Commit Graph

85 Commits

Author SHA1 Message Date
Sylvain Becker 05333a6e9f Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE
to set whether the event loop will block itself when the app is paused.
2019-04-05 09:16:30 +02:00
Sylvain Becker b470cd9b09 Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour 2019-04-05 08:36:31 +02:00
Sylvain Becker 6f732d4ee8 Update WhatsNew.txt 2019-04-04 20:24:22 +02:00
Sylvain Becker 458c60e6a4 Update WhatsNew.txt 2019-04-04 20:10:55 +02:00
Sam Lantinga 91da4963d3 Added patch note for SDL_GameControllerGetPlayerIndex() and friends 2018-10-26 09:49:27 -07:00
Sam Lantinga 88f9f0307d Added patch notes for SDL 2.0.9 2018-09-27 23:54:40 -07:00
Sam Lantinga a8ac588549 Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened 2018-03-07 13:30:40 -08:00
Sam Lantinga e9fc66a038 Added patch note for Android Studio support 2018-03-01 08:26:10 -08:00
Sam Lantinga eac3766698 Added a patch note for OpenGL ES support on Mac 2018-03-01 08:08:20 -08:00
Sam Lantinga 99683f7c04 Added patch note about the Vulkan Mac SDK 2018-02-26 08:39:25 -08:00
Sam Lantinga cbfee82dff Moved Android patch note into the Android section 2018-02-24 09:09:20 -08:00
Sam Lantinga 8e4afb556a Added patch note for Ryan's work 2018-02-24 08:42:04 -08:00
Sam Lantinga 5adc1b7d3e Updated documentation with API changes in SDL 2.0.8 2018-02-24 08:18:09 -08:00
Sam Lantinga baae74c857 Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on (thanks Daniel Knobe!) 2017-12-10 09:10:02 -08:00
Sam Lantinga 2c5724ef5d Updated version to 2.0.8 since SDL_image depends on it 2017-11-04 21:58:48 -07:00
Sam Lantinga 7a6cf53aea Added SDL_AudioStreamFlush() to the list of new audio stream functions 2017-10-20 10:45:38 -07:00
Sam Lantinga 80f8464d97 Added audio stream conversion functions:
SDL_NewAudioStream
    SDL_AudioStreamPut
    SDL_AudioStreamGet
    SDL_AudioStreamAvailable
    SDL_AudioStreamClear
    SDL_FreeAudioStream
2017-10-18 15:54:05 -07:00
Sam Lantinga 9c580e14c9 Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
    SDL_SetMemoryFunctions()
    SDL_GetNumAllocations()
2017-10-12 13:44:28 -07:00
Sam Lantinga 0e495e83dd Updated WhatsNew.txt for 2.0.7 changes 2017-10-10 20:16:52 -07:00
Sam Lantinga c08a7a74a5 Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category,
determining whether the phone mute switch affects the audio
2017-09-15 17:27:32 -07:00
Sam Lantinga 3261ca754f Fixed typos in 2.0.6 patch notes 2017-09-04 23:10:12 -07:00
Sam Lantinga 657ad72ac4 Added some more big 2.0.6 changes 2017-09-04 21:16:28 -07:00
Sam Lantinga d75fea89d2 Updated WhatsNew.txt for 2.0.6 2017-09-04 20:48:01 -07:00
Sam Lantinga 4c9f31398f Added note for David Carlier's work on OpenBSD 2016-10-12 18:57:12 -07:00
Sam Lantinga 3b3dd9af5a Updated WhatsNew with 2.0.5 changes 2016-10-11 23:56:52 -07:00
Alex Szpakowski 4aae0290ea Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes. 2015-12-31 21:16:43 -04:00
David Ludwig fd9f06a0c2 WinRT: noted Win10/UWP support in WhatsNew.txt (under 2.0.4) 2015-11-30 23:30:01 -05:00
Philipp Wiesemann 2e525193ef Added SDL_HINT_VIDEO_X11_NET_WM_PING to WhatsNew.txt for 2.0.4. 2015-11-25 21:31:02 +01:00
Ryan C. Gordon e6ad29aec8 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID(). 2015-11-14 12:35:45 -05:00
Philipp Wiesemann ceb43129ac Added SDL_JoystickCurrentPowerLevel() to WhatsNew.txt for 2.0.4. 2015-10-07 21:18:08 +02:00
Alex Szpakowski 2bf6f1bcb7 Added initial support for MFi game controllers on iOS. 2015-09-20 23:08:36 -03:00
Philipp Wiesemann cdfec382c6 Added more entries to WhatsNew.txt for 2.0.4. 2015-09-18 21:27:00 +02:00
Philipp Wiesemann 440d6cc00e Added another entry to WhatsNew.txt for 2.0.4. 2015-09-05 20:20:35 +02:00
Philipp Wiesemann 2d8c49fdbd Added more entries to WhatsNew.txt for 2.0.4. 2015-08-05 21:03:31 +02:00
Philipp Wiesemann 0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00