WhatsNew.txt
author Ryan C. Gordon <icculus@icculus.org>
Tue, 06 Oct 2015 00:10:54 -0400
changeset 9887 77f017f7f16d
parent 9876 1496e502e51d
child 9893 d3ad01d50bf0
permissions -rw-r--r--
Mac: Reset display if going from fullscreen to a fullscreen Space or vice-versa.

Otherwise, bad things happen.
     1 
     2 This is a list of major changes in SDL's version history.
     3 
     4 ---------------------------------------------------------------------------
     5 2.0.4:
     6 ---------------------------------------------------------------------------
     7 
     8 General:
     9 * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
    10 * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
    11 * Added an API to queue audio instead of using the audio callback:
    12     SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
    13 * Added events for audio device hot plug support:
    14     SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
    15 * Added SDL_PointInRect()
    16 * Added SDL_HasAVX2() to detect CPUs with AVX2 support
    17 * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
    18 * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
    19 * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
    20 * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
    21 * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
    22 * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
    23 * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
    24 * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
    25 * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
    26 * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
    27 * Added a Vivante video driver that is used on various SoC platforms
    28 * 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
    29 * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
    30 * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
    31 * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
    32 * Improved support for WAV and BMP files with unusual chunks in them
    33 * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
    34 * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
    35 * Added SDL_GetDisplayDPI() to get the DPI information for a display
    36 
    37 Windows:
    38 * Added support for Windows Phone 8.1
    39 * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
    40 * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
    41 * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
    42 * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
    43 * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
    44 * SDL_SysWMinfo now contains the window HDC
    45 * Added support for Unicode command line options
    46 * Prevent beeping when Alt-key combos are pressed
    47 * SDL_SetTextInputRect() re-positions the OS-rendered IME
    48 * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
    49 * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
    50 
    51 Mac OS X:
    52 * Implemented drag-and-drop support
    53 * Improved joystick hot-plug detection
    54 * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
    55 * Fixed relative mouse mode when the application loses/regains focus
    56 * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
    57 * Fixed the refresh rate of display modes
    58 * SDL_SysWMInfo is now ARC-compatible
    59 * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
    60 
    61 Linux:
    62 * Enabled building with Mir and Wayland support by default.
    63 * Added IBus IME support
    64 * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
    65 * Added support for multiple audio devices when using Pulseaudio
    66 * Fixed duplicate mouse events when using relative mouse motion
    67 
    68 iOS:
    69 * Added support for iOS 8
    70 * Added support for MFi game controllers
    71 * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
    72 * Added sRGB OpenGL ES context support on iOS 7+
    73 * Added native resolution support for the iPhone 6 Plus
    74 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
    75 * 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
    76 * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" coordinate space rather than pixels (matches OS X behavior)
    77 * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
    78 * Fixed various rotation and orientation issues
    79 * Fixed memory leaks
    80 
    81 Android:
    82 * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
    83 * Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
    84 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
    85 * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
    86 
    87 Raspberry Pi:
    88 * Added support for the Raspberry Pi 2
    89 
    90 
    91 ---------------------------------------------------------------------------
    92 2.0.3:
    93 ---------------------------------------------------------------------------
    94 
    95 Mac OS X:
    96 * Fixed creating an OpenGL context by default on Mac OS X 10.6
    97 
    98 
    99 ---------------------------------------------------------------------------
   100 2.0.2:
   101 ---------------------------------------------------------------------------
   102 General:
   103 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
   104 * Added an API to load a database of game controller mappings from a file:
   105     SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
   106 * Added game controller mappings for the PS4 and OUYA controllers
   107 * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
   108 * Added SDL_DetachThread()
   109 * Added SDL_HasAVX() to determine if the CPU has AVX features
   110 * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
   111 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
   112   them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
   113 * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
   114 * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
   115 * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
   116 * testgl2 does not need to link with libGL anymore
   117 * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
   118 * Added controllermap test program to visually map a game controller
   119 
   120 Windows:
   121 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
   122   the driver or emulated through ANGLE)
   123 * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
   124 * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
   125 * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
   126 
   127 Mac OS X:
   128 * 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.
   129 
   130 Linux:
   131 * Fixed fullscreen and focused behavior when receiving NotifyGrab events
   132 * Added experimental Wayland and Mir support, disabled by default
   133 
   134 Android:
   135 * Joystick support (minimum SDK version required to build SDL is now 12, 
   136   the required runtime version remains at 10, but on such devices joystick 
   137   support won't be available).
   138 * Hotplugging support for joysticks
   139 * 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.
   140 
   141 
   142 ---------------------------------------------------------------------------
   143 2.0.1:
   144 ---------------------------------------------------------------------------
   145 
   146 General:
   147 * Added an API to get common filesystem paths in SDL_filesystem.h:
   148     SDL_GetBasePath(), SDL_GetPrefPath()
   149 * Added an API to do optimized YV12 and IYUV texture updates:
   150     SDL_UpdateYUVTexture()
   151 * Added an API to get the amount of RAM on the system:
   152     SDL_GetSystemRAM()
   153 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
   154     SDL_TICKS_PASSED()
   155 * Dramatically improved OpenGL ES 2.0 rendering performance
   156 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
   157 
   158 Windows:
   159 * Created a static library configuration for the Visual Studio 2010 project
   160 * Added a hint to create the Direct3D device with support for multi-threading:
   161     SDL_HINT_RENDER_DIRECT3D_THREADSAFE
   162 * Added a function to get the D3D9 adapter index for a display:
   163     SDL_Direct3D9GetAdapterIndex()
   164 * Added a function to get the D3D9 device for a D3D9 renderer:
   165     SDL_RenderGetD3D9Device()
   166 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
   167 * Fixed crash when using two XInput controllers at the same time
   168 * Fixed detecting a mixture of XInput and DirectInput controllers
   169 * Fixed clearing a D3D render target larger than the window
   170 * Improved support for format specifiers in SDL_snprintf()
   171 
   172 Mac OS X:
   173 * Added support for retina displays:
   174   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.
   175 * Fixed mouse warping in fullscreen mode
   176 * Right mouse click is emulated by holding the Ctrl key while left clicking
   177 
   178 Linux:
   179 * Fixed float audio support with the PulseAudio driver
   180 * Fixed missing line endpoints in the OpenGL renderer on some drivers
   181 * X11 symbols are no longer defined to avoid collisions when linking statically
   182 
   183 iOS:
   184 * Fixed status bar visibility on iOS 7
   185 * Flipped the accelerometer Y axis to match expected values
   186 
   187 Android:
   188 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
   189 * Moved EGL initialization to native code 
   190 * Fixed the accelerometer axis rotation relative to the device rotation
   191 * Fixed race conditions when handling the EGL context on pause/resume
   192 * Touch devices are available for enumeration immediately after init
   193 
   194 Raspberry Pi:
   195 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details