WhatsNew.txt 9.9 KB

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  1. This is a list of major changes in SDL's version history.
  2. ---------------------------------------------------------------------------
  3. 3.4.0:
  4. ---------------------------------------------------------------------------
  5. General:
  6. * Added SDL_CreateAnimatedCursor() to create animated color cursors
  7. * Added SDL_HINT_MOUSE_DPI_SCALE_CURSORS to automatically scale cursors based on the display scale
  8. * Added SDL_SetWindowProgressState(), SDL_SetWindowProgressValue(), SDL_GetWindowProgressState(), and SDL_GetWindowProgressValue() to show progress in the window's taskbar icon on Windows and Linux
  9. * Added GPU device creation properties to enable the GPU API on older hardware if you're not using these features:
  10. - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN
  11. - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN
  12. - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN
  13. - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN
  14. - SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN
  15. * Added SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER to enable configuring Vulkan features when creating a GPU device
  16. * Added SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN to allow requiring Vulkan hardware acceleration when creating a GPU device
  17. * Added SDL_GetGPUDeviceProperties() to query information from a GPU device:
  18. - SDL_PROP_GPU_DEVICE_NAME_STRING
  19. - SDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING
  20. - SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING
  21. - SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING
  22. * Added SDL_GetPixelFormatFromGPUTextureFormat() and SDL_GetGPUTextureFormatFromPixelFormat()
  23. * Added SDL_CreateGPURenderer() and SDL_GetGPURendererDevice() to create a 2D renderer for use with GPU rendering.
  24. * Added SDL_CreateGPURenderState(), SDL_SetGPURenderStateFragmentUniforms(), SDL_SetGPURenderState(), and SDL_DestroyGPURenderState() to use fragment shaders with a GPU 2D renderer
  25. * Added SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER to create a 2D texture from an existing GPU texture
  26. * Added SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER to get the GPU texture from a 2D texture when using the GPU 2D renderer
  27. * Added support for YUV textures and HDR colorspaces to the GPU 2D renderer
  28. * Added support for textures with palettes, and SDL_GetTexturePalette() and SDL_SetTexturePalette() to interact with them
  29. * Added SDL_RenderTexture9GridTiled() to do tiled instead of stretched 9-grid texture rendering
  30. * Added SDL_GetDefaultTextureScaleMode() and SDL_SetDefaultTextureScaleMode() to set the texture scale mode for new textures
  31. * Added SDL_GetRenderTextureAddressMode() and SDL_SetRenderTextureAddressMode() to change the texture addressing mode
  32. * Added SDL_TEXTURE_ADDRESS_WRAP to allow wrapping of textures if the renderer has SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN set
  33. * The default YUV colorspace is BT.601 limited range, for compatibility with SDL2
  34. * Added SDL_SCALEMODE_PIXELART as an improved scaling algorithm for pixel art without introducing blurring
  35. * Added SDL_FLIP_HORIZONTAL_AND_VERTICAL to flip a surface both horizontally and vertically
  36. * Added SDL_LoadPNG(), SDL_LoadPNG_IO(), SDL_SavePNG(), and SDL_SavePNG_IO() to load and save PNG images
  37. * Added SDL_LoadSurface() and SDL_LoadSurface_IO() to detect BMP and PNG formats and load them as surfaces
  38. * Added SDL_PROP_SURFACE_ROTATION_FLOAT to indicate the rotation needed to display camera images upright
  39. * Added SDL_RotateSurface() to create a rotated copy of a surface
  40. * SDL_EVENT_WINDOW_EXPOSED now sets data1 to true if it is sent during live resizing
  41. * Added SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED, which is sent when the usable desktop bounds change
  42. * Added SDL_EVENT_SCREEN_KEYBOARD_SHOWN, which is sent when the on-screen keyboard has been shown
  43. * Added SDL_EVENT_SCREEN_KEYBOARD_HIDDEN, which is sent when the on-screen keyboard has been hidden
  44. * Added pinch gesture events: SDL_EVENT_PINCH_BEGIN, SDL_EVENT_PINCH_UPDATE, SDL_EVENT_PINCH_END
  45. * SDL_EVENT_AUDIO_DEVICE_ADDED will be sent during initialization for each audio device
  46. * SDL_GetCameraPermissionState() returns SDL_CameraPermissionState instead of int
  47. * Added SDL_PutAudioStreamDataNoCopy() to do more efficient audio stream processing in some cases
  48. * Added SDL_PutAudioStreamPlanarData() to add planar audio data instead of interleaved data to an audio stream
  49. * Added SDL_HINT_AUDIO_DEVICE_RAW_STREAM to signal that the OS shouldn't do further audio processing, useful for applications that handle noise canceling, etc.
  50. * Added SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN to allow streams that persist beyond the audio subsystem lifetime.
