WhatsNew.txt 3.2 KB

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