Android: Fixed empty parameter list in signatures of internal functions.
2 This is a list of major changes in SDL's version history.
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9 * Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers
10 when the D3D device is lost, and from Android's event loop when the GLES
11 context had to be re created.
12 * Native Client backend
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19 * Fixed creating an OpenGL context by default on Mac OS X 10.6
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26 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
27 * Added an API to load a database of game controller mappings from a file:
28 SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
29 * Added game controller mappings for the PS4 and OUYA controllers
30 * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
31 * Added SDL_DetachThread()
32 * Added SDL_HasAVX() to determine if the CPU has AVX features
33 * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
34 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
35 them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
36 * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
37 * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
38 * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
39 * testgl2 does not need to link with libGL anymore
40 * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
41 * Added controllermap test program to visually map a game controller
44 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
45 the driver or emulated through ANGLE)
46 * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
47 * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
48 * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
51 * 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.
54 * Fixed fullscreen and focused behavior when receiving NotifyGrab events
55 * Added experimental Wayland and Mir support, disabled by default
58 * Joystick support (minimum SDK version required to build SDL is now 12,
59 the required runtime version remains at 10, but on such devices joystick
60 support won't be available).
61 * Hotplugging support for joysticks
62 * 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.
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70 * Added an API to get common filesystem paths in SDL_filesystem.h:
71 SDL_GetBasePath(), SDL_GetPrefPath()
72 * Added an API to do optimized YV12 and IYUV texture updates:
73 SDL_UpdateYUVTexture()
74 * Added an API to get the amount of RAM on the system:
76 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
78 * Dramatically improved OpenGL ES 2.0 rendering performance
79 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
82 * Created a static library configuration for the Visual Studio 2010 project
83 * Added a hint to create the Direct3D device with support for multi-threading:
84 SDL_HINT_RENDER_DIRECT3D_THREADSAFE
85 * Added a function to get the D3D9 adapter index for a display:
86 SDL_Direct3D9GetAdapterIndex()
87 * Added a function to get the D3D9 device for a D3D9 renderer:
88 SDL_RenderGetD3D9Device()
89 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
90 * Fixed crash when using two XInput controllers at the same time
91 * Fixed detecting a mixture of XInput and DirectInput controllers
92 * Fixed clearing a D3D render target larger than the window
93 * Improved support for format specifiers in SDL_snprintf()
96 * Added support for retina displays:
97 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.
98 * Fixed mouse warping in fullscreen mode
99 * Right mouse click is emulated by holding the Ctrl key while left clicking
102 * Fixed float audio support with the PulseAudio driver
103 * Fixed missing line endpoints in the OpenGL renderer on some drivers
104 * X11 symbols are no longer defined to avoid collisions when linking statically
107 * Fixed status bar visibility on iOS 7
108 * Flipped the accelerometer Y axis to match expected values
111 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
112 * Moved EGL initialization to native code
113 * Fixed the accelerometer axis rotation relative to the device rotation
114 * Fixed race conditions when handling the EGL context on pause/resume
115 * Touch devices are available for enumeration immediately after init
118 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details