WhatsNew.txt
author David Ludwig <dludwig@pobox.com>
Sun, 15 Mar 2020 13:35:03 -0400
changeset 13627 c88387a1e0e2
parent 13576 dce2898245ef
permissions -rw-r--r--
virtual joysticks: improved docs for SDL_JoystickSetVirtual* functions
     1 
     2 This is a list of major changes in SDL's version history.
     3 
     4 ---------------------------------------------------------------------------
     5 2.0.12:
     6 ---------------------------------------------------------------------------
     7 
     8 General:
     9 * Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
    10 * Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
    11 * Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
    12 * Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
    13 * Added the window underneath the finger to the SDL_TouchFingerEvent
    14 * Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
    15 * Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
    16 * Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
    17 * Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
    18 * Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled.
    19 * Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
    20 * Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
    21 * Added support for many game controllers, including:
    22 	* 8BitDo FC30 Pro
    23 	* 8BitDo M30 GamePad
    24 	* BDA PS4 Fightpad
    25 	* HORI Fighting Commander
    26 	* Hyperkin Duke
    27 	* Hyperkin X91
    28 	* MOGA XP5-A Plus
    29 	* NACON GC-400ES
    30 	* NVIDIA Controller v01.04
    31 	* PDP Versus Fighting Pad
    32 	* Razer Raion Fightpad for PS4
    33 	* Razer Serval
    34 	* Stadia Controller
    35 	* SteelSeries Stratus Duo
    36 	* Victrix Pro Fight Stick for PS4
    37 	* Xbox One Elite Series 2
    38 * Fixed blocking game controller rumble calls when using the HIDAPI driver
    39 * Added SDL_zeroa() macro to zero an array of elements
    40 * Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
    41 
    42 Windows:
    43 * Fixed crash when using the release SDL DLL with applications built with gcc
    44 * Fixed performance regression in event handling introduced in 2.0.10
    45 * Added support for SDL_SetThreadPriority() for UWP applications
    46 
    47 Linux:
    48 * Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
    49 * Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
    50 
    51 iOS / tvOS / macOS:
    52 * Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
    53 
    54 iOS/ tvOS:
    55 * Added support for Bluetooth Steam Controllers as game controllers
    56 
    57 tvOS:
    58 * Fixed support for surround sound on Apple TV
    59 
    60 Android:
    61 * Added SDL_GetAndroidSDKVersion() to return the API level of the current device
    62 * Added support for audio capture using OpenSL-ES
    63 * Added support for Bluetooth Steam Controllers as game controllers
    64 * Fixed rare crashes when the app goes into the background or terminates
    65 
    66 
    67 ---------------------------------------------------------------------------
    68 2.0.10:
    69 ---------------------------------------------------------------------------
    70 
    71 General:
    72 * The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
    73 * Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
    74 * 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.
    75 * 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.
    76 * The SDL rendering API now uses batched rendering by default, for improved performance
    77 * Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
    78 * 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.
    79 * Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
    80 * Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
    81 * Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
    82 * Improved handling of malformed WAVE and BMP files, fixing potential security exploits
    83 
    84 Linux:
    85 * Removed the Mir video driver in favor of Wayland
    86 
    87 iOS / tvOS:
    88 * Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
    89 * Added support for text input using Bluetooth keyboards
    90 
    91 Android:
    92 * Added low latency audio using OpenSL ES
    93 * Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
    94   SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
    95   SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
    96 * Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
    97 
    98 
    99 ---------------------------------------------------------------------------
   100 2.0.9:
   101 ---------------------------------------------------------------------------
   102 
   103 General:
   104 * Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
   105 * Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
   106 * Added SDL_GetDisplayOrientation() to return the current display orientation
   107 * Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
   108 * 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)
   109 * Added support for many other popular game controllers
   110 * 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.
