WhatsNew.txt
author Sam Lantinga <slouken@libsdl.org>
Fri, 13 Mar 2020 13:05:32 -0700
changeset 13614 a2bfecfe4ec2
parent 13576 dce2898245ef
permissions -rw-r--r--
Fixed exception at shutdown if the controllers are closed after the HIDDeviceManager is shutdown
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This is a list of major changes in SDL's version history.
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---------------------------------------------------------------------------
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2.0.12:
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---------------------------------------------------------------------------
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General:
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* Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
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* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
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* Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
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* Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
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* Added the window underneath the finger to the SDL_TouchFingerEvent
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* Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
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* Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
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* Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
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* Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
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* Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled.
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* Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
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* Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
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* Added support for many game controllers, including:
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	* 8BitDo FC30 Pro
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	* 8BitDo M30 GamePad
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	* BDA PS4 Fightpad
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	* HORI Fighting Commander
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	* Hyperkin Duke
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	* Hyperkin X91
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	* MOGA XP5-A Plus
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	* NACON GC-400ES
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	* NVIDIA Controller v01.04
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	* PDP Versus Fighting Pad
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	* Razer Raion Fightpad for PS4
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	* Razer Serval
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	* Stadia Controller
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	* SteelSeries Stratus Duo
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	* Victrix Pro Fight Stick for PS4
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	* Xbox One Elite Series 2
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* Fixed blocking game controller rumble calls when using the HIDAPI driver
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* Added SDL_zeroa() macro to zero an array of elements
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* Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
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Windows:
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* Fixed crash when using the release SDL DLL with applications built with gcc
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* Fixed performance regression in event handling introduced in 2.0.10
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* Added support for SDL_SetThreadPriority() for UWP applications
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Linux:
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* Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
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* Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
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iOS / tvOS / macOS:
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* Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
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iOS/ tvOS:
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* Added support for Bluetooth Steam Controllers as game controllers
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tvOS:
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* Fixed support for surround sound on Apple TV
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Android:
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* Added SDL_GetAndroidSDKVersion() to return the API level of the current device
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* Added support for audio capture using OpenSL-ES
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* Added support for Bluetooth Steam Controllers as game controllers
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* Fixed rare crashes when the app goes into the background or terminates
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---------------------------------------------------------------------------
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2.0.10:
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---------------------------------------------------------------------------
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General:
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* The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
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* Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
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* Added SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF(), SDL_RenderCopyExF(), to allow floating point precision in the SDL rendering API.
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* Added SDL_GetTouchDeviceType() to get the type of a touch device, which can be a touch screen or a trackpad in relative or absolute coordinate mode.
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* The SDL rendering API now uses batched rendering by default, for improved performance
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* Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
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* Added the hint SDL_HINT_RENDER_BATCHING to control whether batching should be used for the rendering API. This defaults to "1" if you don't specify what rendering driver to use when creating the renderer.
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* Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
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* Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
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* Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
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* Improved handling of malformed WAVE and BMP files, fixing potential security exploits
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Linux:
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* Removed the Mir video driver in favor of Wayland
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iOS / tvOS:
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* Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
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* Added support for text input using Bluetooth keyboards
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Android:
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* Added low latency audio using OpenSL ES
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* Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
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  SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
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  SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
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* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
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---------------------------------------------------------------------------
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2.0.9:
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---------------------------------------------------------------------------
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General:
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* Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
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* Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
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* Added SDL_GetDisplayOrientation() to return the current display orientation
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* Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
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* Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support)
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* Added support for many other popular game controllers
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* Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller.