  51. * Added enhanced support for 8BitDo controllers
  52. * Added enhanced support for FlyDigi controllers
  53. * Added enhanced support for Hand Held Legend SInput controllers
  54. * Added support for wired Nintendo Switch 2 controllers when built with libusb
  55. * Added SDL_hid_get_properties() to associate SDL properties with HID devices
  56. * Added SDL_PROP_HIDAPI_LIBUSB_DEVICE_HANDLE_POINTER to query the libusb handle from an SDL_hid_device, if it's been opened with libusb
  57. * Added SDL_SetRelativeMouseTransform() to add custom mouse input transformation
  58. * Added SDL_GetPenDeviceType() to determine whether a pen is on the screen or on a separate touchpad
  59. * SDL_HINT_MAIN_CALLBACK_RATE may be set to a floating point callback rate
  60. * Added SDL_GetEventDescription() to get an English description of an event, suitable for logging
  61. * Added SDL_PROP_IOSTREAM_MEMORY_FREE_FUNC_POINTER to allow custom freeing of the memory used by SDL_IOFromMem() and SDL_IOFromConstMem()
  62. * Added SDL_PROP_PROCESS_CREATE_WORKING_DIRECTORY_STRING to set the working directory for new processes
  63. * Added verbose log output when the DEBUG_INVOCATION environment variable is set to "1"
  64. * Added SDL_AddAtomicU32()
  65. * Added SDL_GetSystemPageSize() to get the system page size
  66. * Added SDL_ALIGNED() to signal that data should have a specific alignment
  67. Windows:
  68. * Added SDL_HINT_RENDER_DIRECT3D11_WARP to enable D3D11 software rasterization
  69. * Using SDL_InsertGPUDebugLabel(), SDL_PushGPUDebugGroup(), and SDL_PopGPUDebugGroup() requires WinPixEventRuntime.dll to be in your PATH or in the same directory as your executable
  70. * Added SDL_PROP_DISPLAY_WINDOWS_HMONITOR_POINTER so you can query the HMONITOR associated with a display
  71. * SDL_HINT_AUDIO_DEVICE_STREAM_ROLE is used by the WASAPI audio driver to set the audio stream category
  72. * Added SDL_HINT_AUDIO_DEVICE_RAW_STREAM to signal whether the OS audio driver should do additional signal processing
  73. * Added SDL_HINT_WINDOWS_RAW_KEYBOARD_EXCLUDE_HOTKEYS to allow disabling some system hotkeys when in raw input mode
  74. * SDL_HINT_WINDOWS_GAMEINPUT is disabled by default
  75. macOS:
  76. * Added SDL_HINT_MAC_PRESS_AND_HOLD to control whether holding down a key will repeat the pressed key or open the accents menu
  77. Linux:
  78. * Added atomic support for KMSDRM
  79. * Added SDL_HINT_KMSDRM_ATOMIC to control whether KMSDRM will use atomic functionality
  80. * Added SDL_PROP_DISPLAY_WAYLAND_WL_OUTPUT_POINTER so you can query the wl_output associated with a display
  81. Emscripten:
  82. * Added SDL_WINDOW_FILL_DOCUMENT to indicate that windows expand to fill the whole browser window
  83. * Added SDL_SetWindowFillDocument() to change whether windows expand to fill the whole browser window
  84. * Added SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_CANVAS_ID_STRING to allow setting the SDL canvas ID, and SDL_PROP_WINDOW_EMSCRIPTEN_CANVAS_ID_STRING to query it on existing windows
  85. * Added SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING to specify where keyboard input is bound, and SDL_PROP_WINDOW_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING to query it on existing windows
  86. iOS:
  87. * SDL now supports window scenes, fixing the warning "CLIENT OF UIKIT REQUIRES UPDATE"
  88. * Added SDL_PROP_WINDOW_CREATE_WINDOWSCENE_POINTER to specify the window scene for a window
  89. visionOS:
  90. * The default refresh rate has been increased to 90Hz
  91. * SDL_SetWindowSize() changes the size of the window on Vision Pro headsets
  92. PlayStation 2:
  93. * Added the following hints to control the display parameters: SDL_HINT_PS2_GS_WIDTH, SDL_HINT_PS2_GS_HEIGHT, SDL_HINT_PS2_GS_PROGRESSIVE, SDL_HINT_PS2_GS_MODE
  94. Note: On Unix platforms SDL provides ELF notes describing its non-mandatory library dependencies in the format described by https://systemd.io/ELF_DLOPEN_METADATA/. Some of these libraries are quite important, so distribution vendors who package SDL should parse the ELF notes and consider generating dependencies at the packaging level, for example by using https://github.com/systemd/package-notes. Other libraries and games can add similar ELF notes to describe their own dependencies by using the SDL_ELF_NOTE_DLOPEN macro.
  95. ---------------------------------------------------------------------------
  96. 3.2.22:
  97. ---------------------------------------------------------------------------
  98. * SDL_HINT_JOYSTICK_WGI is disabled by default
  99. ---------------------------------------------------------------------------
  100. 3.2.16:
  101. ---------------------------------------------------------------------------
  102. * SDL_HINT_JOYSTICK_RAWINPUT is disabled by default
  103. ---------------------------------------------------------------------------
  104. 3.2.10:
  105. ---------------------------------------------------------------------------
  106. * Added SDL_HINT_VIDEO_X11_EXTERNAL_WINDOW_INPUT to control whether XSelectInput() should be called on external windows to enable input events.
  107. ---------------------------------------------------------------------------
  108. 3.2.4:
  109. ---------------------------------------------------------------------------
  110. * Added SDL_StretchSurface()
  111. ---------------------------------------------------------------------------
  112. 3.2.0:
  113. ---------------------------------------------------------------------------
  114. Check out [migration guide](docs/README-migration.md) for details on API changes since SDL 2.0, and tips on transitioning your code from SDL2 code to SDL3.
  115. There have been too many changes to list them all, but here are some of the highlights:
  116. https://wiki.libsdl.org/SDL3/NewFeatures
  117. Thank you to all the people who have contributed code and feedback to the SDL 3.0 release!