mirror of https://github.com/encounter/SDL.git
Updated WhatsNew.txt with SDL 2.0.12 release notes
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WhatsNew.txt
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WhatsNew.txt
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@ -2,11 +2,67 @@
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This is a list of major changes in SDL's version history.
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This is a list of major changes in SDL's version history.
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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2.0.11/12:
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2.0.12:
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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General:
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General:
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* Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
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* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
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* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
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* Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
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* Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
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* Added the window underneath the finger to the SDL_TouchFingerEvent
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* Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
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* Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
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* Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
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* Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
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* Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled.
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* Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
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* Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
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* Added support for many game controllers, including:
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* 8BitDo FC30 Pro
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* 8BitDo M30 GamePad
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* BDA PS4 Fightpad
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* HORI Fighting Commander
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* Hyperkin Duke
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* Hyperkin X91
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* MOGA XP5-A Plus
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* NACON GC-400ES
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* NVIDIA Controller v01.04
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* PDP Versus Fighting Pad
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* Razer Raion Fightpad for PS4
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* Razer Serval
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* Stadia Controller
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* SteelSeries Stratus Duo
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* Victrix Pro Fight Stick for PS4
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* Xbox One Elite Series 2
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* Fixed blocking game controller rumble calls when using the HIDAPI driver
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* Added SDL_zeroa() macro to zero an array of elements
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* Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
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Windows:
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* Fixed crash when using the release SDL DLL with applications built with gcc
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* Fixed performance regression in event handling introduced in 2.0.10
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* Added support for SDL_SetThreadPriority() for UWP applications
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Linux:
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* Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
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* Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
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iOS / tvOS / macOS:
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* Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
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iOS/ tvOS:
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* Added support for Bluetooth Steam Controllers as game controllers
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tvOS:
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* Fixed support for surround sound on Apple TV
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Android:
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* Added SDL_GetAndroidSDKVersion() to return the API level of the current device
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* Added support for audio capture using OpenSL-ES
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* Added support for Bluetooth Steam Controllers as game controllers
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* Fixed rare crashes when the app goes into the background or terminates
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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2.0.10:
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2.0.10:
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