author Sylvain Becker <sylvain.becker@gmail.com>
Tue, 13 Aug 2019 16:00:08 +0200
changeset 13008 8e299f937b6c
parent 12918 17361bc014d0
child 13099 9599e2bf9e3a
permissions -rw-r--r--
Android: SDL_image/SDL_mixer/SDL_ttf partially compiling with CMake (bug 3918)
     2 This is a list of major changes in SDL's version history.
     4 ---------------------------------------------------------------------------
     5 2.0.10:
     6 ---------------------------------------------------------------------------
     8 General:
     9 * The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
    10 * Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
    11 * 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.
    12 * 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.
    13 * The SDL rendering API now uses batched rendering by default, for improved performance
    14 * Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
    15 * 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.
    16 * Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
    17 * Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
    18 * Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
    19 * Improved handling of malformed WAVE and BMP files, fixing potential security exploits
    21 Linux:
    22 * Removed the Mir video driver in favor of Wayland
    24 iOS / tvOS:
    25 * Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
    26 * Added support for text input using Bluetooth keyboards
    28 Android:
    29 * Added low latency audio using OpenSL ES
    31   SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
    32   SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
    33 * Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
    36 ---------------------------------------------------------------------------
    37 2.0.9:
    38 ---------------------------------------------------------------------------
    40 General:
    41 * Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
    42 * Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
    43 * Added SDL_GetDisplayOrientation() to return the current display orientation
    44 * Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
    45 * 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)
    46 * Added support for many other popular game controllers
    47 * 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.
    48 * Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
    49 * Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
    50 * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
    51 * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
    52 * Added SDL_HasColorKey() to return whether a surface has a colorkey active
    53 * Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
    54 * Added SDL_IsTablet() to return whether the application is running on a tablet
    55 * Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
    57 Mac OS X:
    58 * Fixed black screen at start on Mac OS X Mojave
    60 Linux:
    61 * Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
    63 iOS:
    64 * Fixed Asian IME input
    66 Android:
    67 * Updated required Android SDK to API 26, to match Google's new App Store requirements
    68 * Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
    69 * 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)
    70 * Added support for custom mouse cursors on Android 7.0 and newer
    71 * 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
    72 * Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
    73 * Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
    74 * Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
    77 ---------------------------------------------------------------------------
    78 2.0.8:
    79 ---------------------------------------------------------------------------
    81 General:
    82 * Added SDL_fmod() and SDL_log10()
    83 * Each of the SDL math functions now has the corresponding float version
    84 * 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
    86 Windows:
    87 * Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
    88 * Added resampling support on WASAPI on Windows 7 and above
    90 Windows UWP:
    91 * Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
    93 Mac OS X:
    94 * Added support for the Vulkan SDK for Mac:
    95   https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
    96 * Added support for OpenGL ES using ANGLE when it's available
    98 Mac OS X / iOS / tvOS:
    99 * Added a Metal 2D render implementation
   100 * Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
   102 iOS:
   103 * 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.
   105 iOS / Android:
   106 * 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)
   108 Android:
   109 * SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
   110 * SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
   111 * Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
   113 Android / tvOS:
   114 * 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.
   116 Linux:
   117 * 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"
   118 * 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)
   121 ---------------------------------------------------------------------------
   122 2.0.7:
   123 ---------------------------------------------------------------------------
   125 General:
   126 * Added audio stream conversion functions:
   127 	SDL_NewAudioStream
   128 	SDL_AudioStreamPut
   129 	SDL_AudioStreamGet
   130 	SDL_AudioStreamAvailable
   131 	SDL_AudioStreamFlush
   132 	SDL_AudioStreamClear
   133 	SDL_FreeAudioStream
   134 * Added functions to query and set the SDL memory allocation functions:
   135 	SDL_GetMemoryFunctions()
   136 	SDL_SetMemoryFunctions()
   137 	SDL_GetNumAllocations()
   138 * Added locking functions for multi-threaded access to the joystick and game controller APIs:
   139 	SDL_LockJoysticks()
   140 	SDL_UnlockJoysticks()
   141 * The following functions are now thread-safe:
   142 	SDL_SetEventFilter()
   143 	SDL_GetEventFilter()
   144 	SDL_AddEventWatch()
   145 	SDL_DelEventWatch()
   148 General:
   149 ---------------------------------------------------------------------------
   150 2.0.6:
   151 ---------------------------------------------------------------------------
   153 General:
   154 * Added cross-platform Vulkan graphics support in SDL_vulkan.h
   155 	SDL_Vulkan_LoadLibrary()
   156 	SDL_Vulkan_GetVkGetInstanceProcAddr()
   157 	SDL_Vulkan_GetInstanceExtensions()
   158 	SDL_Vulkan_CreateSurface()
   159 	SDL_Vulkan_GetDrawableSize()
   160 	SDL_Vulkan_UnloadLibrary()
   161   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
   162 * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
   163 * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
   164 * Added support for many game controllers, including the Nintendo Switch Pro Controller
   165 * Added support for inverted axes and separate axis directions in game controller mappings
   166 * Added functions to return information about a joystick before it's opened:
   167 	SDL_JoystickGetDeviceVendor()
   168 	SDL_JoystickGetDeviceProduct()
   169 	SDL_JoystickGetDeviceProductVersion()
   170 	SDL_JoystickGetDeviceType()
   171 	SDL_JoystickGetDeviceInstanceID()
   172 * Added functions to return information about an open joystick:
   173 	SDL_JoystickGetVendor()
   174 	SDL_JoystickGetProduct()
   175 	SDL_JoystickGetProductVersion()
   176 	SDL_JoystickGetType()
   177 	SDL_JoystickGetAxisInitialState()
   178 * Added functions to return information about an open game controller:
   179 	SDL_GameControllerGetVendor()
   180 	SDL_GameControllerGetProduct()
   181 	SDL_GameControllerGetProductVersion()
   182 * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
   183 * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
   184 * Added SDL_DuplicateSurface() to make a copy of a surface
   185 * Added an experimental JACK audio driver
   186 * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
   187 * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
   188 * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
   189 	"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
   190 	"1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
   191 * 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
   192 * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
   194 Windows:
   195 * The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
   196 * The old XAudio2 audio driver is deprecated and will be removed in the next release
   197 * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
   198 * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
   199 * Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
   200 * Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
   202 Linux:
   203 * Added an experimental KMS/DRM video driver for embedded development
   205 iOS:
   206 * Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
   208 ---------------------------------------------------------------------------
   209 2.0.5:
   210 ---------------------------------------------------------------------------
   212 General:
   213 * Implemented audio capture support for some platforms
   214 * Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
   215 * Added events for dragging and dropping text
   216 * Added events for dragging and dropping multiple items
   217 * 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.
   218 * 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.
   219 * Added SDL_GetHintBoolean() to get the boolean value of a hint
   220 * Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
   221 * Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
   222 * 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.
   223 * Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
   224 * 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)
   225 * Added SDL_SetWindowResizable() to change whether a window is resizable
   226 * Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
   227 * Added SDL_SetWindowModalFor() to set a window as modal for another window
   228 * Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
   229 * Fixed flipped images when reading back from target textures when using the OpenGL renderer
   230 * Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
   231 * Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
   233 Windows:
   234 * 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.
   235 * The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
   236 * Fixed XBox controller triggers automatically being pulled at startup
   237 * The first icon from the executable is used as the default window icon at runtime
   238 * Fixed SDL log messages being printed twice if SDL was built with C library support
   239 * Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
   241 Mac OS X:
   242 * Fixed selecting the dummy video driver
   243 * 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.
   244 * Fixed mouse wheel events on Mac OS X 10.12
   245 * The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
   247 Linux:
   248 * Added support for the Fcitx IME
   249 * Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
   250 * Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
   251 * Added initial support for touchscreens on Raspberry Pi
   253 OpenBSD:
   254 * SDL_GetBasePath() is now implemented on OpenBSD
   256 iOS:
   257 * Added support for dynamically loaded objects on iOS 8 and newer
   259 tvOS:
   260 * Added support for Apple TV
   261 * 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.  
   263 Android:
   264 * Fixed SDL not resizing window when Android screen resolution changes
   265 * Corrected the joystick Z axis reporting for the accelerometer
   267 Emscripten (running in a web browser):
   268 * Many bug fixes and improvements
   271 ---------------------------------------------------------------------------
   272 2.0.4:
   273 ---------------------------------------------------------------------------
   275 General:
   276 * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
   277 * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
   278 * Added an API to queue audio instead of using the audio callback:
   279     SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
   280 * Added events for audio device hot plug support:
   282 * Added SDL_PointInRect()
   283 * Added SDL_HasAVX2() to detect CPUs with AVX2 support
   284 * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
   285 * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
   286 * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
   287 * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
   288 * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
   289 * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
   290 * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
   291 * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
   292 * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
   293 * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
   294 * Added a Vivante video driver that is used on various SoC platforms
   295 * 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
   296 * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
   297 * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
   298 * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
   299 * Improved support for WAV and BMP files with unusual chunks in them
   300 * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
   301 * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
   302 * Added SDL_GetDisplayDPI() to get the DPI information for a display
   303 * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
   304 * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
   305 * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
   307 Windows:
   308 * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
   309 * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
   310 * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
   311 * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
   312 * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
   313 * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
   314 * SDL_SysWMinfo now contains the window HDC
   315 * Added support for Unicode command line options
   316 * Prevent beeping when Alt-key combos are pressed
   317 * SDL_SetTextInputRect() re-positions the OS-rendered IME
   318 * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
   319 * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
   321 Mac OS X:
   322 * Implemented drag-and-drop support
   323 * Improved joystick hot-plug detection
   324 * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
   325 * Fixed relative mouse mode when the application loses/regains focus
   326 * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
   327 * Fixed the refresh rate of display modes
   328 * SDL_SysWMInfo is now ARC-compatible
   329 * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
   331 Linux:
   332 * Enabled building with Mir and Wayland support by default.
