WhatsNew.txt (35930B)
1 2 This is a list of major changes in SDL's version history. 3 4 --------------------------------------------------------------------------- 5 2.0.14: 6 --------------------------------------------------------------------------- 7 General: 8 * Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver 9 * Added game controller button constants for paddles and new buttons 10 * Added game controller functions to get additional information: 11 * SDL_GameControllerGetSerial() 12 * SDL_GameControllerHasAxis() 13 * SDL_GameControllerHasButton() 14 * SDL_GameControllerGetNumTouchpads() 15 * SDL_GameControllerGetNumTouchpadFingers() 16 * SDL_GameControllerGetTouchpadFinger() 17 * SDL_GameControllerHasSensor() 18 * SDL_GameControllerSetSensorEnabled() 19 * SDL_GameControllerIsSensorEnabled() 20 * SDL_GameControllerGetSensorData() 21 * SDL_GameControllerRumbleTriggers() 22 * SDL_GameControllerHasLED() 23 * SDL_GameControllerSetLED() 24 * Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used. 25 * Added joystick functions to get additional information: 26 * SDL_JoystickGetSerial() 27 * SDL_JoystickRumbleTriggers() 28 * SDL_JoystickHasLED() 29 * SDL_JoystickSetLED() 30 * Added an API to allow the application to create virtual joysticks: 31 * SDL_JoystickAttachVirtual() 32 * SDL_JoystickDetachVirtual() 33 * SDL_JoystickIsVirtual() 34 * SDL_JoystickSetVirtualAxis() 35 * SDL_JoystickSetVirtualButton() 36 * SDL_JoystickSetVirtualHat() 37 * Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list 38 * Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel 39 * Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size 40 * The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers 41 * Added SDL_GetPreferredLocales() to get the application's current locale setting 42 * Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's default locale setting 43 * Added SDL_OpenURL() to open a URL in the system's default browser 44 * Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding 45 * Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc() 46 * Added SDL_GetErrorMsg() to get the last error in a thread-safe way 47 * Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf() 48 * Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc. 49 50 Windows: 51 * Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously 52 * Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used 53 * Added the hint SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT to control whether XInput and WGI should be used to for complete controller functionality with the RAWINPUT driver. 54 55 macOS: 56 * Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view 57 * Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view 58 * Added SDL_Metal_GetDrawableSize() to get the size of a window's drawable, in pixels 59 60 Linux: 61 * Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application 62 * Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream 63 * Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux 64 * Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy 65 * Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy 66 67 Android: 68 * Added SDL_AndroidRequestPermission() to request a specific system permission 69 * Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background 70 71 OS/2: 72 * Added support for OS/2, see docs/README-os2.md for details 73 74 Emscripten (running in a web browser): 75 * Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally 76 77 78 --------------------------------------------------------------------------- 79 2.0.12: 80 --------------------------------------------------------------------------- 81 82 General: 83 * Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture 84 * Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface. 85 * Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation 86 * Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0. 87 * Added the window underneath the finger to the SDL_TouchFingerEvent 88 * Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro) 89 * Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection 90 * Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index 91 * Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device 92 * 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. 93 * Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used. 94 * Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver 95 * Added support for many game controllers, including: 96 * 8BitDo FC30 Pro 97 * 8BitDo M30 GamePad 98 * BDA PS4 Fightpad 99 * HORI Fighting Commander 100 * Hyperkin Duke 101 * Hyperkin X91 102 * MOGA XP5-A Plus 103 * NACON GC-400ES 104 * NVIDIA Controller v01.04 105 * PDP Versus Fighting Pad 106 * Razer Raion Fightpad for PS4 107 * Razer Serval 108 * Stadia Controller 109 * SteelSeries Stratus Duo 110 * Victrix Pro Fight Stick for PS4 111 * Xbox One Elite Series 2 112 * Fixed blocking game controller rumble calls when using the HIDAPI driver 113 * Added SDL_zeroa() macro to zero an array of elements 114 * Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features 115 116 Windows: 117 * Fixed crash when using the release SDL DLL with applications built with gcc 118 * Fixed performance regression in event handling introduced in 2.0.10 119 * Added support for SDL_SetThreadPriority() for UWP applications 120 121 Linux: 122 * Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows 123 * Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default 124 125 iOS / tvOS / macOS: 126 * Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window. 127 128 iOS/ tvOS: 129 * Added support for Bluetooth Steam Controllers as game controllers 130 131 tvOS: 132 * Fixed support for surround sound on Apple TV 133 134 Android: 135 * Added SDL_GetAndroidSDKVersion() to return the API level of the current device 136 * Added support for audio capture using OpenSL-ES 137 * Added support for Bluetooth Steam Controllers as game controllers 138 * Fixed rare crashes when the app goes into the background or terminates 139 140 141 --------------------------------------------------------------------------- 142 2.0.10: 143 --------------------------------------------------------------------------- 144 145 General: 146 * The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward 147 * Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU 148 * 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. 149 * 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. 150 * The SDL rendering API now uses batched rendering by default, for improved performance 151 * Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering 152 * 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. 