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WhatsNew.txt 55 KB

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  1. This is a list of major changes in SDL's version history.
  2. ---------------------------------------------------------------------------
  3. 2.30.0:
  4. ---------------------------------------------------------------------------
  5. General:
  6. * Added support for 2 bits-per-pixel indexed surface formats
  7. * Added the function SDL_GameControllerGetSteamHandle() to get the Steam API handle for a controller, if available
  8. * Added the event SDL_CONTROLLERSTEAMHANDLEUPDATED which is sent when the Steam API handle for a controller changes. This could also change the name, VID, and PID of the controller.
  9. * Added the environment variable SDL_LOGGING to control default log output
  10. macOS:
  11. * Added the hint SDL_HINT_JOYSTICK_IOKIT to control whether the IOKit controller driver should be used
  12. * Added the hint SDL_HINT_JOYSTICK_MFI to control whether the GCController controller driver should be used
  13. * Added the hint SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE to choose whether high or low power GPU should be used for rendering, in the case where there are multiple GPUs available
  14. Xbox:
  15. * Added the function SDL_GDKGetDefaultUser()
  16. ---------------------------------------------------------------------------
  17. 2.28.2:
  18. ---------------------------------------------------------------------------
  19. General:
  20. * Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers
  21. ---------------------------------------------------------------------------
  22. 2.28.0:
  23. ---------------------------------------------------------------------------
  24. General:
  25. * Added SDL_HasWindowSurface() and SDL_DestroyWindowSurface() to switch between the window surface and rendering APIs
  26. * Added a display event SDL_DISPLAYEVENT_MOVED which is sent when the primary monitor changes or displays change position relative to each other
  27. * Added the hint SDL_HINT_ENABLE_SCREEN_KEYBOARD to control whether the on-screen keyboard should be shown when text input is active
  28. ---------------------------------------------------------------------------
  29. 2.26.0:
  30. ---------------------------------------------------------------------------
  31. General:
  32. * Updated OpenGL headers to the latest API from The Khronos Group Inc.
  33. * Added SDL_GetWindowSizeInPixels() to get the window size in pixels, which may differ from the window coordinate size for windows with high-DPI support
  34. * Added simulated vsync synchronization for the software renderer
  35. * Added the mouse position to SDL_MouseWheelEvent
  36. * Added SDL_ResetHints() to reset all hints to their default values
  37. * Added SDL_GetJoystickGUIDInfo() to get device information encoded in a joystick GUID
  38. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 to control whether the HIDAPI driver for XBox 360 controllers should be used
  39. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED to control whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller
  40. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS to control whether the HIDAPI driver for XBox 360 wireless controllers should be used
  41. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE to control whether the HIDAPI driver for XBox One controllers should be used
  42. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED to control the brightness of the XBox One guide button LED
  43. * Added support for PS3 controllers to the HIDAPI driver, enabled by default on macOS, controlled by the SDL_HINT_JOYSTICK_HIDAPI_PS3 hint
  44. * Added support for Nintendo Wii controllers to the HIDAPI driver, not enabled by default, controlled by the SDL_HINT_JOYSTICK_HIDAPI_WII hint
  45. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED to control whether the player LED should be lit on the Nintendo Wii controllers
  46. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS to control whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
  47. * Added access to the individual left and right gyro sensors of the combined Joy-Cons controller
  48. * Added a microsecond timestamp to SDL_SensorEvent and SDL_ControllerSensorEvent, when the hardware provides that information
  49. * Added SDL_SensorGetDataWithTimestamp() and SDL_GameControllerGetSensorDataWithTimestamp() to retrieve the last sensor data with the associated microsecond timestamp
  50. * Added the hint SDL_HINT_HIDAPI_IGNORE_DEVICES to have the SDL HID API ignore specific devices
  51. * SDL_GetRevision() now includes more information about the SDL build, including the git commit hash if available
  52. Windows:
  53. * Added the hint SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE to control whether the system mouse acceleration curve is used for relative mouse motion
  54. macOS:
  55. * Implemented vsync synchronization on macOS 12
  56. Linux:
  57. * Added SDL_SetPrimarySelectionText(), SDL_GetPrimarySelectionText(), and SDL_HasPrimarySelectionText() to interact with the X11 primary selection clipboard
  58. * Added the hint SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP to control whether mouse pointer warp emulation is enabled under Wayland
  59. Android:
  60. * Enabled IME soft keyboard input
  61. * Added version checking to make sure the SDL Java and C code are compatible
  62. ---------------------------------------------------------------------------
  63. 2.24.0:
  64. ---------------------------------------------------------------------------
  65. General:
  66. * New version numbering scheme, similar to GLib and Flatpak.
