WhatsNew.txt
author Sam Lantinga <slouken@libsdl.org>
Tue, 11 Oct 2016 23:56:52 -0700
changeset 10514 c2ad551770eb
parent 9995 d79480c1e151
child 10521 caea79aa9035
permissions -rw-r--r--
Updated WhatsNew with 2.0.5 changes
     1 
     2 This is a list of major changes in SDL's version history.
     3 
     4 ---------------------------------------------------------------------------
     5 2.0.5:
     6 ---------------------------------------------------------------------------
     7 
     8 General:
     9 * Implemented audio capture support for some platforms
    10 * Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
    11 * Added events for dragging and dropping text
    12 * Added events for dragging and dropping multiple items
    13 * 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.
    14 * 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.
    15 * Added SDL_GetHintBoolean() to get the boolean value of a hint
    16 * Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
    17 * Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
    18 * 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.
    19 * Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
    20 * 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)
    21 * Added SDL_SetWindowResizable() to change whether a window is resizable
    22 * Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
    23 * Added SDL_SetWindowModalFor() to set a window as modal for another window
    24 * Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
    25 * Fixed flipped images when reading back from target textures when using the OpenGL renderer
    26 * Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
    27 * Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
    28 
    29 Windows:
    30 * 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.
    31 * The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
    32 * Fixed XBox controller triggers automatically being pulled at startup
    33 * The first icon from the executable is used as the default window icon at runtime
    34 * Fixed SDL log messages being printed twice if SDL was built with C library support
    35 * Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
    36 
    37 Mac OS X:
    38 * Fixed selecting the dummy video driver
    39 * 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.
    40 * Fixed mouse wheel events on Mac OS X 10.12
    41 * The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
    42 
    43 Linux:
    44 * Added support for the Fcitx IME
    45 * Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
    46 * Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
    47 * Added initial support for touchscreens on Raspberry Pi
    48 
    49 iOS:
    50 * Added support for dynamically loaded objects on iOS 8 and newer
    51 
    52 tvOS:
    53 * Added support for Apple TV
    54 * 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.  
    55 
    56 Android:
    57 * Fixed SDL not resizing window when Android screen resolution changes
    58 * Corrected the joystick Z axis reporting for the accelerometer
    59 
    60 Emscripten (running in a web browser):
    61 * Many bug fixes and improvements
    62 
    63 
    64 ---------------------------------------------------------------------------
    65 2.0.4:
    66 ---------------------------------------------------------------------------
    67 
    68 General:
    69 * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
    70 * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
    71 * Added an API to queue audio instead of using the audio callback:
    72     SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
    73 * Added events for audio device hot plug support:
    74     SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
    75 * Added SDL_PointInRect()
    76 * Added SDL_HasAVX2() to detect CPUs with AVX2 support
    77 * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
    78 * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
    79 * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
    80 * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
    81 * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
    82 * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
    83 * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
    84 * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
    85 * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
    86 * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
    87 * Added a Vivante video driver that is used on various SoC platforms
    88 * 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
    89 * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
    90 * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
    91 * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
    92 * Improved support for WAV and BMP files with unusual chunks in them
    93 * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
    94 * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
    95 * Added SDL_GetDisplayDPI() to get the DPI information for a display
    96 * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
    97 * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
    98 * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
    99 
   100 Windows:
   101 * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
   102 * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
   103 * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
   104 * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
   105 * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
   106 * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
   107 * SDL_SysWMinfo now contains the window HDC
   108 * Added support for Unicode command line options
   109 * Prevent beeping when Alt-key combos are pressed
   110 * SDL_SetTextInputRect() re-positions the OS-rendered IME
   111 * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
   112 * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
   113 
   114 Mac OS X:
   115 * Implemented drag-and-drop support
   116 * Improved joystick hot-plug detection
   117 * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
   118 * Fixed relative mouse mode when the application loses/regains focus
   119 * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
   120 * Fixed the refresh rate of display modes
   121 * SDL_SysWMInfo is now ARC-compatible
   122 * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
   123 
   124 Linux:
   125 * Enabled building with Mir and Wayland support by default.
