WhatsNew.txt
author Sven Hesse <drmccoy@drmccoy.de>
Sun, 22 Oct 2017 20:24:58 +0200
changeset 11645 2088cd828335
parent 11639 b72de18f13ce
child 11687 e968d755a760
permissions -rw-r--r--
Don't X error in SDL_CreateWindow with unsupported GL attributes
     1 
     2 This is a list of major changes in SDL's version history.
     3 
     4 ---------------------------------------------------------------------------
     5 2.0.7:
     6 ---------------------------------------------------------------------------
     7 
     8 General:
     9 * Added audio stream conversion functions:
    10 	SDL_NewAudioStream
    11 	SDL_AudioStreamPut
    12 	SDL_AudioStreamGet
    13 	SDL_AudioStreamAvailable
    14 	SDL_AudioStreamFlush
    15 	SDL_AudioStreamClear
    16 	SDL_FreeAudioStream
    17 * Added functions to query and set the SDL memory allocation functions:
    18 	SDL_GetMemoryFunctions()
    19 	SDL_SetMemoryFunctions()
    20 	SDL_GetNumAllocations()
    21 * Added locking functions for multi-threaded access to the joystick and game controller APIs:
    22 	SDL_LockJoysticks()
    23 	SDL_UnlockJoysticks()
    24 * The following functions are now thread-safe:
    25 	SDL_SetEventFilter()
    26 	SDL_GetEventFilter()
    27 	SDL_AddEventWatch()
    28 	SDL_DelEventWatch()
    29 
    30 
    31 General:
    32 ---------------------------------------------------------------------------
    33 2.0.6:
    34 ---------------------------------------------------------------------------
    35 
    36 General:
    37 * Added cross-platform Vulkan graphics support in SDL_vulkan.h
    38 	SDL_Vulkan_LoadLibrary()
    39 	SDL_Vulkan_GetVkGetInstanceProcAddr()
    40 	SDL_Vulkan_GetInstanceExtensions()
    41 	SDL_Vulkan_CreateSurface()
    42 	SDL_Vulkan_GetDrawableSize()
    43 	SDL_Vulkan_UnloadLibrary()
    44   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
    45 * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
    46 * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
    47 * Added support for many game controllers, including the Nintendo Switch Pro Controller
    48 * Added support for inverted axes and separate axis directions in game controller mappings
    49 * Added functions to return information about a joystick before it's opened:
    50 	SDL_JoystickGetDeviceVendor()
    51 	SDL_JoystickGetDeviceProduct()
    52 	SDL_JoystickGetDeviceProductVersion()
    53 	SDL_JoystickGetDeviceType()
    54 	SDL_JoystickGetDeviceInstanceID()
    55 * Added functions to return information about an open joystick:
    56 	SDL_JoystickGetVendor()
    57 	SDL_JoystickGetProduct()
    58 	SDL_JoystickGetProductVersion()
    59 	SDL_JoystickGetType()
    60 	SDL_JoystickGetAxisInitialState()
    61 * Added functions to return information about an open game controller:
    62 	SDL_GameControllerGetVendor()
    63 	SDL_GameControllerGetProduct()
    64 	SDL_GameControllerGetProductVersion()
    65 * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
    66 * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
    67 * Added SDL_DuplicateSurface() to make a copy of a surface
    68 * Added an experimental JACK audio driver
    69 * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
    70 * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
    71 * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
    72 	"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
    73 	"1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
    74 * 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
    75 * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
    76 
    77 Windows:
    78 * The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
    79 * The old XAudio2 audio driver is deprecated and will be removed in the next release
    80 * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
    81 * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
    82 * Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
    83 * Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
    84 
    85 Linux:
    86 * Added an experimental KMS/DRM video driver for embedded development
    87 
    88 iOS:
    89 * Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
    90 
    91 ---------------------------------------------------------------------------
    92 2.0.5:
    93 ---------------------------------------------------------------------------
    94 
    95 General:
    96 * Implemented audio capture support for some platforms
    97 * Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
    98 * Added events for dragging and dropping text
    99 * Added events for dragging and dropping multiple items
   100 * 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.