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* Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
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* Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
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* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
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* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
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* Added SDL_HasColorKey() to return whether a surface has a colorkey active
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* Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
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* Added SDL_IsTablet() to return whether the application is running on a tablet
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* Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
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Mac OS X:
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* Fixed black screen at start on Mac OS X Mojave
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Linux:
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* Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
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iOS:
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* Fixed Asian IME input
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Android:
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* Updated required Android SDK to API 26, to match Google's new App Store requirements
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* Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
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* Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0)
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* Added support for custom mouse cursors on Android 7.0 and newer
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* Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK
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* Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
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* Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
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* Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
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---------------------------------------------------------------------------
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2.0.8:
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---------------------------------------------------------------------------
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General:
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* Added SDL_fmod() and SDL_log10()
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* Each of the SDL math functions now has the corresponding float version
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* 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
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Windows:
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* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
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* Added resampling support on WASAPI on Windows 7 and above
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Windows UWP:
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* Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
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Mac OS X:
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* Added support for the Vulkan SDK for Mac:
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  https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
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* Added support for OpenGL ES using ANGLE when it's available
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Mac OS X / iOS / tvOS:
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* Added a Metal 2D render implementation
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* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
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iOS:
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* 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.
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iOS / Android:
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* 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)
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Android:
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* SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
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* SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
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* Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
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Android / tvOS:
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* 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.
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Linux:
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* 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"
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* 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)
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---------------------------------------------------------------------------
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2.0.7:
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---------------------------------------------------------------------------
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General:
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* Added audio stream conversion functions:
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	SDL_NewAudioStream
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	SDL_AudioStreamPut
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	SDL_AudioStreamGet
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	SDL_AudioStreamAvailable
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	SDL_AudioStreamFlush
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	SDL_AudioStreamClear
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	SDL_FreeAudioStream
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* Added functions to query and set the SDL memory allocation functions:
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	SDL_GetMemoryFunctions()
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	SDL_SetMemoryFunctions()
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	SDL_GetNumAllocations()
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* Added locking functions for multi-threaded access to the joystick and game controller APIs:
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	SDL_LockJoysticks()
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	SDL_UnlockJoysticks()
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* The following functions are now thread-safe:
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	SDL_SetEventFilter()
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	SDL_GetEventFilter()
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	SDL_AddEventWatch()
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	SDL_DelEventWatch()
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General:
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---------------------------------------------------------------------------
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2.0.6:
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---------------------------------------------------------------------------
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General:
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* Added cross-platform Vulkan graphics support in SDL_vulkan.h
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	SDL_Vulkan_LoadLibrary()
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	SDL_Vulkan_GetVkGetInstanceProcAddr()
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	SDL_Vulkan_GetInstanceExtensions()
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	SDL_Vulkan_CreateSurface()
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	SDL_Vulkan_GetDrawableSize()
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	SDL_Vulkan_UnloadLibrary()
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  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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* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
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* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
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* Added support for many game controllers, including the Nintendo Switch Pro Controller
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* Added support for inverted axes and separate axis directions in game controller mappings
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* Added functions to return information about a joystick before it's opened:
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	SDL_JoystickGetDeviceVendor()
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	SDL_JoystickGetDeviceProduct()
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	SDL_JoystickGetDeviceProductVersion()
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	SDL_JoystickGetDeviceType()
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	SDL_JoystickGetDeviceInstanceID()
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* Added functions to return information about an open joystick:
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	SDL_JoystickGetVendor()
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	SDL_JoystickGetProduct()
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	SDL_JoystickGetProductVersion()
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	SDL_JoystickGetType()
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	SDL_JoystickGetAxisInitialState()
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* Added functions to return information about an open game controller:
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	SDL_GameControllerGetVendor()
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	SDL_GameControllerGetProduct()
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	SDL_GameControllerGetProductVersion()
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* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
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* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
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* Added SDL_DuplicateSurface() to make a copy of a surface
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* Added an experimental JACK audio driver
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* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
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* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
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* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
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	"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
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	"1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
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* 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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* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
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Windows:
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* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
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* The old XAudio2 audio driver is deprecated and will be removed in the next release
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* 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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* 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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* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
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* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
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Linux:
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* Added an experimental KMS/DRM video driver for embedded development
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iOS:
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* 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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---------------------------------------------------------------------------
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2.0.5:
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---------------------------------------------------------------------------
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General:
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* Implemented audio capture support for some platforms
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* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
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* Added events for dragging and dropping text
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* Added events for dragging and dropping multiple items
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* 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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* 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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* Added SDL_GetHintBoolean() to get the boolean value of a hint
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* 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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* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
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* 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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* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
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* 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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* Added SDL_SetWindowResizable() to change whether a window is resizable
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* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
slouken@10514
   290
* Added SDL_SetWindowModalFor() to set a window as modal for another window
slouken@10514
   291
* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
slouken@10514
   292
* Fixed flipped images when reading back from target textures when using the OpenGL renderer
slouken@10514
   293
* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
slouken@10514
   294
* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
slouken@10514
   295
slouken@10514
   296
Windows:
slouken@10514
   297
* 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.
