WhatsNew.txt
author Sam Lantinga <slouken@libsdl.org>
Sun, 09 Feb 2014 02:04:40 -0800
changeset 8194 aada7c5bd410
parent 8062 4fc5f66d63cc
child 8197 7e9a477d3e07
permissions -rw-r--r--
Possibly fixed bug 2250 - Cmake: SDL2 Doesn't install DLLs on Windows

ernest.lee

[Exec] CMake Error at cmake_install.cmake:151 (FILE):
[13:37:43][Exec] file INSTALL cannot find
[13:37:43][Exec] "C:/TeamCity/buildAgent/work/2e3d17a492e75daf/Build/libSDL2.so".

The cmake INSTALL project doesn't work because it uses Linux so shared library paths. Windows uses dlls and I think cygwin also uses dlls. I've included this patch. Can you check if it works?
     1 
     2 This is a list of major changes in SDL's version history.
     3 
     4 ---------------------------------------------------------------------------
     5 2.0.2:
     6 ---------------------------------------------------------------------------
     7 General:
     8 * Added an API to load a database of Game Controller mappings from a file:    
     9     SDL_GameControllerAddMappingsFromFile
    10 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
    11   them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
    12 * Added testgles2. testgl2 does not need to link with libGL anymore.
    13   
    14 Windows:
    15 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
    16   the driver or emulated through ANGLE)
    17 
    18 Android:
    19 * Joystick support (minimum SDK version required to build SDL is now 12, 
    20   the required runtime version remains at 10, but on such devices joystick 
    21   support won't be available).
    22 * Hotplugging support for joysticks
    23 
    24 Linux:
    25 * Fixed fullscreen and focused behavior when receiving NotifyGrab events
    26 * Wayland support
    27 
    28 ---------------------------------------------------------------------------
    29 2.0.1:
    30 ---------------------------------------------------------------------------
    31 
    32 General:
    33 * Added an API to get common filesystem paths in SDL_filesystem.h:
    34     SDL_GetBasePath(), SDL_GetPrefPath()
    35 * Added an API to do optimized YV12 and IYUV texture updates:
    36     SDL_UpdateYUVTexture()
    37 * Added an API to get the amount of RAM on the system:
    38     SDL_GetSystemRAM()
    39 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
    40     SDL_TICKS_PASSED()
    41 * Dramatically improved OpenGL ES 2.0 rendering performance
    42 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
    43 
    44 Windows:
    45 * Created a static library configuration for the Visual Studio 2010 project
    46 * Added a hint to create the Direct3D device with support for multi-threading:
    47     SDL_HINT_RENDER_DIRECT3D_THREADSAFE
    48 * Added a function to get the D3D9 adapter index for a display:
    49     SDL_Direct3D9GetAdapterIndex()
    50 * Added a function to get the D3D9 device for a D3D9 renderer:
    51     SDL_RenderGetD3D9Device()
    52 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
    53 * Fixed crash when using two XInput controllers at the same time
    54 * Fixed detecting a mixture of XInput and DirectInput controllers
    55 * Fixed clearing a D3D render target larger than the window
    56 * Improved support for format specifiers in SDL_snprintf()
    57 
    58 Mac OS X:
    59 * Added support for retina displays:
    60   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.
    61 * Fixed mouse warping in fullscreen mode
    62 * Right mouse click is emulated by holding the Ctrl key while left clicking
    63 
    64 Linux:
    65 * Fixed float audio support with the PulseAudio driver
    66 * Fixed missing line endpoints in the OpenGL renderer on some drivers
    67 * X11 symbols are no longer defined to avoid collisions when linking statically
    68 
    69 iOS:
    70 * Fixed status bar visibility on iOS 7
    71 * Flipped the accelerometer Y axis to match expected values
    72 
    73 Android:
    74 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
    75 * Moved EGL initialization to native code 
    76 * Fixed the accelerometer axis rotation relative to the device rotation
    77 * Fixed race conditions when handling the EGL context on pause/resume
    78 * Touch devices are available for enumeration immediately after init
    79 
    80 Raspberry Pi:
    81 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details