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.
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This is a list of major changes in SDL's version history.
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---------------------------------------------------------------------------
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2.0.2:
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---------------------------------------------------------------------------
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General:
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* Added an API to load a database of Game Controller mappings from a file:    
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    SDL_GameControllerAddMappingsFromFile
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Windows:
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* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
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  the driver or emulated through ANGLE)
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Android:
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* Joystick support (minimum SDK version required to build SDL is now 12, 
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  the required runtime version remains at 10, but on such devices joystick 
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  support won't be available).
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Linux:
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* Fixed fullscreen and focused behavior when receiving NotifyGrab events
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---------------------------------------------------------------------------
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2.0.1:
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---------------------------------------------------------------------------
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General:
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* Added an API to get common filesystem paths in SDL_filesystem.h:
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    SDL_GetBasePath(), SDL_GetPrefPath()
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* Added an API to do optimized YV12 and IYUV texture updates:
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    SDL_UpdateYUVTexture()
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* Added an API to get the amount of RAM on the system:
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    SDL_GetSystemRAM()
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* Added a macro to perform timestamp comparisons with SDL_GetTicks():
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    SDL_TICKS_PASSED()
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* Dramatically improved OpenGL ES 2.0 rendering performance
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* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
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Windows:
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* Created a static library configuration for the Visual Studio 2010 project
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* Added a hint to create the Direct3D device with support for multi-threading:
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    SDL_HINT_RENDER_DIRECT3D_THREADSAFE
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* Added a function to get the D3D9 adapter index for a display:
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    SDL_Direct3D9GetAdapterIndex()
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* Added a function to get the D3D9 device for a D3D9 renderer:
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    SDL_RenderGetD3D9Device()
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* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
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* Fixed crash when using two XInput controllers at the same time
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* Fixed detecting a mixture of XInput and DirectInput controllers
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* Fixed clearing a D3D render target larger than the window
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* Improved support for format specifiers in SDL_snprintf()
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Mac OS X:
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* Added support for retina displays:
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  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.
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* Fixed mouse warping in fullscreen mode
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* Right mouse click is emulated by holding the Ctrl key while left clicking
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Linux:
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* Fixed float audio support with the PulseAudio driver
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* Fixed missing line endpoints in the OpenGL renderer on some drivers
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* X11 symbols are no longer defined to avoid collisions when linking statically
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iOS:
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* Fixed status bar visibility on iOS 7
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* Flipped the accelerometer Y axis to match expected values
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Android:
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IMPORTANT: You MUST get the updated SDLActivity.java to match C code
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* Moved EGL initialization to native code 
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* Fixed the accelerometer axis rotation relative to the device rotation
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* Fixed race conditions when handling the EGL context on pause/resume
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* Touch devices are available for enumeration immediately after init
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Raspberry Pi:
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* Added support for the Raspberry Pi, see README-raspberrypi.txt for details