243 * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
   244 * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
   245 * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
   246 * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
   247 * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
   248 * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
   249 * SDL_SysWMinfo now contains the window HDC
   250 * Added support for Unicode command line options
   251 * Prevent beeping when Alt-key combos are pressed
   252 * SDL_SetTextInputRect() re-positions the OS-rendered IME
   253 * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
   254 * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
   256 Mac OS X:
   257 * Implemented drag-and-drop support
   258 * Improved joystick hot-plug detection
   259 * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
   260 * Fixed relative mouse mode when the application loses/regains focus
   261 * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
   262 * Fixed the refresh rate of display modes
   263 * SDL_SysWMInfo is now ARC-compatible
   264 * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
   266 Linux:
   267 * Enabled building with Mir and Wayland support by default.
   268 * Added IBus IME support
   269 * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
   270 * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
   271 * Added support for multiple audio devices when using Pulseaudio
   272 * Fixed duplicate mouse events when using relative mouse motion
   274 iOS:
   275 * Added support for iOS 8
   276 * 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
   277 * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
   278 * Added native resolution support for the iPhone 6 Plus
   279 * Added support for MFi game controllers
   280 * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
   281 * Added sRGB OpenGL ES context support on iOS 7+
   282 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   283 * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
   284 * Fixed various rotation and orientation issues
   285 * Fixed memory leaks
   287 Android:
   288 * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
   290 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   291 * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
   293 Raspberry Pi:
   294 * Added support for the Raspberry Pi 2
   297 ---------------------------------------------------------------------------
   298 2.0.3:
   299 ---------------------------------------------------------------------------
   301 Mac OS X:
   302 * Fixed creating an OpenGL context by default on Mac OS X 10.6
   305 ---------------------------------------------------------------------------
   306 2.0.2:
   307 ---------------------------------------------------------------------------
   308 General:
   309 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
   310 * Added an API to load a database of game controller mappings from a file:
   311     SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
   312 * Added game controller mappings for the PS4 and OUYA controllers
   313 * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
   314 * Added SDL_DetachThread()
   315 * Added SDL_HasAVX() to determine if the CPU has AVX features
   316 * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
   317 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
   319 * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
   320 * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
   321 * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
   322 * testgl2 does not need to link with libGL anymore
   323 * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
   324 * Added controllermap test program to visually map a game controller
   326 Windows:
   327 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
   328   the driver or emulated through ANGLE)
   329 * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
   330 * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
   331 * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
   333 Mac OS X:
   334 * 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.
   336 Linux:
   337 * Fixed fullscreen and focused behavior when receiving NotifyGrab events
   338 * Added experimental Wayland and Mir support, disabled by default
   340 Android:
   341 * Joystick support (minimum SDK version required to build SDL is now 12, 
   342   the required runtime version remains at 10, but on such devices joystick 
   343   support won't be available).
   344 * Hotplugging support for joysticks
   345 * 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.
   348 ---------------------------------------------------------------------------
   349 2.0.1:
   350 ---------------------------------------------------------------------------
   352 General:
   353 * Added an API to get common filesystem paths in SDL_filesystem.h:
   354     SDL_GetBasePath(), SDL_GetPrefPath()
   355 * Added an API to do optimized YV12 and IYUV texture updates:
   356     SDL_UpdateYUVTexture()
   357 * Added an API to get the amount of RAM on the system:
   358     SDL_GetSystemRAM()
   359 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
   360     SDL_TICKS_PASSED()
   361 * Dramatically improved OpenGL ES 2.0 rendering performance
   362 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
   364 Windows:
   365 * Created a static library configuration for the Visual Studio 2010 project
   366 * Added a hint to create the Direct3D device with support for multi-threading:
   368 * Added a function to get the D3D9 adapter index for a display:
   369     SDL_Direct3D9GetAdapterIndex()
   370 * Added a function to get the D3D9 device for a D3D9 renderer:
   371     SDL_RenderGetD3D9Device()
   372 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
   373 * Fixed crash when using two XInput controllers at the same time
   374 * Fixed detecting a mixture of XInput and DirectInput controllers
   375 * Fixed clearing a D3D render target larger than the window
   376 * Improved support for format specifiers in SDL_snprintf()
   378 Mac OS X:
   379 * Added support for retina displays:
   380   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.
   381 * Fixed mouse warping in fullscreen mode
   382 * Right mouse click is emulated by holding the Ctrl key while left clicking
   384 Linux:
   385 * Fixed float audio support with the PulseAudio driver
   386 * Fixed missing line endpoints in the OpenGL renderer on some drivers
   387 * X11 symbols are no longer defined to avoid collisions when linking statically
   389 iOS:
   390 * Fixed status bar visibility on iOS 7
   391 * Flipped the accelerometer Y axis to match expected values
   393 Android:
   394 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
   395 * Moved EGL initialization to native code 
   396 * Fixed the accelerometer axis rotation relative to the device rotation
   397 * Fixed race conditions when handling the EGL context on pause/resume
   398 * Touch devices are available for enumeration immediately after init
   400 Raspberry Pi:
   401 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details