author Sam Lantinga
Thu, 21 Nov 2019 10:09:26 -0800
changeset 13268 2e8d2420a63e
parent 13099 9599e2bf9e3a
child 13576 dce2898245ef
permissions -rw-r--r--
Turned on controllermap debug output by default
     2 This is a list of major changes in SDL's version history.
     4 ---------------------------------------------------------------------------
     5 2.0.11/12:
     6 ---------------------------------------------------------------------------
     8 General:
     9 * Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
    11 ---------------------------------------------------------------------------
    12 2.0.10:
    13 ---------------------------------------------------------------------------
    15 General:
    16 * The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
    17 * Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
    18 * Added SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF(), SDL_RenderCopyExF(), to allow floating point precision in the SDL rendering API.
    19 * Added SDL_GetTouchDeviceType() to get the type of a touch device, which can be a touch screen or a trackpad in relative or absolute coordinate mode.
    20 * The SDL rendering API now uses batched rendering by default, for improved performance
    21 * Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
    22 * Added the hint SDL_HINT_RENDER_BATCHING to control whether batching should be used for the rendering API. This defaults to "1" if you don't specify what rendering driver to use when creating the renderer.
    23 * Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
    24 * Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
    25 * Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
    26 * Improved handling of malformed WAVE and BMP files, fixing potential security exploits
    28 Linux:
    29 * Removed the Mir video driver in favor of Wayland
    31 iOS / tvOS:
    32 * Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
    33 * Added support for text input using Bluetooth keyboards
    35 Android:
    36 * Added low latency audio using OpenSL ES
    38   SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
    39   SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
    40 * Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
    43 ---------------------------------------------------------------------------
    44 2.0.9:
    45 ---------------------------------------------------------------------------
    47 General:
    48 * Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
    49 * Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
    50 * Added SDL_GetDisplayOrientation() to return the current display orientation
    51 * Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
    52 * 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)
    53 * Added support for many other popular game controllers
    54 * 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.
    55 * Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
    56 * Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
    57 * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
    58 * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
    59 * Added SDL_HasColorKey() to return whether a surface has a colorkey active
    60 * Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
    61 * Added SDL_IsTablet() to return whether the application is running on a tablet
    62 * Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
    64 Mac OS X:
    65 * Fixed black screen at start on Mac OS X Mojave
    67 Linux:
    68 * Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
    70 iOS:
    71 * Fixed Asian IME input
    73 Android:
    74 * Updated required Android SDK to API 26, to match Google's new App Store requirements
    75 * Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
    76 * 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)
    77 * Added support for custom mouse cursors on Android 7.0 and newer
    78 * 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
    79 * Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
    80 * Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
    81 * Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
    84 ---------------------------------------------------------------------------
    85 2.0.8:
    86 ---------------------------------------------------------------------------
    88 General:
    89 * Added SDL_fmod() and SDL_log10()
    90 * Each of the SDL math functions now has the corresponding float version
    91 * 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
    93 Windows:
    94 * Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
    95 * Added resampling support on WASAPI on Windows 7 and above
    97 Windows UWP:
    98 * Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
   100 Mac OS X:
   101 * Added support for the Vulkan SDK for Mac:
   102   https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
   103 * Added support for OpenGL ES using ANGLE when it's available
   105 Mac OS X / iOS / tvOS:
   106 * Added a Metal 2D render implementation
   107 * Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
   109 iOS:
   110 * 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.
   112 iOS / Android:
   113 * 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)
   115 Android:
   116 * SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
   117 * SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
   118 * Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
   120 Android / tvOS:
   121 * 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.