   333 * Added IBus IME support
   334 * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
   335 * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
   336 * Added support for multiple audio devices when using Pulseaudio
   337 * Fixed duplicate mouse events when using relative mouse motion
   339 iOS:
   340 * Added support for iOS 8
   341 * 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
   342 * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
   343 * Added native resolution support for the iPhone 6 Plus
   344 * Added support for MFi game controllers
   345 * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
   346 * Added sRGB OpenGL ES context support on iOS 7+
   347 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   348 * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
   349 * Fixed various rotation and orientation issues
   350 * Fixed memory leaks
   352 Android:
   353 * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
   355 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   356 * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
   358 Raspberry Pi:
   359 * Added support for the Raspberry Pi 2
   362 ---------------------------------------------------------------------------
   363 2.0.3:
   364 ---------------------------------------------------------------------------
   366 Mac OS X:
   367 * Fixed creating an OpenGL context by default on Mac OS X 10.6
   370 ---------------------------------------------------------------------------
   371 2.0.2:
   372 ---------------------------------------------------------------------------
   373 General:
   374 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
   375 * Added an API to load a database of game controller mappings from a file:
   376     SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
   377 * Added game controller mappings for the PS4 and OUYA controllers
   378 * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
   379 * Added SDL_DetachThread()
   380 * Added SDL_HasAVX() to determine if the CPU has AVX features
   381 * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
   382 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
   384 * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
   385 * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
   386 * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
   387 * testgl2 does not need to link with libGL anymore
   388 * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
   389 * Added controllermap test program to visually map a game controller
   391 Windows:
   392 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
   393   the driver or emulated through ANGLE)
   394 * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
   395 * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
   396 * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
   398 Mac OS X:
   399 * 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.
   401 Linux:
   402 * Fixed fullscreen and focused behavior when receiving NotifyGrab events
   403 * Added experimental Wayland and Mir support, disabled by default
   405 Android:
   406 * Joystick support (minimum SDK version required to build SDL is now 12, 
   407   the required runtime version remains at 10, but on such devices joystick 
   408   support won't be available).
   409 * Hotplugging support for joysticks
   410 * 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.
   413 ---------------------------------------------------------------------------
   414 2.0.1:
   415 ---------------------------------------------------------------------------
   417 General:
   418 * Added an API to get common filesystem paths in SDL_filesystem.h:
   419     SDL_GetBasePath(), SDL_GetPrefPath()
   420 * Added an API to do optimized YV12 and IYUV texture updates:
   421     SDL_UpdateYUVTexture()
   422 * Added an API to get the amount of RAM on the system:
   423     SDL_GetSystemRAM()
   424 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
   425     SDL_TICKS_PASSED()
   426 * Dramatically improved OpenGL ES 2.0 rendering performance
   427 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
   429 Windows:
   430 * Created a static library configuration for the Visual Studio 2010 project
   431 * Added a hint to create the Direct3D device with support for multi-threading:
   433 * Added a function to get the D3D9 adapter index for a display:
   434     SDL_Direct3D9GetAdapterIndex()
   435 * Added a function to get the D3D9 device for a D3D9 renderer:
   436     SDL_RenderGetD3D9Device()
   437 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
   438 * Fixed crash when using two XInput controllers at the same time
   439 * Fixed detecting a mixture of XInput and DirectInput controllers
   440 * Fixed clearing a D3D render target larger than the window
   441 * Improved support for format specifiers in SDL_snprintf()
   443 Mac OS X:
   444 * Added support for retina displays:
   445   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.
   446 * Fixed mouse warping in fullscreen mode
   447 * Right mouse click is emulated by holding the Ctrl key while left clicking
   449 Linux:
   450 * Fixed float audio support with the PulseAudio driver
   451 * Fixed missing line endpoints in the OpenGL renderer on some drivers
   452 * X11 symbols are no longer defined to avoid collisions when linking statically
   454 iOS:
   455 * Fixed status bar visibility on iOS 7
   456 * Flipped the accelerometer Y axis to match expected values
   458 Android:
   459 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
   460 * Moved EGL initialization to native code 
   461 * Fixed the accelerometer axis rotation relative to the device rotation
   462 * Fixed race conditions when handling the EGL context on pause/resume
   463 * Touch devices are available for enumeration immediately after init
   465 Raspberry Pi:
   466 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details