WhatsNew.txt 10 KB

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  1. This is a list of major changes in SDL's version history.
  2. ---------------------------------------------------------------------------
  3. 2.0.4:
  4. ---------------------------------------------------------------------------
  5. General:
  6. * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
  7. * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
  8. * Added an API to queue audio instead of using the audio callback:
  9. SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
  10. * Added events for audio device hot plug support:
  11. SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
  12. * Added SDL_PointInRect()
  13. * Added SDL_HasAVX2() to detect CPUs with AVX2 support
  14. * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
  15. * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
  16. * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
  17. * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
  18. * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
  19. * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
  20. * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
  21. * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
  22. * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
  23. * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
  24. * Added a Vivante video driver that is used on various SoC platforms
  25. * 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
  26. * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
  27. * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
  28. * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
  29. * Improved support for WAV and BMP files with unusual chunks in them
  30. * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
  31. Windows:
  32. * Added support for Windows Phone 8.1
  33. * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
  34. * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
  35. * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
  36. * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
  37. * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
  38. * SDL_SysWMinfo now contains the window HDC
  39. * Added support for Unicode command line options
  40. * Prevent beeping when Alt-key combos are pressed
  41. * SDL_SetTextInputRect() re-positions the OS-rendered IME
  42. Mac OS X:
  43. * Implemented drag-and-drop support
  44. * Improved joystick hot-plug detection
  45. * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
  46. * Fixed relative mouse mode when the application loses/regains focus
  47. * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
  48. * Fixed the refresh rate of display modes
  49. * SDL_SysWMInfo is now ARC-compatible
  50. Linux:
  51. * Enabled building with Mir and Wayland support by default.
  52. * Added IBus IME support
  53. * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
  54. * Added support for multiple audio devices when using Pulseaudio
  55. * Fixed duplicate mouse events when using relative mouse motion
  56. iOS:
  57. * Added support for iOS 8
  58. * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
  59. * Added sRGB OpenGL ES context support on iOS 7+
  60. * Added native resolution support for the iPhone 6 Plus
  61. * 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
  62. * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" coordinate space rather than pixels (matches OS X behavior)
  63. * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
  64. * Fixed various rotation and orientation issues
  65. * Fixed memory leaks
  66. Android:
  67. * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
  68. Raspberry Pi:
  69. * Added support for the Raspberry Pi 2
  70. ---------------------------------------------------------------------------
  71. 2.0.3:
  72. ---------------------------------------------------------------------------
  73. Mac OS X:
  74. * Fixed creating an OpenGL context by default on Mac OS X 10.6
  75. ---------------------------------------------------------------------------
  76. 2.0.2:
  77. ---------------------------------------------------------------------------
  78. General:
  79. * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
  80. * Added an API to load a database of game controller mappings from a file:
  81. SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
  82. * Added game controller mappings for the PS4 and OUYA controllers
  83. * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
  84. * Added SDL_DetachThread()
  85. * Added SDL_HasAVX() to determine if the CPU has AVX features
  86. * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
  87. * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
  88. them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
  89. * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
  90. * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
  91. * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
  92. * testgl2 does not need to link with libGL anymore
  93. * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
  94. * Added controllermap test program to visually map a game controller
  95. Windows:
  96. * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
  97. the driver or emulated through ANGLE)
  98. * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
  99. * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
  100. * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
  101. Mac OS X:
  102. * 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.
  103. Linux:
  104. * Fixed fullscreen and focused behavior when receiving NotifyGrab events
  105. * Added experimental Wayland and Mir support, disabled by default
  106. Android:
  107. * Joystick support (minimum SDK version required to build SDL is now 12,
  108. the required runtime version remains at 10, but on such devices joystick
  109. support won't be available).
  110. * Hotplugging support for joysticks
  111. * 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.
  112. ---------------------------------------------------------------------------
  113. 2.0.1:
  114. ---------------------------------------------------------------------------
  115. General:
  116. * Added an API to get common filesystem paths in SDL_filesystem.h:
  117. SDL_GetBasePath(), SDL_GetPrefPath()
  118. * Added an API to do optimized YV12 and IYUV texture updates:
  119. SDL_UpdateYUVTexture()
  120. * Added an API to get the amount of RAM on the system:
  121. SDL_GetSystemRAM()
  122. * Added a macro to perform timestamp comparisons with SDL_GetTicks():
  123. SDL_TICKS_PASSED()
  124. * Dramatically improved OpenGL ES 2.0 rendering performance
  125. * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
  126. Windows:
  127. * Created a static library configuration for the Visual Studio 2010 project
  128. * Added a hint to create the Direct3D device with support for multi-threading:
  129. SDL_HINT_RENDER_DIRECT3D_THREADSAFE
  130. * Added a function to get the D3D9 adapter index for a display:
  131. SDL_Direct3D9GetAdapterIndex()
  132. * Added a function to get the D3D9 device for a D3D9 renderer:
  133. SDL_RenderGetD3D9Device()
  134. * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
  135. * Fixed crash when using two XInput controllers at the same time
  136. * Fixed detecting a mixture of XInput and DirectInput controllers
  137. * Fixed clearing a D3D render target larger than the window
  138. * Improved support for format specifiers in SDL_snprintf()
  139. Mac OS X:
  140. * Added support for retina displays:
  141. 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.
  142. * Fixed mouse warping in fullscreen mode
  143. * Right mouse click is emulated by holding the Ctrl key while left clicking
  144. Linux:
  145. * Fixed float audio support with the PulseAudio driver
  146. * Fixed missing line endpoints in the OpenGL renderer on some drivers
  147. * X11 symbols are no longer defined to avoid collisions when linking statically
  148. iOS:
  149. * Fixed status bar visibility on iOS 7
  150. * Flipped the accelerometer Y axis to match expected values
  151. Android:
  152. IMPORTANT: You MUST get the updated SDLActivity.java to match C code
  153. * Moved EGL initialization to native code
  154. * Fixed the accelerometer axis rotation relative to the device rotation
  155. * Fixed race conditions when handling the EGL context on pause/resume
  156. * Touch devices are available for enumeration immediately after init
  157. Raspberry Pi:
  158. * Added support for the Raspberry Pi, see README-raspberrypi.txt for details