slouken@10514
   298
* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
slouken@10514
   299
* Fixed XBox controller triggers automatically being pulled at startup
slouken@10514
   300
* The first icon from the executable is used as the default window icon at runtime
slouken@10514
   301
* Fixed SDL log messages being printed twice if SDL was built with C library support
slouken@10514
   302
* Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
slouken@10514
   303
slouken@10514
   304
Mac OS X:
slouken@10514
   305
* Fixed selecting the dummy video driver
slouken@10514
   306
* 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.
slouken@10514
   307
* Fixed mouse wheel events on Mac OS X 10.12
slouken@10514
   308
* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
slouken@10514
   309
slouken@10514
   310
Linux:
slouken@10514
   311
* Added support for the Fcitx IME
slouken@10514
   312
* Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
slouken@10514
   313
* Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
slouken@10514
   314
* Added initial support for touchscreens on Raspberry Pi
slouken@10514
   315
slouken@10521
   316
OpenBSD:
slouken@10521
   317
* SDL_GetBasePath() is now implemented on OpenBSD
slouken@10521
   318
slouken@10514
   319
iOS:
slouken@10514
   320
* Added support for dynamically loaded objects on iOS 8 and newer
slouken@10514
   321
slouken@10514
   322
tvOS:
slouken@10514
   323
* Added support for Apple TV
slouken@10514
   324
* 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.  
slouken@10514
   325
slouken@10514
   326
Android:
slouken@10514
   327
* Fixed SDL not resizing window when Android screen resolution changes
slouken@10514
   328
* Corrected the joystick Z axis reporting for the accelerometer
slouken@10514
   329
slouken@10514
   330
Emscripten (running in a web browser):
slouken@10514
   331
* Many bug fixes and improvements
slouken@10514
   332
slouken@10514
   333
slouken@10514
   334
---------------------------------------------------------------------------
gabomdq@8676
   335
2.0.4:
gabomdq@8676
   336
---------------------------------------------------------------------------
gabomdq@8676
   337
gabomdq@8676
   338
General:
slouken@9732
   339
* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
slouken@9732
   340
* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
slouken@9732
   341
* Added an API to queue audio instead of using the audio callback:
slouken@9732
   342
    SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
slouken@9732
   343
* Added events for audio device hot plug support:
slouken@9732
   344
    SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
slouken@9732
   345
* Added SDL_PointInRect()
slouken@9732
   346
* Added SDL_HasAVX2() to detect CPUs with AVX2 support
slouken@9732
   347
* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
slouken@9732
   348
* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
slouken@9732
   349
* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
slouken@9732
   350
* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
slouken@9732
   351
* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
slouken@9732
   352
* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
slouken@9732
   353
* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
slouken@9732
   354
* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
slouken@9732
   355
* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
slouken@9732
   356
* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
slouken@9732
   357
* Added a Vivante video driver that is used on various SoC platforms
slouken@9732
   358
* 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
slouken@9732
   359
* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
philipp@9759
   360
* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
philipp@9759
   361
* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
slouken@9732
   362
* Improved support for WAV and BMP files with unusual chunks in them
philipp@9759
   363
* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
philipp@9830
   364
* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
philipp@9855
   365
* Added SDL_GetDisplayDPI() to get the DPI information for a display
philipp@9893
   366
* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
icculus@9916
   367
* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
icculus@9916
   368
* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
slouken@9732
   369
slouken@9732
   370
Windows:
dludwig@9936
   371
* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
slouken@9732
   372
* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
slouken@9732
   373
* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
slouken@9732
   374
* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
slouken@9732
   375
* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
philipp@9748
   376
* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
slouken@9732
   377
* SDL_SysWMinfo now contains the window HDC
slouken@9732
   378
* Added support for Unicode command line options
slouken@9732
   379
* Prevent beeping when Alt-key combos are pressed
philipp@9759
   380
* SDL_SetTextInputRect() re-positions the OS-rendered IME
philipp@9830
   381
* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
philipp@9830
   382
* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
slouken@9732
   383
slouken@9732
   384
Mac OS X:
slouken@9732
   385
* Implemented drag-and-drop support
slouken@9732
   386
* Improved joystick hot-plug detection
slime73@9757
   387
* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
slouken@9732
   388
* Fixed relative mouse mode when the application loses/regains focus
slime73@9757
   389
* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
slime73@9757
   390
* Fixed the refresh rate of display modes
slouken@9732
   391
* SDL_SysWMInfo is now ARC-compatible
philipp@9830
   392
* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
slouken@9732
   393
slouken@9732
   394
Linux:
slouken@9732
   395
* Enabled building with Mir and Wayland support by default.
