mirror of https://github.com/encounter/SDL.git
Updated with the latest 2.0.2 API changes
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WhatsNew.txt
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WhatsNew.txt
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@ -7,7 +7,7 @@ This is a list of major changes in SDL's version history.
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General:
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General:
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* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
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* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
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* Added an API to load a database of game controller mappings from a file:
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* Added an API to load a database of game controller mappings from a file:
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SDL_GameControllerAddMappingsFromFile()
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SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
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* Added game controller mappings for the PS4 and OUYA controllers
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* Added game controller mappings for the PS4 and OUYA controllers
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* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
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* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
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* Added SDL_DetachThread()
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* Added SDL_DetachThread()
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@ -15,6 +15,9 @@ General:
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* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
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* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
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* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
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* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
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them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
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them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
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* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
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* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
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* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
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* testgl2 does not need to link with libGL anymore
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* testgl2 does not need to link with libGL anymore
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* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
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* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
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* Added controllermap test program to visually map a game controller
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* Added controllermap test program to visually map a game controller
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@ -22,16 +25,23 @@ General:
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Windows:
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Windows:
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* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
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* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
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the driver or emulated through ANGLE)
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the driver or emulated through ANGLE)
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* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
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* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
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* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
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Mac OS X:
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* 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.
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Linux:
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* Fixed fullscreen and focused behavior when receiving NotifyGrab events
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* Added experimental Wayland and Mir support, disabled by default
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Android:
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Android:
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* Joystick support (minimum SDK version required to build SDL is now 12,
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* Joystick support (minimum SDK version required to build SDL is now 12,
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the required runtime version remains at 10, but on such devices joystick
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the required runtime version remains at 10, but on such devices joystick
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support won't be available).
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support won't be available).
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* Hotplugging support for joysticks
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* Hotplugging support for joysticks
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* Added a hint SDL_HINT_ACCEL_AS_JOY to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
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Linux:
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* Fixed fullscreen and focused behavior when receiving NotifyGrab events
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* Added experimental Wayland and Mir support, disabled by default
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