  67. * An even number in the minor version (second component) indicates a production-ready stable release such as 2.24.0, which would have been 2.0.24 under the old system.
  68. * The patchlevel (micro version, third component) indicates a bugfix-only update: for example, 2.24.1 would be a bugfix-only release to fix bugs in 2.24.0, without adding new features.
  69. * An odd number in the minor version indicates a prerelease such as 2.23.0. Stable distributions should not use these prereleases.
  70. * The patchlevel indicates successive prereleases, for example 2.23.1 and 2.23.2 would be prereleases during development of the SDL 2.24.0 stable release.
  71. * Added SDL_GetPointDisplayIndex() and SDL_GetRectDisplayIndex() to get the display associated with a point and rectangle in screen space
  72. * Added SDL_bsearch(), SDL_crc16(), and SDL_utf8strnlen() to the stdlib routines
  73. * Added SDL_CPUPauseInstruction() as a macro in SDL_atomic.h
  74. * Added SDL_size_mul_overflow() and SDL_size_add_overflow() for better size overflow protection
  75. * Added SDL_ResetHint() to reset a hint to the default value
  76. * Added SDL_ResetKeyboard() to reset SDL's internal keyboard state, generating key up events for all currently pressed keys
  77. * Added the hint SDL_HINT_MOUSE_RELATIVE_WARP_MOTION to control whether mouse warping generates motion events in relative mode. This hint defaults off.
  78. * Added the hint SDL_HINT_TRACKPAD_IS_TOUCH_ONLY to control whether trackpads are treated as touch devices or mice. By default touchpads are treated as mouse input.
  79. * The hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS now defaults on
  80. * Added support for mini-gamepad mode for Nintendo Joy-Con controllers using the HIDAPI driver
  81. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS to control whether Joy-Con controllers are automatically merged into a unified gamepad when using the HIDAPI driver. This hint defaults on.
  82. * The hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED can be set to a floating point value to set the brightness of the Home LED on Nintendo Switch controllers
  83. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED to set the Home LED brightness for the Nintendo Joy-Con controllers. By default the Home LED is not modified.
  84. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED to control whether the player LED should be lit on the Nintendo Joy-Con controllers
  85. * Added support for Nintendo Online classic controllers using the HIDAPI driver
  86. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC to control whether the HIDAPI driver for Nintendo Online classic controllers should be used
  87. * Added support for the NVIDIA Shield Controller to the HIDAPI driver, supporting rumble and battery status
  88. * Added support for NVIDIA SHIELD controller to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_SHIELD to control whether this is used
  89. * Added functions to get the platform dependent name for a joystick or game controller:
  90. * SDL_JoystickPathForIndex()
  91. * SDL_JoystickPath()
  92. * SDL_GameControllerPathForIndex()
  93. * SDL_GameControllerPath()
  94. * Added SDL_GameControllerGetFirmwareVersion() and SDL_JoystickGetFirmwareVersion(), currently implemented for DualSense(tm) Wireless Controllers using HIDAPI
  95. * Added SDL_JoystickAttachVirtualEx() for extended virtual controller support
  96. * Added joystick event SDL_JOYBATTERYUPDATED for when battery status changes
  97. * Added SDL_GUIDToString() and SDL_GUIDFromString() to convert between SDL GUID and string
  98. * Added SDL_HasLSX() and SDL_HasLASX() to detect LoongArch SIMD support
  99. * Added SDL_GetOriginalMemoryFunctions()
  100. * Added SDL_GetDefaultAudioInfo() to get the name and format of the default audio device, currently implemented for PipeWire, PulseAudio, WASAPI, and DirectSound
  101. * Added HIDAPI driver for the NVIDIA SHIELD controller (2017 model) to enable support for battery status and rumble
  102. * Added support for opening audio devices with 3 or 5 channels (2.1, 4.1). All channel counts from Mono to 7.1 are now supported.