   111 * Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
   112 * Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
   113 * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
   114 * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
   115 * Added SDL_HasColorKey() to return whether a surface has a colorkey active
   116 * Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
   117 * Added SDL_IsTablet() to return whether the application is running on a tablet
   118 * Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
   119 
   120 Mac OS X:
   121 * Fixed black screen at start on Mac OS X Mojave
   122 
   123 Linux:
   124 * Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
   125 
   126 iOS:
   127 * Fixed Asian IME input
   128 
   129 Android:
   130 * Updated required Android SDK to API 26, to match Google's new App Store requirements
   131 * Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
   132 * 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)
   133 * Added support for custom mouse cursors on Android 7.0 and newer
   134 * 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
   135 * Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
   136 * Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
   137 * Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
   138 
   139 
   140 ---------------------------------------------------------------------------
   141 2.0.8:
   142 ---------------------------------------------------------------------------
   143 
   144 General:
   145 * Added SDL_fmod() and SDL_log10()
   146 * Each of the SDL math functions now has the corresponding float version
   147 * 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
   148 
   149 Windows:
   150 * Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
   151 * Added resampling support on WASAPI on Windows 7 and above
   152 
   153 Windows UWP:
   154 * Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
   155 
   156 Mac OS X:
   157 * Added support for the Vulkan SDK for Mac:
   158   https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
   159 * Added support for OpenGL ES using ANGLE when it's available
   160 
   161 Mac OS X / iOS / tvOS:
   162 * Added a Metal 2D render implementation
   163 * Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
   164 
   165 iOS:
   166 * 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.
   167 
   168 iOS / Android:
   169 * 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)
   170 
   171 Android:
   172 * SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
   173 * SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
   174 * Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
   175 
   176 Android / tvOS:
   177 * 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.
   178 
   179 Linux:
   180 * 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"
   181 * 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)
   182 
   183 
   184 ---------------------------------------------------------------------------
   185 2.0.7:
   186 ---------------------------------------------------------------------------
   187 
   188 General:
   189 * Added audio stream conversion functions:
   190 	SDL_NewAudioStream
   191 	SDL_AudioStreamPut
   192 	SDL_AudioStreamGet
   193 	SDL_AudioStreamAvailable
   194 	SDL_AudioStreamFlush
   195 	SDL_AudioStreamClear
   196 	SDL_FreeAudioStream
   197 * Added functions to query and set the SDL memory allocation functions:
   198 	SDL_GetMemoryFunctions()
   199 	SDL_SetMemoryFunctions()
   200 	SDL_GetNumAllocations()
   201 * Added locking functions for multi-threaded access to the joystick and game controller APIs:
   202 	SDL_LockJoysticks()
   203 	SDL_UnlockJoysticks()
   204 * The following functions are now thread-safe:
   205 	SDL_SetEventFilter()
   206 	SDL_GetEventFilter()
   207 	SDL_AddEventWatch()
   208 	SDL_DelEventWatch()
   209 
   210 
   211 General:
   212 ---------------------------------------------------------------------------
   213 2.0.6:
   214 ---------------------------------------------------------------------------
   215 
   216 General:
   217 * Added cross-platform Vulkan graphics support in SDL_vulkan.h
   218 	SDL_Vulkan_LoadLibrary()
   219 	SDL_Vulkan_GetVkGetInstanceProcAddr()
   220 	SDL_Vulkan_GetInstanceExtensions()
   221 	SDL_Vulkan_CreateSurface()
   222 	SDL_Vulkan_GetDrawableSize()
   223 	SDL_Vulkan_UnloadLibrary()
   224   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
   225 * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
   226 * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
   227 * Added support for many game controllers, including the Nintendo Switch Pro Controller
   228 * Added support for inverted axes and separate axis directions in game controller mappings
   229 * Added functions to return information about a joystick before it's opened:
   230 	SDL_JoystickGetDeviceVendor()
   231 	SDL_JoystickGetDeviceProduct()
   232 	SDL_JoystickGetDeviceProductVersion()
   233 	SDL_JoystickGetDeviceType()
   234 	SDL_JoystickGetDeviceInstanceID()
   235 * Added functions to return information about an open joystick:
   236 	SDL_JoystickGetVendor()
   237 	SDL_JoystickGetProduct()
   238 	SDL_JoystickGetProductVersion()
   239 	SDL_JoystickGetType()
   240 	SDL_JoystickGetAxisInitialState()
   241 * Added functions to return information about an open game controller:
   242 	SDL_GameControllerGetVendor()
   243 	SDL_GameControllerGetProduct()
   244 	SDL_GameControllerGetProductVersion()
   245 * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
   246 * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
   247 * Added SDL_DuplicateSurface() to make a copy of a surface
   248 * Added an experimental JACK audio driver
   249 * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
   250 * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
   251 * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
   252 	"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
   253 	"1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
   254 * 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
   255 * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
   256 
   257 Windows:
   258 * The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
   259 * The old XAudio2 audio driver is deprecated and will be removed in the next release
   260 * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
   261 * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
   262 * Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
   263 * Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
   264 
   265 Linux:
   266 * Added an experimental KMS/DRM video driver for embedded development
   267 
   268 iOS:
   269 * Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
   270 
   271 ---------------------------------------------------------------------------
   272 2.0.5:
   273 ---------------------------------------------------------------------------
   274 
   275 General:
   276 * Implemented audio capture support for some platforms
   277 * Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
   278 * Added events for dragging and dropping text
   279 * Added events for dragging and dropping multiple items
   280 * 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.
