WhatsNew.txt
changeset 11450 9bafd3aa56e9
parent 11449 b7f6c4f8fbb3
child 11453 a2424c89f53e
equal deleted inserted replaced
11449:b7f6c4f8fbb3 11450:9bafd3aa56e9
    14 	SDL_Vulkan_GetDrawableSize()
    14 	SDL_Vulkan_GetDrawableSize()
    15 	SDL_Vulkan_UnloadLibrary()
    15 	SDL_Vulkan_UnloadLibrary()
    16   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
    16   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
    17 * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
    17 * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
    18 * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
    18 * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
       
    19 * Added support for many game controllers, including the Nintendo Switch Pro Controller
    19 * Added support for inverted axes and separate axis directions in game controller mappings
    20 * Added support for inverted axes and separate axis directions in game controller mappings
    20 * Added functions to return information about a joystick before it's opened:
    21 * Added functions to return information about a joystick before it's opened:
    21 	SDL_JoystickGetDeviceVendor()
    22 	SDL_JoystickGetDeviceVendor()
    22 	SDL_JoystickGetDeviceProduct()
    23 	SDL_JoystickGetDeviceProduct()
    23 	SDL_JoystickGetDeviceProductVersion()
    24 	SDL_JoystickGetDeviceProductVersion()
    34 	SDL_GameControllerGetProduct()
    35 	SDL_GameControllerGetProduct()
    35 	SDL_GameControllerGetProductVersion()
    36 	SDL_GameControllerGetProductVersion()
    36 * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
    37 * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
    37 * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
    38 * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
    38 * Added SDL_DuplicateSurface() to make a copy of a surface
    39 * Added SDL_DuplicateSurface() to make a copy of a surface
       
    40 * Added an experimental JACK audio driver
    39 * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
    41 * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
    40 * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
    42 * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
    41 * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
    43 * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
    42 	"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
    44 	"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
    43 	"1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
    45 	"1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
    44 * 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
    46 * 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
    45 * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
    47 * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
    46 
    48 
    47 Windows:
    49 Windows:
       
    50 * The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
       
    51 * The old XAudio2 audio driver is deprecated and will be removed in the next release
    48 * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
    52 * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
    49 * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatbility with .NET languages and various Windows debuggers
    53 * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatbility with .NET languages and various Windows debuggers
    50 * Updated the GUID format for game controller mappings, older mappings will be cautomatically converted on load
    54 * Updated the GUID format for game controller mappings, older mappings will be cautomatically converted on load
       
    55 * Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
    51 
    56 
    52 Linux:
    57 Linux:
    53 * Added an experimental KMS/DRM video driver for embedded development
    58 * Added an experimental KMS/DRM video driver for embedded development
    54 
    59 
    55 
    60