This is a list of major changes in SDL's version history. --------------------------------------------------------------------------- 2.0.4: --------------------------------------------------------------------------- General: * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information * Added an API to queue audio instead of using the audio callback: SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio() * Added events for audio device hot plug support: SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED * Added SDL_PointInRect() * Added SDL_HasAVX2() to detect CPUs with AVX2 support * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas) * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension) * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers * Added a Vivante video driver that is used on various SoC platforms * Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines * Improved support for WAV and BMP files with unusual chunks in them * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden * Added SDL_GetDisplayDPI() to get the DPI information for a display Windows: * Added support for Windows Phone 8.1 * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage() * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field * SDL_SysWMinfo now contains the window HDC * Added support for Unicode command line options * Prevent beeping when Alt-key combos are pressed * SDL_SetTextInputRect() re-positions the OS-rendered IME * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated) Mac OS X: * Implemented drag-and-drop support * Improved joystick hot-plug detection * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations * Fixed relative mouse mode when the application loses/regains focus * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode * Fixed the refresh rate of display modes * SDL_SysWMInfo is now ARC-compatible * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process Linux: * Enabled building with Mir and Wayland support by default. * Added IBus IME support * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events * Added support for multiple audio devices when using Pulseaudio * Fixed duplicate mouse events when using relative mouse motion iOS: * Added support for iOS 8 * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK * Added sRGB OpenGL ES context support on iOS 7+ * Added native resolution support for the iPhone 6 Plus * The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" coordinate space rather than pixels (matches OS X behavior) * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view * Fixed various rotation and orientation issues * Fixed memory leaks Android: * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events * Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION Raspberry Pi: * Added support for the Raspberry Pi 2 --------------------------------------------------------------------------- 2.0.3: --------------------------------------------------------------------------- Mac OS X: * Fixed creating an OpenGL context by default on Mac OS X 10.6 --------------------------------------------------------------------------- 2.0.2: --------------------------------------------------------------------------- General: * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values * Added an API to load a database of game controller mappings from a file: SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW() * Added game controller mappings for the PS4 and OUYA controllers * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler() * Added SDL_DetachThread() * Added SDL_HasAVX() to determine if the CPU has AVX features * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc. * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior. * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping. * testgl2 does not need to link with libGL anymore * Added testgles2 test program to demonstrate working with OpenGL ES 2.0 * Added controllermap test program to visually map a game controller Windows: * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via the driver or emulated through ANGLE) * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context. * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored. Mac OS X: * 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. Linux: * Fixed fullscreen and focused behavior when receiving NotifyGrab events * Added experimental Wayland and Mir support, disabled by default Android: * Joystick support (minimum SDK version required to build SDL is now 12, the required runtime version remains at 10, but on such devices joystick support won't be available). * Hotplugging support for joysticks * Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default. --------------------------------------------------------------------------- 2.0.1: --------------------------------------------------------------------------- General: * Added an API to get common filesystem paths in SDL_filesystem.h: SDL_GetBasePath(), SDL_GetPrefPath() * Added an API to do optimized YV12 and IYUV texture updates: SDL_UpdateYUVTexture() * Added an API to get the amount of RAM on the system: SDL_GetSystemRAM() * Added a macro to perform timestamp comparisons with SDL_GetTicks(): SDL_TICKS_PASSED() * Dramatically improved OpenGL ES 2.0 rendering performance * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE Windows: * Created a static library configuration for the Visual Studio 2010 project * Added a hint to create the Direct3D device with support for multi-threading: SDL_HINT_RENDER_DIRECT3D_THREADSAFE * Added a function to get the D3D9 adapter index for a display: SDL_Direct3D9GetAdapterIndex() * Added a function to get the D3D9 device for a D3D9 renderer: SDL_RenderGetD3D9Device() * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred) * Fixed crash when using two XInput controllers at the same time * Fixed detecting a mixture of XInput and DirectInput controllers * Fixed clearing a D3D render target larger than the window * Improved support for format specifiers in SDL_snprintf() Mac OS X: * Added support for retina displays: 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. * Fixed mouse warping in fullscreen mode * Right mouse click is emulated by holding the Ctrl key while left clicking Linux: * Fixed float audio support with the PulseAudio driver * Fixed missing line endpoints in the OpenGL renderer on some drivers * X11 symbols are no longer defined to avoid collisions when linking statically iOS: * Fixed status bar visibility on iOS 7 * Flipped the accelerometer Y axis to match expected values Android: IMPORTANT: You MUST get the updated SDLActivity.java to match C code * Moved EGL initialization to native code * Fixed the accelerometer axis rotation relative to the device rotation * Fixed race conditions when handling the EGL context on pause/resume * Touch devices are available for enumeration immediately after init Raspberry Pi: * Added support for the Raspberry Pi, see README-raspberrypi.txt for details