   281 * 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.
   282 * Added SDL_GetHintBoolean() to get the boolean value of a hint
   283 * Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
   284 * Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
   285 * 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.
   286 * Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
   287 * 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)
   288 * Added SDL_SetWindowResizable() to change whether a window is resizable
   289 * Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
   290 * Added SDL_SetWindowModalFor() to set a window as modal for another window
   291 * Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
   292 * Fixed flipped images when reading back from target textures when using the OpenGL renderer
   293 * Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
   294 * Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
   295 
   296 Windows:
   297 * 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.
   298 * The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
   299 * Fixed XBox controller triggers automatically being pulled at startup
   300 * The first icon from the executable is used as the default window icon at runtime
   301 * Fixed SDL log messages being printed twice if SDL was built with C library support
   302 * Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
   303 
   304 Mac OS X:
   305 * Fixed selecting the dummy video driver
   306 * 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.
   307 * Fixed mouse wheel events on Mac OS X 10.12
   308 * The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
   309 
   310 Linux:
   311 * Added support for the Fcitx IME
   312 * Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
   313 * Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
   314 * Added initial support for touchscreens on Raspberry Pi
   315 
   316 OpenBSD:
   317 * SDL_GetBasePath() is now implemented on OpenBSD
   318 
   319 iOS:
   320 * Added support for dynamically loaded objects on iOS 8 and newer
   321 
   322 tvOS:
   323 * Added support for Apple TV
   324 * 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.  
   325 
   326 Android:
   327 * Fixed SDL not resizing window when Android screen resolution changes
   328 * Corrected the joystick Z axis reporting for the accelerometer
   329 
   330 Emscripten (running in a web browser):
   331 * Many bug fixes and improvements
   332 
   333 
   334 ---------------------------------------------------------------------------
   335 2.0.4:
   336 ---------------------------------------------------------------------------
   337 
   338 General:
   339 * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
   340 * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
   341 * Added an API to queue audio instead of using the audio callback:
   342     SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
   343 * Added events for audio device hot plug support:
   344     SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
   345 * Added SDL_PointInRect()
   346 * Added SDL_HasAVX2() to detect CPUs with AVX2 support
   347 * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
   348 * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
   349 * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
   350 * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
   351 * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
   352 * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
   353 * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
   354 * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
   355 * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
   356 * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
   357 * Added a Vivante video driver that is used on various SoC platforms
   358 * 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
   359 * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
   360 * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
   361 * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
   362 * Improved support for WAV and BMP files with unusual chunks in them
   363 * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
   364 * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
   365 * Added SDL_GetDisplayDPI() to get the DPI information for a display
   366 * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
   367 * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
   368 * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
   369 
   370 Windows:
   371 * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
   372 * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
   373 * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
   374 * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
   375 * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
   376 * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
   377 * SDL_SysWMinfo now contains the window HDC
   378 * Added support for Unicode command line options
   379 * Prevent beeping when Alt-key combos are pressed
   380 * SDL_SetTextInputRect() re-positions the OS-rendered IME
   381 * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
   382 * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
   383 
   384 Mac OS X:
   385 * Implemented drag-and-drop support
   386 * Improved joystick hot-plug detection
   387 * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
   388 * Fixed relative mouse mode when the application loses/regains focus
   389 * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
   390 * Fixed the refresh rate of display modes
   391 * SDL_SysWMInfo is now ARC-compatible
   392 * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
   393 
   394 Linux:
   395 * Enabled building with Mir and Wayland support by default.