   123 Linux:
   124 * 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"
   125 * 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)
   128 ---------------------------------------------------------------------------
   129 2.0.7:
   130 ---------------------------------------------------------------------------
   132 General:
   133 * Added audio stream conversion functions:
   134 	SDL_NewAudioStream
   135 	SDL_AudioStreamPut
   136 	SDL_AudioStreamGet
   137 	SDL_AudioStreamAvailable
   138 	SDL_AudioStreamFlush
   139 	SDL_AudioStreamClear
   140 	SDL_FreeAudioStream
   141 * Added functions to query and set the SDL memory allocation functions:
   142 	SDL_GetMemoryFunctions()
   143 	SDL_SetMemoryFunctions()
   144 	SDL_GetNumAllocations()
   145 * Added locking functions for multi-threaded access to the joystick and game controller APIs:
   146 	SDL_LockJoysticks()
   147 	SDL_UnlockJoysticks()
   148 * The following functions are now thread-safe:
   149 	SDL_SetEventFilter()
   150 	SDL_GetEventFilter()
   151 	SDL_AddEventWatch()
   152 	SDL_DelEventWatch()
   155 General:
   156 ---------------------------------------------------------------------------
   157 2.0.6:
   158 ---------------------------------------------------------------------------
   160 General:
   161 * Added cross-platform Vulkan graphics support in SDL_vulkan.h
   162 	SDL_Vulkan_LoadLibrary()
   163 	SDL_Vulkan_GetVkGetInstanceProcAddr()
   164 	SDL_Vulkan_GetInstanceExtensions()
   165 	SDL_Vulkan_CreateSurface()
   166 	SDL_Vulkan_GetDrawableSize()
   167 	SDL_Vulkan_UnloadLibrary()
   168   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
   169 * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
   170 * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
   171 * Added support for many game controllers, including the Nintendo Switch Pro Controller
   172 * Added support for inverted axes and separate axis directions in game controller mappings
   173 * Added functions to return information about a joystick before it's opened:
   174 	SDL_JoystickGetDeviceVendor()
   175 	SDL_JoystickGetDeviceProduct()
   176 	SDL_JoystickGetDeviceProductVersion()
   177 	SDL_JoystickGetDeviceType()
   178 	SDL_JoystickGetDeviceInstanceID()
   179 * Added functions to return information about an open joystick:
   180 	SDL_JoystickGetVendor()
   181 	SDL_JoystickGetProduct()
   182 	SDL_JoystickGetProductVersion()
   183 	SDL_JoystickGetType()
   184 	SDL_JoystickGetAxisInitialState()
   185 * Added functions to return information about an open game controller:
   186 	SDL_GameControllerGetVendor()
   187 	SDL_GameControllerGetProduct()
   188 	SDL_GameControllerGetProductVersion()
   189 * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
   190 * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
   191 * Added SDL_DuplicateSurface() to make a copy of a surface
   192 * Added an experimental JACK audio driver
   193 * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
   194 * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
   195 * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
   196 	"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
   197 	"1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
   198 * 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
   199 * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
   201 Windows:
   202 * The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
   203 * The old XAudio2 audio driver is deprecated and will be removed in the next release
   204 * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
   205 * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
   206 * Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
   207 * Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
   209 Linux:
   210 * Added an experimental KMS/DRM video driver for embedded development
   212 iOS:
   213 * Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
   215 ---------------------------------------------------------------------------
   216 2.0.5:
   217 ---------------------------------------------------------------------------
   219 General:
   220 * Implemented audio capture support for some platforms
   221 * Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
   222 * Added events for dragging and dropping text
   223 * Added events for dragging and dropping multiple items
   224 * 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.
   225 * 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.
   226 * Added SDL_GetHintBoolean() to get the boolean value of a hint
   227 * Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
   228 * Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
   229 * 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.
   230 * Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
   231 * 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)
   232 * Added SDL_SetWindowResizable() to change whether a window is resizable
   233 * Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
   234 * Added SDL_SetWindowModalFor() to set a window as modal for another window
   235 * Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
   236 * Fixed flipped images when reading back from target textures when using the OpenGL renderer
   237 * Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
   238 * Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
   240 Windows:
   241 * 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.
   242 * The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
   243 * Fixed XBox controller triggers automatically being pulled at startup
   244 * The first icon from the executable is used as the default window icon at runtime
   245 * Fixed SDL log messages being printed twice if SDL was built with C library support
   246 * Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
   248 Mac OS X:
   249 * Fixed selecting the dummy video driver
   250 * 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.
   251 * Fixed mouse wheel events on Mac OS X 10.12
   252 * The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
   254 Linux:
   255 * Added support for the Fcitx IME
   256 * Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
   257 * Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
   258 * Added initial support for touchscreens on Raspberry Pi
   260 OpenBSD:
   261 * SDL_GetBasePath() is now implemented on OpenBSD
   263 iOS:
   264 * Added support for dynamically loaded objects on iOS 8 and newer
   266 tvOS:
   267 * Added support for Apple TV
   268 * 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.  
   270 Android:
   271 * Fixed SDL not resizing window when Android screen resolution changes
   272 * Corrected the joystick Z axis reporting for the accelerometer
   274 Emscripten (running in a web browser):
   275 * Many bug fixes and improvements
   278 ---------------------------------------------------------------------------
   279 2.0.4:
   280 ---------------------------------------------------------------------------
   282 General:
   283 * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
   284 * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
   285 * Added an API to queue audio instead of using the audio callback:
   286     SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
   287 * Added events for audio device hot plug support:
   289 * Added SDL_PointInRect()
   290 * Added SDL_HasAVX2() to detect CPUs with AVX2 support
   291 * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
   292 * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
   293 * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
   294 * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
   295 * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
   296 * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
   297 * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
   298 * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
   299 * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
   300 * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
   301 * Added a Vivante video driver that is used on various SoC platforms
   302 * 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
   303 * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
   304 * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
   305 * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
   306 * Improved support for WAV and BMP files with unusual chunks in them
   307 * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
   308 * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
   309 * Added SDL_GetDisplayDPI() to get the DPI information for a display
   310 * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
   311 * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
   312 * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
   314 Windows:
   315 * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
   316 * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
   317 * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
   318 * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
   319 * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
   320 * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
   321 * SDL_SysWMinfo now contains the window HDC
   322 * Added support for Unicode command line options
   323 * Prevent beeping when Alt-key combos are pressed
   324 * SDL_SetTextInputRect() re-positions the OS-rendered IME
   325 * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
   326 * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
   328 Mac OS X:
   329 * Implemented drag-and-drop support
   330 * Improved joystick hot-plug detection
   331 * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
   332 * Fixed relative mouse mode when the application loses/regains focus
   333 * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
   334 * Fixed the refresh rate of display modes
   335 * SDL_SysWMInfo is now ARC-compatible
   336 * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
   338 Linux:
   339 * Enabled building with Mir and Wayland support by default.
