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- This is a list of major changes in SDL's version history.
- ---------------------------------------------------------------------------
- 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
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