   396 * Added IBus IME support
   397 * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
   398 * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
   399 * Added support for multiple audio devices when using Pulseaudio
   400 * Fixed duplicate mouse events when using relative mouse motion
   401 
   402 iOS:
   403 * Added support for iOS 8
   404 * 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
   405 * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
   406 * Added native resolution support for the iPhone 6 Plus
   407 * Added support for MFi game controllers
   408 * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
   409 * Added sRGB OpenGL ES context support on iOS 7+
   410 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   411 * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
   412 * Fixed various rotation and orientation issues
   413 * Fixed memory leaks
   414 
   415 Android:
   416 * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
   417 * Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
   418 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
   419 * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
   420 
   421 Raspberry Pi:
   422 * Added support for the Raspberry Pi 2
   423 
   424 
   425 ---------------------------------------------------------------------------
   426 2.0.3:
   427 ---------------------------------------------------------------------------
   428 
   429 Mac OS X:
   430 * Fixed creating an OpenGL context by default on Mac OS X 10.6
   431 
   432 
   433 ---------------------------------------------------------------------------
   434 2.0.2:
   435 ---------------------------------------------------------------------------
   436 General:
   437 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
   438 * Added an API to load a database of game controller mappings from a file:
   439     SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
   440 * Added game controller mappings for the PS4 and OUYA controllers
   441 * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
   442 * Added SDL_DetachThread()
   443 * Added SDL_HasAVX() to determine if the CPU has AVX features
   444 * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
   445 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
   446   them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
   447 * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
   448 * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
   449 * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
   450 * testgl2 does not need to link with libGL anymore
   451 * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
   452 * Added controllermap test program to visually map a game controller
   453 
   454 Windows:
   455 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
   456   the driver or emulated through ANGLE)
   457 * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
   458 * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
   459 * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
   460 
   461 Mac OS X:
   462 * 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.
   463 
   464 Linux:
   465 * Fixed fullscreen and focused behavior when receiving NotifyGrab events
   466 * Added experimental Wayland and Mir support, disabled by default
   467 
   468 Android:
   469 * Joystick support (minimum SDK version required to build SDL is now 12, 
   470   the required runtime version remains at 10, but on such devices joystick 
   471   support won't be available).
   472 * Hotplugging support for joysticks
   473 * 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.
   474 
   475 
   476 ---------------------------------------------------------------------------
   477 2.0.1:
   478 ---------------------------------------------------------------------------
   479 
   480 General:
   481 * Added an API to get common filesystem paths in SDL_filesystem.h:
   482     SDL_GetBasePath(), SDL_GetPrefPath()
   483 * Added an API to do optimized YV12 and IYUV texture updates:
   484     SDL_UpdateYUVTexture()
   485 * Added an API to get the amount of RAM on the system:
   486     SDL_GetSystemRAM()
   487 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
   488     SDL_TICKS_PASSED()
   489 * Dramatically improved OpenGL ES 2.0 rendering performance
   490 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
   491 
   492 Windows:
   493 * Created a static library configuration for the Visual Studio 2010 project
   494 * Added a hint to create the Direct3D device with support for multi-threading:
   495     SDL_HINT_RENDER_DIRECT3D_THREADSAFE
   496 * Added a function to get the D3D9 adapter index for a display:
   497     SDL_Direct3D9GetAdapterIndex()
   498 * Added a function to get the D3D9 device for a D3D9 renderer:
   499     SDL_RenderGetD3D9Device()
   500 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
   501 * Fixed crash when using two XInput controllers at the same time
   502 * Fixed detecting a mixture of XInput and DirectInput controllers
   503 * Fixed clearing a D3D render target larger than the window
   504 * Improved support for format specifiers in SDL_snprintf()
   505 
   506 Mac OS X:
   507 * Added support for retina displays:
   508   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.
   509 * Fixed mouse warping in fullscreen mode
   510 * Right mouse click is emulated by holding the Ctrl key while left clicking
   511 
   512 Linux:
   513 * Fixed float audio support with the PulseAudio driver
   514 * Fixed missing line endpoints in the OpenGL renderer on some drivers
   515 * X11 symbols are no longer defined to avoid collisions when linking statically
   516 
   517 iOS:
   518 * Fixed status bar visibility on iOS 7
   519 * Flipped the accelerometer Y axis to match expected values
   520 
   521 Android:
   522 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
   523 * Moved EGL initialization to native code 
   524 * Fixed the accelerometer axis rotation relative to the device rotation
   525 * Fixed race conditions when handling the EGL context on pause/resume
   526 * Touch devices are available for enumeration immediately after init
   527 
   528 Raspberry Pi:
   529 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details