  103. * Rewrote audio channel converters used by SDL_AudioCVT, based on the channel matrix coefficients used as the default for FAudio voices
  104. * SDL log messages are no longer limited to 4K and can be any length
  105. * Fixed a long-standing calling convention issue with dynapi affecting OpenWatcom or OS/2 builds
  106. Windows:
  107. * Added initial support for building for Windows and Xbox with Microsoft's Game Development Kit (GDK), see docs/README-gdk.md for details
  108. * Added a D3D12 renderer implementation and SDL_RenderGetD3D12Device() to retrieve the D3D12 device associated with it
  109. * Added the hint SDL_HINT_WINDOWS_DPI_AWARENESS to set whether the application is DPI-aware. This hint must be set before initializing the video subsystem
  110. * Added the hint SDL_HINT_WINDOWS_DPI_SCALING to control whether the SDL coordinates are in DPI-scaled points or pixels
  111. * Added the hint SDL_HINT_DIRECTINPUT_ENABLED to control whether the DirectInput driver should be used
  112. * Added support for SDL_GetAudioDeviceSpec to the DirectSound backend
  113. Linux:
  114. * Support for XVidMode has been removed, mode changes are only supported using the XRandR extension
  115. * Added the hint SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION to control whether to expose a set of emulated modes in addition to the native resolution modes available on Wayland
  116. * Added the hint SDL_HINT_KMSDRM_DEVICE_INDEX to specify which KMSDRM device to use if the default is not desired
  117. * Added the hint SDL_HINT_LINUX_DIGITAL_HATS to control whether to treat hats as digital rather than checking to see if they may be analog
  118. * Added the hint SDL_HINT_LINUX_HAT_DEADZONES to control whether to use deadzones on analog hats
  119. macOS:
  120. * Bumped minimum OS deployment version to macOS 10.9
  121. * Added SDL_GL_FLOATBUFFERS to allow Cocoa GL contexts to use EDR
  122. * Added the hint SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH to control whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing. This hint defaults to blocking, which is the safer option on modern macOS.
  123. ---------------------------------------------------------------------------
  124. 2.0.22:
  125. ---------------------------------------------------------------------------
  126. General:
  127. * Added SDL_RenderGetWindow() to get the window associated with a renderer
  128. * Added floating point rectangle functions:
  129. * SDL_PointInFRect()
  130. * SDL_FRectEmpty()
  131. * SDL_FRectEquals()
  132. * SDL_FRectEqualsEpsilon()
  133. * SDL_HasIntersectionF()
  134. * SDL_IntersectFRect()
  135. * SDL_UnionFRect()
  136. * SDL_EncloseFPoints()
  137. * SDL_IntersectFRectAndLine()
  138. * Added SDL_IsTextInputShown() which returns whether the IME window is currently shown
  139. * Added SDL_ClearComposition() to dismiss the composition window without disabling IME input
  140. * Added SDL_TEXTEDITING_EXT event for handling long composition text, and a hint SDL_HINT_IME_SUPPORT_EXTENDED_TEXT to enable it
  141. * Added the hint SDL_HINT_MOUSE_RELATIVE_MODE_CENTER to control whether the mouse should be constrained to the whole window or the center of the window when relative mode is enabled
  142. * The mouse is now automatically captured when mouse buttons are pressed, and the hint SDL_HINT_MOUSE_AUTO_CAPTURE allows you to control this behavior
  143. * Added the hint SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL to let SDL know that a foreign window will be used with OpenGL
  144. * Added the hint SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN to let SDL know that a foreign window will be used with Vulkan
  145. * Added the hint SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE to specify whether an SDL_QUIT event will be delivered when the last application window is closed
  146. * Added the hint SDL_HINT_JOYSTICK_ROG_CHAKRAM to control whether ROG Chakram mice show up as joysticks
  147. Windows:
  148. * Added support for SDL_BLENDOPERATION_MINIMUM and SDL_BLENDOPERATION_MAXIMUM to the D3D9 renderer
  149. Linux:
  150. * Compiling with Wayland support requires libwayland-client version 1.18.0 or later
  151. * Added the hint SDL_HINT_X11_WINDOW_TYPE to specify the _NET_WM_WINDOW_TYPE of SDL windows
  152. * Added the hint SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR to allow using libdecor with compositors that support xdg-decoration
  153. Android:
  154. * Added SDL_AndroidSendMessage() to send a custom command to the SDL java activity
  155. ---------------------------------------------------------------------------
  156. 2.0.20:
  157. ---------------------------------------------------------------------------
  158. General:
  159. * SDL_RenderGeometryRaw() takes a pointer to SDL_Color, not int. You can cast color data in SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 on little endian systems) for this parameter.