   101 * 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.
   102 * Added SDL_GetHintBoolean() to get the boolean value of a hint
   103 * Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
   104 * Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
   105 * 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.
   106 * Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
   107 * 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)
   108 * Added SDL_SetWindowResizable() to change whether a window is resizable
   109 * Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
   110 * Added SDL_SetWindowModalFor() to set a window as modal for another window
   111 * Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
   112 * Fixed flipped images when reading back from target textures when using the OpenGL renderer
   113 * Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
   114 * Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
   115 
   116 Windows:
   117 * 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.
   118 * The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
   119 * Fixed XBox controller triggers automatically being pulled at startup
   120 * The first icon from the executable is used as the default window icon at runtime
   121 * Fixed SDL log messages being printed twice if SDL was built with C library support
   122 * Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
   123 
   124 Mac OS X:
   125 * Fixed selecting the dummy video driver
   126 * 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.
   127 * Fixed mouse wheel events on Mac OS X 10.12
   128 * The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
   129 
   130 Linux:
   131 * Added support for the Fcitx IME
   132 * Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
   133 * Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
   134 * Added initial support for touchscreens on Raspberry Pi
   135 
   136 OpenBSD:
   137 * SDL_GetBasePath() is now implemented on OpenBSD
   138 
   139 iOS:
   140 * Added support for dynamically loaded objects on iOS 8 and newer
   141 
   142 tvOS:
   143 * Added support for Apple TV
   144 * 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.  
   145 
   146 Android:
   147 * Fixed SDL not resizing window when Android screen resolution changes
   148 * Corrected the joystick Z axis reporting for the accelerometer
   149 
   150 Emscripten (running in a web browser):
   151 * Many bug fixes and improvements
   152 
   153 
   154 ---------------------------------------------------------------------------
   155 2.0.4:
   156 ---------------------------------------------------------------------------
   157 
   158 General:
   159 * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
   160 * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
   161 * Added an API to queue audio instead of using the audio callback:
   162     SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
   163 * Added events for audio device hot plug support:
   164     SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
   165 * Added SDL_PointInRect()
   166 * Added SDL_HasAVX2() to detect CPUs with AVX2 support
   167 * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
   168 * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
   169 * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
   170 * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
   171 * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
   172 * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
   173 * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
   174 * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
   175 * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
   176 * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
   177 * Added a Vivante video driver that is used on various SoC platforms
   178 * 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
   179 * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
   180 * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
   181 * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
   182 * Improved support for WAV and BMP files with unusual chunks in them
   183 * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
   184 * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
   185 * Added SDL_GetDisplayDPI() to get the DPI information for a display
   186 * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
   187 * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
   188 * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
   189 
   190 Windows:
   191 * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
   192 * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
   193 * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
   194 * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
   195 * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
   196 * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
   197 * SDL_SysWMinfo now contains the window HDC
   198 * Added support for Unicode command line options
   199 * Prevent beeping when Alt-key combos are pressed
   200 * SDL_SetTextInputRect() re-positions the OS-rendered IME
   201 * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
   202 * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
   203 
   204 Mac OS X:
   205 * Implemented drag-and-drop support
   206 * Improved joystick hot-plug detection
   207 * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
   208 * Fixed relative mouse mode when the application loses/regains focus
   209 * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
   210 * Fixed the refresh rate of display modes
   211 * SDL_SysWMInfo is now ARC-compatible
   212 * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
   213 
   214 Linux:
   215 * Enabled building with Mir and Wayland support by default.