slouken@9732
   396
* Added IBus IME support
slouken@9732
   397
* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
philipp@9921
   398
* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
slouken@9732
   399
* Added support for multiple audio devices when using Pulseaudio
slouken@9732
   400
* Fixed duplicate mouse events when using relative mouse motion
slouken@9732
   401
slouken@9732
   402
iOS:
slouken@9732
   403
* Added support for iOS 8
slime73@9995
   404
* 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
slime73@9995
   405
* 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
   406
* Added native resolution support for the iPhone 6 Plus
slime73@9876
   407
* Added support for MFi game controllers
slime73@9757
   408
* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
slime73@9757
   409
* Added sRGB OpenGL ES context support on iOS 7+
philipp@9874
   410
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
slime73@9757
   411
* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
slime73@9757
   412
* Fixed various rotation and orientation issues
slime73@9757
   413
* Fixed memory leaks
slouken@9732
   414
slouken@9732
   415
Android:
slouken@9732
   416
* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
philipp@9830
   417
* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
philipp@9874
   418
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
philipp@9874
   419
* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
slouken@9732
   420
slouken@9732
   421
Raspberry Pi:
slouken@9732
   422
* Added support for the Raspberry Pi 2
slouken@9732
   423
gabomdq@8676
   424
gabomdq@8676
   425
---------------------------------------------------------------------------
slouken@8303
   426
2.0.3:
slouken@8303
   427
---------------------------------------------------------------------------
slouken@8303
   428
slouken@8625
   429
Mac OS X:
slouken@8625
   430
* Fixed creating an OpenGL context by default on Mac OS X 10.6
slouken@8625
   431
slouken@8303
   432
slouken@8303
   433
---------------------------------------------------------------------------
gabomdq@7907
   434
2.0.2:
gabomdq@7907
   435
---------------------------------------------------------------------------
gabomdq@8044
   436
General:
slouken@8197
   437
* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
philipp@8220
   438
* Added an API to load a database of game controller mappings from a file:
slouken@8270
   439
    SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
slouken@8197
   440
* Added game controller mappings for the PS4 and OUYA controllers
slouken@8197
   441
* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
slouken@8197
   442
* Added SDL_DetachThread()
slouken@8197
   443
* Added SDL_HasAVX() to determine if the CPU has AVX features
slouken@8197
   444
* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
gabomdq@8062
   445
* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
gabomdq@8062
   446
  them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
slouken@8270
   447
* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
slouken@8270
   448
* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
slouken@8270
   449
* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
slouken@8197
   450
* testgl2 does not need to link with libGL anymore
slouken@8197
   451
* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
slouken@8197
   452
* Added controllermap test program to visually map a game controller
philipp@8220
   453
gabomdq@8044
   454
Windows:
gabomdq@8044
   455
* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
gabomdq@8044
   456
  the driver or emulated through ANGLE)
slouken@8270
   457
* 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
   458
* 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
   459
* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
slouken@8270
   460
slouken@8270
   461
Mac OS X:
slouken@8270
   462
* 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
   463
slouken@8270
   464
Linux:
slouken@8270
   465
* Fixed fullscreen and focused behavior when receiving NotifyGrab events
slouken@8270
   466
* Added experimental Wayland and Mir support, disabled by default
gabomdq@7907
   467
gabomdq@7907
   468
Android:
gabomdq@7907
   469
* Joystick support (minimum SDK version required to build SDL is now 12, 
gabomdq@7907
   470
  the required runtime version remains at 10, but on such devices joystick 
gabomdq@7907
   471
  support won't be available).