  160. * Improved accuracy of horizontal and vertical line drawing when using OpenGL or OpenGLES
  161. * Added the hint SDL_HINT_RENDER_LINE_METHOD to control the method of line drawing used, to select speed, correctness, and compatibility.
  162. Windows:
  163. * Fixed size of custom cursors
  164. Linux:
  165. * Fixed hotplug controller detection, broken in 2.0.18
  166. ---------------------------------------------------------------------------
  167. 2.0.18:
  168. ---------------------------------------------------------------------------
  169. General:
  170. * The SDL wiki documentation and development headers are automatically kept in sync
  171. * Each function has information about in which version of SDL it was introduced
  172. * SDL-specific CMake options are now prefixed with 'SDL_'. Be sure to update your CMake build scripts accordingly!
  173. * Added the hint SDL_HINT_APP_NAME to let SDL know the name of your application for various places it might show up in system information
  174. * Added SDL_RenderGeometry() and SDL_RenderGeometryRaw() to allow rendering of arbitrary shapes using the SDL 2D render API
  175. * Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate application data with an SDL texture
  176. * Added SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() to convert between window coordinates and logical render coordinates
  177. * Added SDL_RenderSetVSync() to change whether a renderer present is synchronized with vblank at runtime
  178. * Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
  179. * Added a window event SDL_WINDOWEVENT_DISPLAY_CHANGED which is sent when a window changes what display it's centered on
  180. * Added SDL_GetWindowICCProfile() to query a window's ICC profile, and a window event SDL_WINDOWEVENT_ICCPROF_CHANGED that is sent when it changes
  181. * Added the hint SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY to allow EGL windows to be transparent instead of opaque
  182. * SDL_WaitEvent() has been redesigned to use less CPU in most cases
  183. * Added SDL_SetWindowMouseRect() and SDL_GetWindowMouseRect() to confine the mouse cursor to an area of a window
  184. * You can now read precise mouse wheel motion using 'preciseX' and 'preciseY' event fields
  185. * Added SDL_GameControllerHasRumble() and SDL_GameControllerHasRumbleTriggers() to query whether a game controller supports rumble
  186. * Added SDL_JoystickHasRumble() and SDL_JoystickHasRumbleTriggers() to query whether a joystick supports rumble
  187. * SDL's hidapi implementation is now available as a public API in SDL_hidapi.h
  188. Windows:
  189. * Improved relative mouse motion over Windows Remote Desktop
  190. * Added the hint SDL_HINT_IME_SHOW_UI to show native UI components instead of hiding them (defaults off)
  191. Windows/UWP:
  192. * WGI is used instead of XInput for better controller support in UWP apps
  193. Linux:
  194. * Added the hint SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME to set the activity that's displayed by the system when the screensaver is disabled
  195. * Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices
  196. * Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices that will be opened in addition to the normal joystick detection
  197. * Added SDL_LinuxSetThreadPriorityAndPolicy() for more control over a thread priority on Linux
  198. Android:
  199. * Added support for audio output and capture using AAudio on Android 8.1 and newer
  200. * Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
  201. Apple Arcade:
  202. * Added SDL_GameControllerGetAppleSFSymbolsNameForButton() and SDL_GameControllerGetAppleSFSymbolsNameForAxis() to support Apple Arcade titles
  203. iOS:
  204. * Added documentation that the UIApplicationSupportsIndirectInputEvents key must be set to true in your application's Info.plist in order to get real Bluetooth mouse events.
