WhatsNew.txt 4.0 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 SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
  7. * Added an API to load a database of game controller mappings from a file:
  8. SDL_GameControllerAddMappingsFromFile()
  9. * Added game controller mappings for the PS4 and OUYA controllers
  10. * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
  11. * Added SDL_DetachThread()
  12. * Added SDL_HasAVX() to determine if the CPU has AVX features
  13. * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
  14. * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
  15. them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
  16. * testgl2 does not need to link with libGL anymore
  17. * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
  18. * Added controllermap test program to visually map a game controller
  19. Windows:
  20. * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
  21. the driver or emulated through ANGLE)
  22. Android:
  23. * Joystick support (minimum SDK version required to build SDL is now 12,
  24. the required runtime version remains at 10, but on such devices joystick
  25. support won't be available).
  26. * Hotplugging support for joysticks
  27. Linux:
  28. * Fixed fullscreen and focused behavior when receiving NotifyGrab events
  29. * Added experimental Wayland and Mir support, disabled by default
  30. ---------------------------------------------------------------------------
  31. 2.0.1:
  32. ---------------------------------------------------------------------------
  33. General:
  34. * Added an API to get common filesystem paths in SDL_filesystem.h:
  35. SDL_GetBasePath(), SDL_GetPrefPath()
  36. * Added an API to do optimized YV12 and IYUV texture updates:
  37. SDL_UpdateYUVTexture()
  38. * Added an API to get the amount of RAM on the system:
  39. SDL_GetSystemRAM()
  40. * Added a macro to perform timestamp comparisons with SDL_GetTicks():
  41. SDL_TICKS_PASSED()
  42. * Dramatically improved OpenGL ES 2.0 rendering performance
  43. * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
  44. Windows:
  45. * Created a static library configuration for the Visual Studio 2010 project
  46. * Added a hint to create the Direct3D device with support for multi-threading:
  47. SDL_HINT_RENDER_DIRECT3D_THREADSAFE
  48. * Added a function to get the D3D9 adapter index for a display:
  49. SDL_Direct3D9GetAdapterIndex()
  50. * Added a function to get the D3D9 device for a D3D9 renderer:
  51. SDL_RenderGetD3D9Device()
  52. * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
  53. * Fixed crash when using two XInput controllers at the same time
  54. * Fixed detecting a mixture of XInput and DirectInput controllers
  55. * Fixed clearing a D3D render target larger than the window
  56. * Improved support for format specifiers in SDL_snprintf()
  57. Mac OS X:
  58. * Added support for retina displays:
  59. 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.
  60. * Fixed mouse warping in fullscreen mode
  61. * Right mouse click is emulated by holding the Ctrl key while left clicking
  62. Linux:
  63. * Fixed float audio support with the PulseAudio driver
  64. * Fixed missing line endpoints in the OpenGL renderer on some drivers
  65. * X11 symbols are no longer defined to avoid collisions when linking statically
  66. iOS:
  67. * Fixed status bar visibility on iOS 7
  68. * Flipped the accelerometer Y axis to match expected values
  69. Android:
  70. IMPORTANT: You MUST get the updated SDLActivity.java to match C code
  71. * Moved EGL initialization to native code
  72. * Fixed the accelerometer axis rotation relative to the device rotation
  73. * Fixed race conditions when handling the EGL context on pause/resume
  74. * Touch devices are available for enumeration immediately after init
  75. Raspberry Pi:
  76. * Added support for the Raspberry Pi, see README-raspberrypi.txt for details