WhatsNew.txt 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199
  1. This is a list of major changes in SDL's version history.
  2. ---------------------------------------------------------------------------
  3. 2.0.4:
  4. ---------------------------------------------------------------------------
  5. General:
  6. * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
  7. * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
  8. * Added an API to queue audio instead of using the audio callback:
  9. SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
  10. * Added events for audio device hot plug support:
  11. SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
  12. * Added SDL_PointInRect()
  13. * Added SDL_HasAVX2() to detect CPUs with AVX2 support
  14. * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
  15. * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
  16. * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
  17. * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
  18. * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
  19. * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
  20. * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
  21. * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
  22. * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
  23. * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
  24. * Added a Vivante video driver that is used on various SoC platforms
  25. * 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
  26. * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
  27. * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
  28. * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
  29. * Improved support for WAV and BMP files with unusual chunks in them
  30. * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
  31. * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
  32. * Added SDL_GetDisplayDPI() to get the DPI information for a display
  33. * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
  34. * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
  35. * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
  36. Windows:
  37. * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
  38. * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
  39. * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
  40. * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
  41. * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
  42. * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
  43. * SDL_SysWMinfo now contains the window HDC
  44. * Added support for Unicode command line options
  45. * Prevent beeping when Alt-key combos are pressed
  46. * SDL_SetTextInputRect() re-positions the OS-rendered IME
  47. * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
  48. * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
  49. Mac OS X:
  50. * Implemented drag-and-drop support
  51. * Improved joystick hot-plug detection
  52. * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
  53. * Fixed relative mouse mode when the application loses/regains focus
  54. * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
  55. * Fixed the refresh rate of display modes
  56. * SDL_SysWMInfo is now ARC-compatible
  57. * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
  58. Linux:
  59. * Enabled building with Mir and Wayland support by default.
  60. * Added IBus IME support
  61. * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
  62. * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
  63. * Added support for multiple audio devices when using Pulseaudio
  64. * Fixed duplicate mouse events when using relative mouse motion
  65. iOS:
  66. * Added support for iOS 8
  67. * 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
  68. * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
  69. * Added native resolution support for the iPhone 6 Plus
  70. * Added support for MFi game controllers
  71. * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
  72. * Added sRGB OpenGL ES context support on iOS 7+
  73. * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
  74. * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
  75. * Fixed various rotation and orientation issues
  76. * Fixed memory leaks
  77. Android:
  78. * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
  79. * Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
  80. * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
  81. * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
  82. Raspberry Pi:
  83. * Added support for the Raspberry Pi 2
  84. ---------------------------------------------------------------------------
  85. 2.0.3:
  86. ---------------------------------------------------------------------------
  87. Mac OS X:
  88. * Fixed creating an OpenGL context by default on Mac OS X 10.6
  89. ---------------------------------------------------------------------------
  90. 2.0.2:
  91. ---------------------------------------------------------------------------
  92. General:
  93. * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
  94. * Added an API to load a database of game controller mappings from a file:
  95. SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
  96. * Added game controller mappings for the PS4 and OUYA controllers
  97. * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
  98. * Added SDL_DetachThread()
  99. * Added SDL_HasAVX() to determine if the CPU has AVX features
  100. * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
  101. * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
  102. them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
  103. * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
  104. * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
  105. * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
  106. * testgl2 does not need to link with libGL anymore
  107. * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
  108. * Added controllermap test program to visually map a game controller
  109. Windows:
  110. * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
  111. the driver or emulated through ANGLE)
  112. * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
  113. * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
  114. * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
  115. Mac OS X:
  116. * 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.
  117. Linux:
  118. * Fixed fullscreen and focused behavior when receiving NotifyGrab events
  119. * Added experimental Wayland and Mir support, disabled by default
  120. Android:
  121. * Joystick support (minimum SDK version required to build SDL is now 12,
  122. the required runtime version remains at 10, but on such devices joystick
  123. support won't be available).
  124. * Hotplugging support for joysticks
  125. * 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.
  126. ---------------------------------------------------------------------------
  127. 2.0.1:
  128. ---------------------------------------------------------------------------
  129. General:
  130. * Added an API to get common filesystem paths in SDL_filesystem.h:
  131. SDL_GetBasePath(), SDL_GetPrefPath()
  132. * Added an API to do optimized YV12 and IYUV texture updates:
  133. SDL_UpdateYUVTexture()
  134. * Added an API to get the amount of RAM on the system:
  135. SDL_GetSystemRAM()
  136. * Added a macro to perform timestamp comparisons with SDL_GetTicks():
  137. SDL_TICKS_PASSED()
  138. * Dramatically improved OpenGL ES 2.0 rendering performance
  139. * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
  140. Windows:
  141. * Created a static library configuration for the Visual Studio 2010 project
  142. * Added a hint to create the Direct3D device with support for multi-threading:
  143. SDL_HINT_RENDER_DIRECT3D_THREADSAFE
  144. * Added a function to get the D3D9 adapter index for a display:
  145. SDL_Direct3D9GetAdapterIndex()
  146. * Added a function to get the D3D9 device for a D3D9 renderer:
  147. SDL_RenderGetD3D9Device()
  148. * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
  149. * Fixed crash when using two XInput controllers at the same time
  150. * Fixed detecting a mixture of XInput and DirectInput controllers
  151. * Fixed clearing a D3D render target larger than the window
  152. * Improved support for format specifiers in SDL_snprintf()
  153. Mac OS X:
  154. * Added support for retina displays:
  155. 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.
  156. * Fixed mouse warping in fullscreen mode
  157. * Right mouse click is emulated by holding the Ctrl key while left clicking
  158. Linux:
  159. * Fixed float audio support with the PulseAudio driver
  160. * Fixed missing line endpoints in the OpenGL renderer on some drivers
  161. * X11 symbols are no longer defined to avoid collisions when linking statically
  162. iOS:
  163. * Fixed status bar visibility on iOS 7
  164. * Flipped the accelerometer Y axis to match expected values
  165. Android:
  166. IMPORTANT: You MUST get the updated SDLActivity.java to match C code
  167. * Moved EGL initialization to native code
  168. * Fixed the accelerometer axis rotation relative to the device rotation
  169. * Fixed race conditions when handling the EGL context on pause/resume
  170. * Touch devices are available for enumeration immediately after init
  171. Raspberry Pi:
  172. * Added support for the Raspberry Pi, see README-raspberrypi.txt for details