   216 * Added IBus IME support
   217 * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
   218 * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
   219 * Added support for multiple audio devices when using Pulseaudio
   220 * Fixed duplicate mouse events when using relative mouse motion
   221 
   222 iOS:
   223 * Added support for iOS 8
   224 * 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
   225 * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
   226 * Added native resolution support for the iPhone 6 Plus
   227 * Added support for MFi game controllers
   228 * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
   229 * Added sRGB OpenGL ES context support on iOS 7+
   230 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   231 * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
   232 * Fixed various rotation and orientation issues
   233 * Fixed memory leaks
   234 
   235 Android:
   236 * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
   237 * Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
   238 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   239 * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
   240 
   241 Raspberry Pi:
   242 * Added support for the Raspberry Pi 2
   243 
   244 
   245 ---------------------------------------------------------------------------
   246 2.0.3:
   247 ---------------------------------------------------------------------------
   248 
   249 Mac OS X:
   250 * Fixed creating an OpenGL context by default on Mac OS X 10.6
   251 
   252 
   253 ---------------------------------------------------------------------------
   254 2.0.2:
   255 ---------------------------------------------------------------------------
   256 General:
   257 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
   258 * Added an API to load a database of game controller mappings from a file:
   259     SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
   260 * Added game controller mappings for the PS4 and OUYA controllers
   261 * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
   262 * Added SDL_DetachThread()
   263 * Added SDL_HasAVX() to determine if the CPU has AVX features
   264 * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
   265 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
   266   them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
   267 * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
   268 * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
   269 * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
   270 * testgl2 does not need to link with libGL anymore
   271 * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
   272 * Added controllermap test program to visually map a game controller
   273 
   274 Windows:
   275 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
   276   the driver or emulated through ANGLE)
   277 * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
   278 * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
   279 * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
   280 
   281 Mac OS X:
   282 * 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.
   283 
   284 Linux:
   285 * Fixed fullscreen and focused behavior when receiving NotifyGrab events
   286 * Added experimental Wayland and Mir support, disabled by default
   287 
   288 Android:
   289 * Joystick support (minimum SDK version required to build SDL is now 12, 
   290   the required runtime version remains at 10, but on such devices joystick 
   291   support won't be available).
   292 * Hotplugging support for joysticks
   293 * 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.
   294 
   295 
   296 ---------------------------------------------------------------------------
   297 2.0.1:
   298 ---------------------------------------------------------------------------
   299 
   300 General:
   301 * Added an API to get common filesystem paths in SDL_filesystem.h:
   302     SDL_GetBasePath(), SDL_GetPrefPath()
   303 * Added an API to do optimized YV12 and IYUV texture updates:
   304     SDL_UpdateYUVTexture()
   305 * Added an API to get the amount of RAM on the system:
   306     SDL_GetSystemRAM()
   307 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
   308     SDL_TICKS_PASSED()
   309 * Dramatically improved OpenGL ES 2.0 rendering performance
   310 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
   311 
   312 Windows:
   313 * Created a static library configuration for the Visual Studio 2010 project
   314 * Added a hint to create the Direct3D device with support for multi-threading:
   315     SDL_HINT_RENDER_DIRECT3D_THREADSAFE
   316 * Added a function to get the D3D9 adapter index for a display:
   317     SDL_Direct3D9GetAdapterIndex()
   318 * Added a function to get the D3D9 device for a D3D9 renderer:
   319     SDL_RenderGetD3D9Device()
   320 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
   321 * Fixed crash when using two XInput controllers at the same time
   322 * Fixed detecting a mixture of XInput and DirectInput controllers
   323 * Fixed clearing a D3D render target larger than the window
   324 * Improved support for format specifiers in SDL_snprintf()
   325 
   326 Mac OS X:
   327 * Added support for retina displays:
   328   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.
   329 * Fixed mouse warping in fullscreen mode
   330 * Right mouse click is emulated by holding the Ctrl key while left clicking
   331 
   332 Linux:
   333 * Fixed float audio support with the PulseAudio driver
   334 * Fixed missing line endpoints in the OpenGL renderer on some drivers
   335 * X11 symbols are no longer defined to avoid collisions when linking statically
   336 
   337 iOS:
   338 * Fixed status bar visibility on iOS 7
   339 * Flipped the accelerometer Y axis to match expected values
   340 
   341 Android:
   342 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
   343 * Moved EGL initialization to native code 
   344 * Fixed the accelerometer axis rotation relative to the device rotation
   345 * Fixed race conditions when handling the EGL context on pause/resume
   346 * Touch devices are available for enumeration immediately after init
   347 
   348 Raspberry Pi:
   349 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details