WhatsNew.txt
author Sylvain Becker <sylvain.becker@gmail.com>
Thu, 04 Apr 2019 20:10:55 +0200
changeset 12690 1e0b433edcbb
parent 12361 60cdd518cf9b
child 12691 3125dc339d8d
permissions -rw-r--r--
Update WhatsNew.txt
     1 
     2 This is a list of major changes in SDL's version history.
     3 
     4 ---------------------------------------------------------------------------
     5 2.0.10:
     6 ---------------------------------------------------------------------------
     7 * Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
     8 
     9 Android:
    10 * Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
    11 
    12 
    13 ---------------------------------------------------------------------------
    14 2.0.9:
    15 ---------------------------------------------------------------------------
    16 
    17 General:
    18 * Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
    19 * Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
    20 * Added SDL_GetDisplayOrientation() to return the current display orientation
    21 * Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
    22 * 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)
    23 * Added support for many other popular game controllers
    24 * 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.
    25 * Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
    26 * Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
    27 * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
    28 * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
    29 * Added SDL_HasColorKey() to return whether a surface has a colorkey active
    30 * Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
    31 * Added SDL_IsTablet() to return whether the application is running on a tablet
    32 * Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
    33 
    34 Mac OS X:
    35 * Fixed black screen at start on Mac OS X Mojave
    36 
    37 Linux:
    38 * Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
    39 
    40 iOS:
    41 * Fixed Asian IME input
    42 
    43 Android:
    44 * Updated required Android SDK to API 26, to match Google's new App Store requirements
    45 * Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
    46 * 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)
    47 * Added support for custom mouse cursors on Android 7.0 and newer
    48 * 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
    49 * Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
    50 * Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
    51 * Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
    52 
    53 
    54 ---------------------------------------------------------------------------
    55 2.0.8:
    56 ---------------------------------------------------------------------------
    57 
    58 General:
    59 * Added SDL_fmod() and SDL_log10()
    60 * Each of the SDL math functions now has the corresponding float version
    61 * 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
    62 
    63 Windows:
    64 * Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
    65 * Added resampling support on WASAPI on Windows 7 and above
    66 
    67 Windows UWP:
    68 * Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
    69 
    70 Mac OS X:
    71 * Added support for the Vulkan SDK for Mac:
    72   https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
    73 * Added support for OpenGL ES using ANGLE when it's available
    74 
    75 Mac OS X / iOS / tvOS:
    76 * Added a Metal 2D render implementation
    77 * Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
    78 
    79 iOS:
    80 * 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.
    81 
    82 iOS / Android:
    83 * 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)
    84 
    85 Android:
    86 * SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
    87 * SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
    88 * Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
    89 
    90 Android / tvOS:
    91 * 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.
    92 
    93 Linux:
    94 * 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"
    95 * 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)
    96 
    97 
    98 ---------------------------------------------------------------------------
    99 2.0.7:
   100 ---------------------------------------------------------------------------
   101 
   102 General:
   103 * Added audio stream conversion functions:
   104 	SDL_NewAudioStream
   105 	SDL_AudioStreamPut
   106 	SDL_AudioStreamGet
   107 	SDL_AudioStreamAvailable
   108 	SDL_AudioStreamFlush
   109 	SDL_AudioStreamClear
   110 	SDL_FreeAudioStream
   111 * Added functions to query and set the SDL memory allocation functions:
   112 	SDL_GetMemoryFunctions()
   113 	SDL_SetMemoryFunctions()
   114 	SDL_GetNumAllocations()
   115 * Added locking functions for multi-threaded access to the joystick and game controller APIs:
   116 	SDL_LockJoysticks()
   117 	SDL_UnlockJoysticks()
   118 * The following functions are now thread-safe:
   119 	SDL_SetEventFilter()
   120 	SDL_GetEventFilter()
   121 	SDL_AddEventWatch()
   122 	SDL_DelEventWatch()
   123 
   124 
   125 General:
   126 ---------------------------------------------------------------------------
   127 2.0.6:
   128 ---------------------------------------------------------------------------
   129 
   130 General:
   131 * Added cross-platform Vulkan graphics support in SDL_vulkan.h
   132 	SDL_Vulkan_LoadLibrary()
   133 	SDL_Vulkan_GetVkGetInstanceProcAddr()
   134 	SDL_Vulkan_GetInstanceExtensions()
   135 	SDL_Vulkan_CreateSurface()
   136 	SDL_Vulkan_GetDrawableSize()
   137 	SDL_Vulkan_UnloadLibrary()
   138   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
   139 * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
   140 * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
   141 * Added support for many game controllers, including the Nintendo Switch Pro Controller
   142 * Added support for inverted axes and separate axis directions in game controller mappings
   143 * Added functions to return information about a joystick before it's opened:
   144 	SDL_JoystickGetDeviceVendor()
   145 	SDL_JoystickGetDeviceProduct()
   146 	SDL_JoystickGetDeviceProductVersion()
   147 	SDL_JoystickGetDeviceType()
   148 	SDL_JoystickGetDeviceInstanceID()
   149 * Added functions to return information about an open joystick:
   150 	SDL_JoystickGetVendor()
   151 	SDL_JoystickGetProduct()
   152 	SDL_JoystickGetProductVersion()
   153 	SDL_JoystickGetType()
   154 	SDL_JoystickGetAxisInitialState()
   155 * Added functions to return information about an open game controller:
   156 	SDL_GameControllerGetVendor()
   157 	SDL_GameControllerGetProduct()
   158 	SDL_GameControllerGetProductVersion()
   159 * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
   160 * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
   161 * Added SDL_DuplicateSurface() to make a copy of a surface
   162 * Added an experimental JACK audio driver
   163 * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
   164 * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
   165 * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