153 * Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes 154 * Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings 155 * Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events 156 * Improved handling of malformed WAVE and BMP files, fixing potential security exploits 157 158 Linux: 159 * Removed the Mir video driver in favor of Wayland 160 161 iOS / tvOS: 162 * Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13 163 * Added support for text input using Bluetooth keyboards 164 165 Android: 166 * Added low latency audio using OpenSL ES 167 * Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS) 168 SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0. 169 SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1. 170 * Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused. 171 172 173 --------------------------------------------------------------------------- 174 2.0.9: 175 --------------------------------------------------------------------------- 176 177 General: 178 * Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h 179 * Added an event SDL_SENSORUPDATE which is sent when a sensor is updated 180 * Added SDL_GetDisplayOrientation() to return the current display orientation 181 * Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes 182 * 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) 183 * Added support for many other popular game controllers 184 * 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. 185 * Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API 186 * Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened 187 * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time 188 * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels 189 * Added SDL_HasColorKey() to return whether a surface has a colorkey active 190 * Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features 191 * Added SDL_IsTablet() to return whether the application is running on a tablet 192 * Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority 193 194 Mac OS X: 195 * Fixed black screen at start on Mac OS X Mojave 196 197 Linux: 198 * Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available. 199 200 iOS: 201 * Fixed Asian IME input 202 203 Android: 204 * Updated required Android SDK to API 26, to match Google's new App Store requirements 205 * Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers 206 * 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) 207 * Added support for custom mouse cursors on Android 7.0 and newer 208 * 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 209 * Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application 210 * Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime 211 * Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX 212 213 214 --------------------------------------------------------------------------- 215 2.0.8: 216 --------------------------------------------------------------------------- 217 218 General: 219 * Added SDL_fmod() and SDL_log10() 220 * Each of the SDL math functions now has the corresponding float version 221 * 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.709 222 223 Windows: 224 * Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation 225 * Added resampling support on WASAPI on Windows 7 and above 226 227 Windows UWP: 228 * Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on 229 230 Mac OS X: 231 * Added support for the Vulkan SDK for Mac: 232 https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/ 233 * Added support for OpenGL ES using ANGLE when it's available 234 235 Mac OS X / iOS / tvOS: 236 * Added a Metal 2D render implementation 237 * Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation 238 239 iOS: 240 * 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. 241 242 iOS / Android: 243 * 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) 244 245 Android: 246 * SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant 247 * SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1) 248 * Added SDL_IsAndroidTV() to tell whether the application is running on Android TV 249 250 Android / tvOS: 251 * 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. 252 253 Linux: 254 * 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" 255 * 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) 256 257 258 --------------------------------------------------------------------------- 259 2.0.7: 260 --------------------------------------------------------------------------- 261 262 General: 263 * Added audio stream conversion functions: 264 SDL_NewAudioStream 265 SDL_AudioStreamPut 266 SDL_AudioStreamGet 267 SDL_AudioStreamAvailable 268 SDL_AudioStreamFlush 269 SDL_AudioStreamClear 270 SDL_FreeAudioStream 271 * Added functions to query and set the SDL memory allocation functions: 272 SDL_GetMemoryFunctions() 273 SDL_SetMemoryFunctions() 274 SDL_GetNumAllocations() 275 * Added locking functions for multi-threaded access to the joystick and game controller APIs: 276 SDL_LockJoysticks() 277 SDL_UnlockJoysticks() 278 * The following functions are now thread-safe: 279 SDL_SetEventFilter() 280 SDL_GetEventFilter() 281 SDL_AddEventWatch() 282 SDL_DelEventWatch() 283 284 285 General: 286 --------------------------------------------------------------------------- 287 2.0.6: 288 --------------------------------------------------------------------------- 289 290 General: 291 * Added cross-platform Vulkan graphics support in SDL_vulkan.h 292 SDL_Vulkan_LoadLibrary() 293 SDL_Vulkan_GetVkGetInstanceProcAddr() 294 SDL_Vulkan_GetInstanceExtensions() 295 SDL_Vulkan_CreateSurface() 296 SDL_Vulkan_GetDrawableSize() 297 SDL_Vulkan_UnloadLibrary() 298 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 299 * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering 300 * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support 301 * Added support for many game controllers, including the Nintendo Switch Pro Controller 302 * Added support for inverted axes and separate axis directions in game controller mappings 303 * Added functions to return information about a joystick before it's opened: 304 SDL_JoystickGetDeviceVendor() 305 SDL_JoystickGetDeviceProduct() 306 SDL_JoystickGetDeviceProductVersion() 307 SDL_JoystickGetDeviceType() 308 SDL_JoystickGetDeviceInstanceID() 309 * Added functions to return information about an open joystick: 310 SDL_JoystickGetVendor() 311 SDL_JoystickGetProduct() 312 SDL_JoystickGetProductVersion() 313 SDL_JoystickGetType() 314 SDL_JoystickGetAxisInitialState() 315 * Added functions to return information about an open game controller: 316 SDL_GameControllerGetVendor() 317 SDL_GameControllerGetProduct() 318 SDL_GameControllerGetProductVersion() 319 * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings 320 * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory 321 * Added SDL_DuplicateSurface() to make a copy of a surface 322 * Added an experimental JACK audio driver 323 * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling 324 * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling 325 * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize(): 326 "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default) 327 "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen 328 * 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 329 * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events 330 331 Windows: 332 * The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device 333 * The old XAudio2 audio driver is deprecated and will be removed in the next release 334 * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows 335 * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers 336 * Updated the GUID format for game controller mappings, older mappings will be automatically converted on load 337 * Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows 338 339 Linux: 340 * Added an experimental KMS/DRM video driver for embedded development 341 342 iOS: 343 * Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio 344 345 --------------------------------------------------------------------------- 346 2.0.5: 347 --------------------------------------------------------------------------- 348 349 General: 350 * Implemented audio capture support for some platforms 351 * Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture 352 * Added events for dragging and dropping text 353 * Added events for dragging and dropping multiple items 354 * 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. 355 * 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. 356 * Added SDL_GetHintBoolean() to get the boolean value of a hint 357 * Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output 358 * Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format 359 * 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. 360 * Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area 361 * 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) 362 * Added SDL_SetWindowResizable() to change whether a window is resizable 363 * Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency 364 * Added SDL_SetWindowModalFor() to set a window as modal for another window 365 * Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat() 366 * Fixed flipped images when reading back from target textures when using the OpenGL renderer 367 * Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer 368 * Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases 369 370 Windows: 371 * 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. 372 * The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows 373 * Fixed XBox controller triggers automatically being pulled at startup 374 * The first icon from the executable is used as the default window icon at runtime 375 * Fixed SDL log messages being printed twice if SDL was built with C library support 376 * Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications. 377 378 Mac OS X: 379 * Fixed selecting the dummy video driver 380 * 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. 381 * Fixed mouse wheel events on Mac OS X 10.12 382 * The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X 383 384 Linux: 385 * Added support for the Fcitx IME 386 * Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus. 387 * Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59. 388 * Added initial support for touchscreens on Raspberry Pi 389 390 OpenBSD: 391 * SDL_GetBasePath() is now implemented on OpenBSD 392 393 iOS: 394 * Added support for dynamically loaded objects on iOS 8 and newer 395 396 tvOS: 397 * Added support for Apple TV 398 * 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. 399 400 Android: 401 * Fixed SDL not resizing window when Android screen resolution changes 402 * Corrected the joystick Z axis reporting for the accelerometer 403 404 Emscripten (running in a web browser): 405 * Many bug fixes and improvements 406 407 408 --------------------------------------------------------------------------- 409 2.0.4: 410 --------------------------------------------------------------------------- 411 412 General: 413 * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information 414 * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information 415 * Added an API to queue audio instead of using the audio callback: 416 SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio() 417 * Added events for audio device hot plug support: 418 SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED 419 * Added SDL_PointInRect() 420 * Added SDL_HasAVX2() to detect CPUs with AVX2 support 421 * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas) 422 * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any 423 * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer 424 * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window 425 * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space 426 * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window 427 * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not 428 * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension) 429 * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms 430 * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers 431 * Added a Vivante video driver that is used on various SoC platforms 432 * 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 433 * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling 434 * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads 435 * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines 436 * Improved support for WAV and BMP files with unusual chunks in them 437 * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState 438 * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden 439 * Added SDL_GetDisplayDPI() to get the DPI information for a display 440 * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick 441 * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to. 442 * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to. 443 444 Windows: 445 * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform) 446 * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint 447 * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds 448 * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage() 449 * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop 450 * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field 451 * SDL_SysWMinfo now contains the window HDC 452 * Added support for Unicode command line options 453 * Prevent beeping when Alt-key combos are pressed 454 * SDL_SetTextInputRect() re-positions the OS-rendered IME 455 * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed 456 * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated) 457 458 Mac OS X: 459 * Implemented drag-and-drop support 460 * Improved joystick hot-plug detection 461 * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations 462 * Fixed relative mouse mode when the application loses/regains focus 463 * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode 464 * Fixed the refresh rate of display modes 465 * SDL_SysWMInfo is now ARC-compatible 466 * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process 467 468 Linux: 469 * Enabled building with Mir and Wayland support by default. 