WhatsNew.txt
author Gabriel Jacobo <gabomdq@gmail.com>
Mon, 02 Dec 2013 19:51:48 -0300
changeset 8044 e84427ef8244
parent 7907 24b4e98c6010
child 8057 801d84e26f91
permissions -rw-r--r--
Adding WhatsNew.txt changes

...before I forget them.
     1 
     2 This is a list of major changes in SDL's version history.
     3 
     4 ---------------------------------------------------------------------------
     5 2.0.2:
     6 ---------------------------------------------------------------------------
     7 General:
     8 * Added an API to load a database of Game Controller mappings from a file:    
     9     SDL_GameControllerAddMappingsFromFile
    10     
    11 Windows:
    12 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
    13   the driver or emulated through ANGLE)
    14 
    15 Android:
    16 * Joystick support (minimum SDK version required to build SDL is now 12, 
    17   the required runtime version remains at 10, but on such devices joystick 
    18   support won't be available).
    19 
    20 Linux:
    21 * Fixed fullscreen and focused behavior when receiving NotifyGrab events
    22 
    23 
    24 ---------------------------------------------------------------------------
    25 2.0.1:
    26 ---------------------------------------------------------------------------
    27 
    28 General:
    29 * Added an API to get common filesystem paths in SDL_filesystem.h:
    30     SDL_GetBasePath(), SDL_GetPrefPath()
    31 * Added an API to do optimized YV12 and IYUV texture updates:
    32     SDL_UpdateYUVTexture()
    33 * Added an API to get the amount of RAM on the system:
    34     SDL_GetSystemRAM()
    35 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
    36     SDL_TICKS_PASSED()
    37 * Dramatically improved OpenGL ES 2.0 rendering performance
    38 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
    39 
    40 Windows:
    41 * Created a static library configuration for the Visual Studio 2010 project
    42 * Added a hint to create the Direct3D device with support for multi-threading:
    43     SDL_HINT_RENDER_DIRECT3D_THREADSAFE
    44 * Added a function to get the D3D9 adapter index for a display:
    45     SDL_Direct3D9GetAdapterIndex()
    46 * Added a function to get the D3D9 device for a D3D9 renderer:
    47     SDL_RenderGetD3D9Device()
    48 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
    49 * Fixed crash when using two XInput controllers at the same time
    50 * Fixed detecting a mixture of XInput and DirectInput controllers
    51 * Fixed clearing a D3D render target larger than the window
    52 * Improved support for format specifiers in SDL_snprintf()
    53 
    54 Mac OS X:
    55 * Added support for retina displays:
    56   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.
    57 * Fixed mouse warping in fullscreen mode
    58 * Right mouse click is emulated by holding the Ctrl key while left clicking
    59 
    60 Linux:
    61 * Fixed float audio support with the PulseAudio driver
    62 * Fixed missing line endpoints in the OpenGL renderer on some drivers
    63 * X11 symbols are no longer defined to avoid collisions when linking statically
    64 
    65 iOS:
    66 * Fixed status bar visibility on iOS 7
    67 * Flipped the accelerometer Y axis to match expected values
    68 
    69 Android:
    70 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
    71 * Moved EGL initialization to native code 
    72 * Fixed the accelerometer axis rotation relative to the device rotation
    73 * Fixed race conditions when handling the EGL context on pause/resume
    74 * Touch devices are available for enumeration immediately after init
    75 
    76 Raspberry Pi:
    77 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details