   126 * Added IBus IME support
   127 * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
   128 * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
   129 * Added support for multiple audio devices when using Pulseaudio
   130 * Fixed duplicate mouse events when using relative mouse motion
   131 
   132 iOS:
   133 * Added support for iOS 8
   134 * 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
   135 * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
   136 * Added native resolution support for the iPhone 6 Plus
   137 * Added support for MFi game controllers
   138 * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
   139 * Added sRGB OpenGL ES context support on iOS 7+
   140 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   141 * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
   142 * Fixed various rotation and orientation issues
   143 * Fixed memory leaks
   144 
   145 Android:
   146 * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
   147 * Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
   148 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   149 * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
   150 
   151 Raspberry Pi:
   152 * Added support for the Raspberry Pi 2
   153 
   154 
   155 ---------------------------------------------------------------------------
   156 2.0.3:
   157 ---------------------------------------------------------------------------
   158 
   159 Mac OS X:
   160 * Fixed creating an OpenGL context by default on Mac OS X 10.6
   161 
   162 
   163 ---------------------------------------------------------------------------
   164 2.0.2:
   165 ---------------------------------------------------------------------------
   166 General:
   167 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
   168 * Added an API to load a database of game controller mappings from a file:
   169     SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
   170 * Added game controller mappings for the PS4 and OUYA controllers
   171 * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
   172 * Added SDL_DetachThread()
   173 * Added SDL_HasAVX() to determine if the CPU has AVX features
   174 * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
   175 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
   176   them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
   177 * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
   178 * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
   179 * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
   180 * testgl2 does not need to link with libGL anymore
   181 * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
   182 * Added controllermap test program to visually map a game controller
   183 
   184 Windows:
   185 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
   186   the driver or emulated through ANGLE)
   187 * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
   188 * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
   189 * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
   190 
   191 Mac OS X:
   192 * 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.
   193 
   194 Linux:
   195 * Fixed fullscreen and focused behavior when receiving NotifyGrab events
   196 * Added experimental Wayland and Mir support, disabled by default
   197 
   198 Android:
   199 * Joystick support (minimum SDK version required to build SDL is now 12, 
   200   the required runtime version remains at 10, but on such devices joystick 
   201   support won't be available).
   202 * Hotplugging support for joysticks
   203 * 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.
   204 
   205 
   206 ---------------------------------------------------------------------------
   207 2.0.1:
   208 ---------------------------------------------------------------------------
   209 
   210 General:
   211 * Added an API to get common filesystem paths in SDL_filesystem.h:
   212     SDL_GetBasePath(), SDL_GetPrefPath()
   213 * Added an API to do optimized YV12 and IYUV texture updates:
   214     SDL_UpdateYUVTexture()
   215 * Added an API to get the amount of RAM on the system:
   216     SDL_GetSystemRAM()
   217 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
   218     SDL_TICKS_PASSED()
   219 * Dramatically improved OpenGL ES 2.0 rendering performance
   220 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
   221 
   222 Windows:
   223 * Created a static library configuration for the Visual Studio 2010 project
   224 * Added a hint to create the Direct3D device with support for multi-threading:
   225     SDL_HINT_RENDER_DIRECT3D_THREADSAFE
   226 * Added a function to get the D3D9 adapter index for a display:
   227     SDL_Direct3D9GetAdapterIndex()
   228 * Added a function to get the D3D9 device for a D3D9 renderer:
   229     SDL_RenderGetD3D9Device()
   230 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
   231 * Fixed crash when using two XInput controllers at the same time
   232 * Fixed detecting a mixture of XInput and DirectInput controllers
   233 * Fixed clearing a D3D render target larger than the window
   234 * Improved support for format specifiers in SDL_snprintf()
   235 
   236 Mac OS X:
   237 * Added support for retina displays:
   238   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.
   239 * Fixed mouse warping in fullscreen mode
   240 * Right mouse click is emulated by holding the Ctrl key while left clicking
   241 
   242 Linux:
   243 * Fixed float audio support with the PulseAudio driver
   244 * Fixed missing line endpoints in the OpenGL renderer on some drivers
   245 * X11 symbols are no longer defined to avoid collisions when linking statically
   246 
   247 iOS:
   248 * Fixed status bar visibility on iOS 7
   249 * Flipped the accelerometer Y axis to match expected values
   250 
   251 Android:
   252 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
   253 * Moved EGL initialization to native code 
   254 * Fixed the accelerometer axis rotation relative to the device rotation
   255 * Fixed race conditions when handling the EGL context on pause/resume
   256 * Touch devices are available for enumeration immediately after init
   257 
   258 Raspberry Pi:
   259 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details