470 * Added IBus IME support 471 * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events 472 * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow() 473 * Added support for multiple audio devices when using Pulseaudio 474 * Fixed duplicate mouse events when using relative mouse motion 475 476 iOS: 477 * Added support for iOS 8 478 * 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 479 * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior) 480 * Added native resolution support for the iPhone 6 Plus 481 * Added support for MFi game controllers 482 * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK 483 * Added sRGB OpenGL ES context support on iOS 7+ 484 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER 485 * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view 486 * Fixed various rotation and orientation issues 487 * Fixed memory leaks 488 489 Android: 490 * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events 491 * Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION 492 * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER 493 * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox() 494 495 Raspberry Pi: 496 * Added support for the Raspberry Pi 2 497 498 499 --------------------------------------------------------------------------- 500 2.0.3: 501 --------------------------------------------------------------------------- 502 503 Mac OS X: 504 * Fixed creating an OpenGL context by default on Mac OS X 10.6 505 506 507 --------------------------------------------------------------------------- 508 2.0.2: 509 --------------------------------------------------------------------------- 510 General: 511 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values 512 * Added an API to load a database of game controller mappings from a file: 513 SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW() 514 * Added game controller mappings for the PS4 and OUYA controllers 515 * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler() 516 * Added SDL_DetachThread() 517 * Added SDL_HasAVX() to determine if the CPU has AVX features 518 * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines 519 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share 520 them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT 521 * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc. 522 * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior. 523 * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping. 524 * testgl2 does not need to link with libGL anymore 525 * Added testgles2 test program to demonstrate working with OpenGL ES 2.0 526 * Added controllermap test program to visually map a game controller 527 528 Windows: 529 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via 530 the driver or emulated through ANGLE) 531 * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE 532 * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context. 533 * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored. 534 535 Mac OS X: 536 * 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. 537 538 Linux: 539 * Fixed fullscreen and focused behavior when receiving NotifyGrab events 540 * Added experimental Wayland and Mir support, disabled by default 541 542 Android: 543 * Joystick support (minimum SDK version required to build SDL is now 12, 544 the required runtime version remains at 10, but on such devices joystick 545 support won't be available). 546 * Hotplugging support for joysticks 547 * 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. 548 549 550 --------------------------------------------------------------------------- 551 2.0.1: 552 --------------------------------------------------------------------------- 553 554 General: 555 * Added an API to get common filesystem paths in SDL_filesystem.h: 556 SDL_GetBasePath(), SDL_GetPrefPath() 557 * Added an API to do optimized YV12 and IYUV texture updates: 558 SDL_UpdateYUVTexture() 559 * Added an API to get the amount of RAM on the system: 560 SDL_GetSystemRAM() 561 * Added a macro to perform timestamp comparisons with SDL_GetTicks(): 562 SDL_TICKS_PASSED() 563 * Dramatically improved OpenGL ES 2.0 rendering performance 564 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE 565 566 Windows: 567 * Created a static library configuration for the Visual Studio 2010 project 568 * Added a hint to create the Direct3D device with support for multi-threading: 569 SDL_HINT_RENDER_DIRECT3D_THREADSAFE 570 * Added a function to get the D3D9 adapter index for a display: 571 SDL_Direct3D9GetAdapterIndex() 572 * Added a function to get the D3D9 device for a D3D9 renderer: 573 SDL_RenderGetD3D9Device() 574 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred) 575 * Fixed crash when using two XInput controllers at the same time 576 * Fixed detecting a mixture of XInput and DirectInput controllers 577 * Fixed clearing a D3D render target larger than the window 578 * Improved support for format specifiers in SDL_snprintf() 579 580 Mac OS X: 581 * Added support for retina displays: 582 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. 583 * Fixed mouse warping in fullscreen mode 584 * Right mouse click is emulated by holding the Ctrl key while left clicking 585 586 Linux: 587 * Fixed float audio support with the PulseAudio driver 588 * Fixed missing line endpoints in the OpenGL renderer on some drivers 589 * X11 symbols are no longer defined to avoid collisions when linking statically 590 591 iOS: 592 * Fixed status bar visibility on iOS 7 593 * Flipped the accelerometer Y axis to match expected values 594 595 Android: 596 IMPORTANT: You MUST get the updated SDLActivity.java to match C code 597 * Moved EGL initialization to native code 598 * Fixed the accelerometer axis rotation relative to the device rotation 599 * Fixed race conditions when handling the EGL context on pause/resume 600 * Touch devices are available for enumeration immediately after init 601 602 Raspberry Pi: 603 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details