gabomdq@8057
   472
* Hotplugging support for joysticks
slouken@8274
   473
* 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
   474
gabomdq@7907
   475
gabomdq@7907
   476
---------------------------------------------------------------------------
slouken@7878
   477
2.0.1:
slouken@7878
   478
---------------------------------------------------------------------------
slouken@7878
   479
slouken@7878
   480
General:
slouken@7878
   481
* Added an API to get common filesystem paths in SDL_filesystem.h:
slouken@7878
   482
    SDL_GetBasePath(), SDL_GetPrefPath()
slouken@7878
   483
* Added an API to do optimized YV12 and IYUV texture updates:
slouken@7878
   484
    SDL_UpdateYUVTexture()
slouken@7878
   485
* Added an API to get the amount of RAM on the system:
slouken@7878
   486
    SDL_GetSystemRAM()
slouken@7878
   487
* Added a macro to perform timestamp comparisons with SDL_GetTicks():
slouken@7878
   488
    SDL_TICKS_PASSED()
slouken@7878
   489
* Dramatically improved OpenGL ES 2.0 rendering performance
slouken@7878
   490
* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
slouken@7228
   491
slouken@7878
   492
Windows:
slouken@7878
   493
* Created a static library configuration for the Visual Studio 2010 project
slouken@7878
   494
* Added a hint to create the Direct3D device with support for multi-threading:
slouken@7878
   495
    SDL_HINT_RENDER_DIRECT3D_THREADSAFE
slouken@7878
   496
* Added a function to get the D3D9 adapter index for a display:
slouken@7878
   497
    SDL_Direct3D9GetAdapterIndex()
slouken@7878
   498
* Added a function to get the D3D9 device for a D3D9 renderer:
slouken@7878
   499
    SDL_RenderGetD3D9Device()
slouken@7878
   500
* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
slouken@7878
   501
* Fixed crash when using two XInput controllers at the same time
slouken@7878
   502
* Fixed detecting a mixture of XInput and DirectInput controllers
slouken@7878
   503
* Fixed clearing a D3D render target larger than the window
slouken@7878
   504
* Improved support for format specifiers in SDL_snprintf()
slouken@7878
   505
slouken@7878
   506
Mac OS X:
slouken@7878
   507
* Added support for retina displays:
slouken@7878
   508
  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
   509
* Fixed mouse warping in fullscreen mode
slouken@7878
   510
* Right mouse click is emulated by holding the Ctrl key while left clicking
slouken@7878
   511
slouken@7878
   512
Linux:
slouken@7878
   513
* Fixed float audio support with the PulseAudio driver
slouken@7878
   514
* Fixed missing line endpoints in the OpenGL renderer on some drivers
slouken@7878
   515
* X11 symbols are no longer defined to avoid collisions when linking statically
slouken@7878
   516
slouken@7878
   517
iOS:
slouken@7878
   518
* Fixed status bar visibility on iOS 7
slouken@7878
   519
* Flipped the accelerometer Y axis to match expected values
slouken@7878
   520
slouken@7878
   521
Android:
slouken@7878
   522
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
slouken@7878
   523
* Moved EGL initialization to native code 
slouken@7878
   524
* Fixed the accelerometer axis rotation relative to the device rotation
slouken@7878
   525
* Fixed race conditions when handling the EGL context on pause/resume
slouken@7878
   526
* Touch devices are available for enumeration immediately after init
slouken@7878
   527
slouken@7878
   528
Raspberry Pi:
slouken@7878
   529
* Added support for the Raspberry Pi, see README-raspberrypi.txt for details