mirror of https://github.com/encounter/SDL.git
171 lines
9.0 KiB
Plaintext
171 lines
9.0 KiB
Plaintext
|
|
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
|
|
* Improved support for WAV and BMP files with unusual chunks in them
|
|
|
|
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
|
|
|
|
Mac OS X:
|
|
* Implemented drag-and-drop support
|
|
* Improved joystick hot-plug detection
|
|
* Fixed relative mouse mode when the application loses/regains focus
|
|
* SDL_SysWMInfo is now ARC-compatible
|
|
|
|
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
|
|
|
|
Android:
|
|
* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
|
|
|
|
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
|