   166 	"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
   167 	"1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
   168 * 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
   169 * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
   170 
   171 Windows:
   172 * The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
   173 * The old XAudio2 audio driver is deprecated and will be removed in the next release
   174 * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
   175 * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
   176 * Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
   177 * Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
   178 
   179 Linux:
   180 * Added an experimental KMS/DRM video driver for embedded development
   181 
   182 iOS:
   183 * Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
   184 
   185 ---------------------------------------------------------------------------
   186 2.0.5:
   187 ---------------------------------------------------------------------------
   188 
   189 General:
   190 * Implemented audio capture support for some platforms
   191 * Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
   192 * Added events for dragging and dropping text
   193 * Added events for dragging and dropping multiple items
   194 * 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.
   195 * 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.
   196 * Added SDL_GetHintBoolean() to get the boolean value of a hint
   197 * Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
   198 * Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
   199 * 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.
   200 * Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
   201 * 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)
   202 * Added SDL_SetWindowResizable() to change whether a window is resizable
   203 * Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
   204 * Added SDL_SetWindowModalFor() to set a window as modal for another window
   205 * Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
   206 * Fixed flipped images when reading back from target textures when using the OpenGL renderer
   207 * Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
   208 * Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
   209 
   210 Windows:
   211 * 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.
   212 * The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
   213 * Fixed XBox controller triggers automatically being pulled at startup
   214 * The first icon from the executable is used as the default window icon at runtime
   215 * Fixed SDL log messages being printed twice if SDL was built with C library support
   216 * Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
   217 
   218 Mac OS X:
   219 * Fixed selecting the dummy video driver
   220 * 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.
   221 * Fixed mouse wheel events on Mac OS X 10.12
   222 * The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
   223 
   224 Linux:
   225 * Added support for the Fcitx IME
   226 * Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
   227 * Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
   228 * Added initial support for touchscreens on Raspberry Pi
   229 
   230 OpenBSD:
   231 * SDL_GetBasePath() is now implemented on OpenBSD
   232 
   233 iOS:
   234 * Added support for dynamically loaded objects on iOS 8 and newer
   235 
   236 tvOS:
   237 * Added support for Apple TV
   238 * 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.  
   239 
   240 Android:
   241 * Fixed SDL not resizing window when Android screen resolution changes
   242 * Corrected the joystick Z axis reporting for the accelerometer
   243 
   244 Emscripten (running in a web browser):
   245 * Many bug fixes and improvements
   246 
   247 
   248 ---------------------------------------------------------------------------
   249 2.0.4:
   250 ---------------------------------------------------------------------------
   251 
   252 General:
   253 * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
   254 * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
   255 * Added an API to queue audio instead of using the audio callback:
   256     SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
   257 * Added events for audio device hot plug support:
   258     SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
   259 * Added SDL_PointInRect()
   260 * Added SDL_HasAVX2() to detect CPUs with AVX2 support
   261 * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
   262 * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
   263 * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
   264 * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
   265 * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
   266 * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
   267 * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
   268 * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
   269 * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
   270 * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
   271 * Added a Vivante video driver that is used on various SoC platforms
   272 * 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
   273 * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
   274 * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
   275 * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
   276 * Improved support for WAV and BMP files with unusual chunks in them
   277 * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
   278 * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
   279 * Added SDL_GetDisplayDPI() to get the DPI information for a display
   280 * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
   281 * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
   282 * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
   283 
   284 Windows:
   285 * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
   286 * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
   287 * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
   288 * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
   289 * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
   290 * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
   291 * SDL_SysWMinfo now contains the window HDC
   292 * Added support for Unicode command line options
   293 * Prevent beeping when Alt-key combos are pressed
   294 * SDL_SetTextInputRect() re-positions the OS-rendered IME
   295 * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
   296 * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
   297 
   298 Mac OS X:
   299 * Implemented drag-and-drop support
   300 * Improved joystick hot-plug detection
   301 * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
   302 * Fixed relative mouse mode when the application loses/regains focus
   303 * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
   304 * Fixed the refresh rate of display modes
   305 * SDL_SysWMInfo is now ARC-compatible
   306 * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
   307 
   308 Linux:
   309 * Enabled building with Mir and Wayland support by default.