   340 * Added IBus IME support
   341 * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
   342 * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
   343 * Added support for multiple audio devices when using Pulseaudio
   344 * Fixed duplicate mouse events when using relative mouse motion
   346 iOS:
   347 * Added support for iOS 8
   348 * 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
   349 * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
   350 * Added native resolution support for the iPhone 6 Plus
   351 * Added support for MFi game controllers
   352 * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
   353 * Added sRGB OpenGL ES context support on iOS 7+
   354 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   355 * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
   356 * Fixed various rotation and orientation issues
   357 * Fixed memory leaks
   359 Android:
   360 * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
   362 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   363 * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
   365 Raspberry Pi:
   366 * Added support for the Raspberry Pi 2
   369 ---------------------------------------------------------------------------
   370 2.0.3:
   371 ---------------------------------------------------------------------------
   373 Mac OS X:
   374 * Fixed creating an OpenGL context by default on Mac OS X 10.6
   377 ---------------------------------------------------------------------------
   378 2.0.2:
   379 ---------------------------------------------------------------------------
   380 General:
   381 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
   382 * Added an API to load a database of game controller mappings from a file:
   383     SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
   384 * Added game controller mappings for the PS4 and OUYA controllers
   385 * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
   386 * Added SDL_DetachThread()
   387 * Added SDL_HasAVX() to determine if the CPU has AVX features
   388 * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
   389 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
   391 * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
   392 * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
   393 * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
   394 * testgl2 does not need to link with libGL anymore
   395 * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
   396 * Added controllermap test program to visually map a game controller
   398 Windows:
   399 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
   400   the driver or emulated through ANGLE)
   401 * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
   402 * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
   403 * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
   405 Mac OS X:
   406 * 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.
   408 Linux:
   409 * Fixed fullscreen and focused behavior when receiving NotifyGrab events
   410 * Added experimental Wayland and Mir support, disabled by default
   412 Android:
   413 * Joystick support (minimum SDK version required to build SDL is now 12, 
   414   the required runtime version remains at 10, but on such devices joystick 
   415   support won't be available).
   416 * Hotplugging support for joysticks
   417 * 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.
   420 ---------------------------------------------------------------------------
   421 2.0.1:
   422 ---------------------------------------------------------------------------
   424 General:
   425 * Added an API to get common filesystem paths in SDL_filesystem.h:
   426     SDL_GetBasePath(), SDL_GetPrefPath()
   427 * Added an API to do optimized YV12 and IYUV texture updates:
   428     SDL_UpdateYUVTexture()
   429 * Added an API to get the amount of RAM on the system:
   430     SDL_GetSystemRAM()
   431 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
   432     SDL_TICKS_PASSED()
   433 * Dramatically improved OpenGL ES 2.0 rendering performance
   434 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
   436 Windows:
   437 * Created a static library configuration for the Visual Studio 2010 project
   438 * Added a hint to create the Direct3D device with support for multi-threading:
   440 * Added a function to get the D3D9 adapter index for a display:
   441     SDL_Direct3D9GetAdapterIndex()
   442 * Added a function to get the D3D9 device for a D3D9 renderer:
   443     SDL_RenderGetD3D9Device()
   444 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
   445 * Fixed crash when using two XInput controllers at the same time
   446 * Fixed detecting a mixture of XInput and DirectInput controllers
   447 * Fixed clearing a D3D render target larger than the window
   448 * Improved support for format specifiers in SDL_snprintf()
   450 Mac OS X:
   451 * Added support for retina displays:
   452   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.
   453 * Fixed mouse warping in fullscreen mode
   454 * Right mouse click is emulated by holding the Ctrl key while left clicking
   456 Linux:
   457 * Fixed float audio support with the PulseAudio driver
   458 * Fixed missing line endpoints in the OpenGL renderer on some drivers
   459 * X11 symbols are no longer defined to avoid collisions when linking statically
   461 iOS:
   462 * Fixed status bar visibility on iOS 7
   463 * Flipped the accelerometer Y axis to match expected values
   465 Android:
   466 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
   467 * Moved EGL initialization to native code 
   468 * Fixed the accelerometer axis rotation relative to the device rotation
   469 * Fixed race conditions when handling the EGL context on pause/resume
   470 * Touch devices are available for enumeration immediately after init
   472 Raspberry Pi:
   473 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details