From d75fea89d270a76bbe22b36391ed3afb4422df3a Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Mon, 4 Sep 2017 20:48:01 -0700 Subject: [PATCH] Updated WhatsNew.txt for 2.0.6 --- WhatsNew.txt | 52 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 52 insertions(+) diff --git a/WhatsNew.txt b/WhatsNew.txt index f8cba4e31d708..c72d1090f4715 100644 --- a/WhatsNew.txt +++ b/WhatsNew.txt @@ -1,6 +1,58 @@ This is a list of major changes in SDL's version history. +--------------------------------------------------------------------------- +2.0.6: +--------------------------------------------------------------------------- + +General: +* Added cross-platform Vulkan graphics support in SDL_vulkan.h + SDL_Vulkan_LoadLibrary() + SDL_Vulkan_GetVkGetInstanceProcAddr() + SDL_Vulkan_GetInstanceExtensions() + SDL_Vulkan_CreateSurface() + SDL_Vulkan_GetDrawableSize() + SDL_Vulkan_UnloadLibrary() + 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 +* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering +* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support +* Added support for inverted axes and separate axis directions in game controller mappings +* Added functions to return information about a joystick before it's opened: + SDL_JoystickGetDeviceVendor() + SDL_JoystickGetDeviceProduct() + SDL_JoystickGetDeviceProductVersion() + SDL_JoystickGetDeviceType() + SDL_JoystickGetDeviceInstanceID() +* Added functions to return information about an open joystick: + SDL_JoystickGetVendor() + SDL_JoystickGetProduct() + SDL_JoystickGetProductVersion() + SDL_JoystickGetType() + SDL_JoystickGetAxisInitialState() +* Added functions to return information about an open game controller: + SDL_GameControllerGetVendor() + SDL_GameControllerGetProduct() + SDL_GameControllerGetProductVersion() +* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings +* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory +* Added SDL_DuplicateSurface() to make a copy of a surface +* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling +* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling +* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize(): + "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default) + "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen +* 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 +* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events + +Windows: +* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows +* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatbility with .NET languages and various Windows debuggers +* Updated the GUID format for game controller mappings, older mappings will be cautomatically converted on load + +Linux: +* Added an experimental KMS/DRM video driver for embedded development + + --------------------------------------------------------------------------- 2.0.5: ---------------------------------------------------------------------------