   310 * Added IBus IME support
   311 * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
   312 * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
   313 * Added support for multiple audio devices when using Pulseaudio
   314 * Fixed duplicate mouse events when using relative mouse motion
   315 
   316 iOS:
   317 * Added support for iOS 8
   318 * 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
   319 * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
   320 * Added native resolution support for the iPhone 6 Plus
   321 * Added support for MFi game controllers
   322 * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
   323 * Added sRGB OpenGL ES context support on iOS 7+
   324 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   325 * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
   326 * Fixed various rotation and orientation issues
   327 * Fixed memory leaks
   328 
   329 Android:
   330 * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
   331 * Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
   332 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   333 * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
   334 
   335 Raspberry Pi:
   336 * Added support for the Raspberry Pi 2
   337 
   338 
   339 ---------------------------------------------------------------------------
   340 2.0.3:
   341 ---------------------------------------------------------------------------
   342 
   343 Mac OS X:
   344 * Fixed creating an OpenGL context by default on Mac OS X 10.6
   345 
   346 
   347 ---------------------------------------------------------------------------
   348 2.0.2:
   349 ---------------------------------------------------------------------------
   350 General:
   351 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
   352 * Added an API to load a database of game controller mappings from a file:
   353     SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
   354 * Added game controller mappings for the PS4 and OUYA controllers
   355 * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
   356 * Added SDL_DetachThread()
   357 * Added SDL_HasAVX() to determine if the CPU has AVX features
   358 * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
   359 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
   360   them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
   361 * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
   362 * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
   363 * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
   364 * testgl2 does not need to link with libGL anymore
   365 * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
   366 * Added controllermap test program to visually map a game controller
   367 
   368 Windows:
   369 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
   370   the driver or emulated through ANGLE)
   371 * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
   372 * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
   373 * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
   374 
   375 Mac OS X:
   376 * 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.
   377 
   378 Linux:
   379 * Fixed fullscreen and focused behavior when receiving NotifyGrab events
   380 * Added experimental Wayland and Mir support, disabled by default
   381 
   382 Android:
   383 * Joystick support (minimum SDK version required to build SDL is now 12, 
   384   the required runtime version remains at 10, but on such devices joystick 
   385   support won't be available).
   386 * Hotplugging support for joysticks
   387 * 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.
   388 
   389 
   390 ---------------------------------------------------------------------------
   391 2.0.1:
   392 ---------------------------------------------------------------------------
   393 
   394 General:
   395 * Added an API to get common filesystem paths in SDL_filesystem.h:
   396     SDL_GetBasePath(), SDL_GetPrefPath()
   397 * Added an API to do optimized YV12 and IYUV texture updates:
   398     SDL_UpdateYUVTexture()
   399 * Added an API to get the amount of RAM on the system:
   400     SDL_GetSystemRAM()
   401 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
   402     SDL_TICKS_PASSED()
   403 * Dramatically improved OpenGL ES 2.0 rendering performance
   404 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
   405 
   406 Windows:
   407 * Created a static library configuration for the Visual Studio 2010 project
   408 * Added a hint to create the Direct3D device with support for multi-threading:
   409     SDL_HINT_RENDER_DIRECT3D_THREADSAFE
   410 * Added a function to get the D3D9 adapter index for a display:
   411     SDL_Direct3D9GetAdapterIndex()
   412 * Added a function to get the D3D9 device for a D3D9 renderer:
   413     SDL_RenderGetD3D9Device()
   414 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
   415 * Fixed crash when using two XInput controllers at the same time
   416 * Fixed detecting a mixture of XInput and DirectInput controllers
   417 * Fixed clearing a D3D render target larger than the window
   418 * Improved support for format specifiers in SDL_snprintf()
   419 
   420 Mac OS X:
   421 * Added support for retina displays:
   422   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.
   423 * Fixed mouse warping in fullscreen mode
   424 * Right mouse click is emulated by holding the Ctrl key while left clicking
   425 
   426 Linux:
   427 * Fixed float audio support with the PulseAudio driver
   428 * Fixed missing line endpoints in the OpenGL renderer on some drivers
   429 * X11 symbols are no longer defined to avoid collisions when linking statically
   430 
   431 iOS:
   432 * Fixed status bar visibility on iOS 7
   433 * Flipped the accelerometer Y axis to match expected values
   434 
   435 Android:
   436 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
   437 * Moved EGL initialization to native code 
   438 * Fixed the accelerometer axis rotation relative to the device rotation
   439 * Fixed race conditions when handling the EGL context on pause/resume
   440 * Touch devices are available for enumeration immediately after init
   441 
   442 Raspberry Pi:
   443 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details