  205. * Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
  206. ---------------------------------------------------------------------------
  207. 2.0.16:
  208. ---------------------------------------------------------------------------
  209. General:
  210. * Added SDL_FlashWindow() to get a user's attention
  211. * Added SDL_GetAudioDeviceSpec() to get the preferred audio format of a device
  212. * Added SDL_SetWindowAlwaysOnTop() to dynamically change the SDL_WINDOW_ALWAYS_ON_TOP flag for a window
  213. * Added SDL_SetWindowKeyboardGrab() to support grabbing the keyboard independently of the mouse
  214. * Added SDL_SoftStretchLinear() to do bilinear scaling between 32-bit software surfaces
  215. * Added SDL_UpdateNVTexture() to update streaming NV12/21 textures
  216. * Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow sending custom trigger effects to the DualSense controller
  217. * Added SDL_GameControllerGetSensorDataRate() to get the sensor data rate for PlayStation and Nintendo Switch controllers
  218. * Added support for the Amazon Luna game controller
  219. * Added rumble support for the Google Stadia controller using the HIDAPI driver
  220. * Added SDL_GameControllerType constants for the Amazon Luna and Google Stadia controllers
  221. * Added analog rumble for Nintendo Switch Pro controllers using the HIDAPI driver
  222. * Reduced CPU usage when using SDL_WaitEvent() and SDL_WaitEventTimeout()
  223. Windows:
  224. * Added SDL_SetWindowsMessageHook() to set a function that is called for all Windows messages
  225. * Added SDL_RenderGetD3D11Device() to get the D3D11 device used by the SDL renderer
  226. Linux:
  227. * Greatly improved Wayland support
  228. * Added support for audio output and capture using Pipewire
  229. * Added the hint SDL_HINT_AUDIO_INCLUDE_MONITORS to control whether PulseAudio recording should include monitor devices
  230. * Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_ROLE to describe the role of your application for audio control panels
  231. Android:
  232. * Added SDL_AndroidShowToast() to show a lightweight notification
  233. iOS:
  234. * Added support for mouse relative mode on iOS 14.1 and newer
  235. * Added support for the Xbox Series X controller
  236. tvOS:
  237. * Added support for the Xbox Series X controller
  238. ---------------------------------------------------------------------------
  239. 2.0.14:
  240. ---------------------------------------------------------------------------
  241. General:
  242. * Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver
  243. * Added game controller button constants for paddles and new buttons
  244. * Added game controller functions to get additional information:
  245. * SDL_GameControllerGetSerial()
  246. * SDL_GameControllerHasAxis()
  247. * SDL_GameControllerHasButton()
  248. * SDL_GameControllerGetNumTouchpads()
  249. * SDL_GameControllerGetNumTouchpadFingers()
  250. * SDL_GameControllerGetTouchpadFinger()
  251. * SDL_GameControllerHasSensor()
  252. * SDL_GameControllerSetSensorEnabled()
  253. * SDL_GameControllerIsSensorEnabled()
  254. * SDL_GameControllerGetSensorData()
  255. * SDL_GameControllerRumbleTriggers()
  256. * SDL_GameControllerHasLED()
  257. * SDL_GameControllerSetLED()
  258. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used.
  259. * Added joystick functions to get additional information:
  260. * SDL_JoystickGetSerial()
  261. * SDL_JoystickRumbleTriggers()
  262. * SDL_JoystickHasLED()
  263. * SDL_JoystickSetLED()
  264. * Added an API to allow the application to create virtual joysticks:
  265. * SDL_JoystickAttachVirtual()
  266. * SDL_JoystickDetachVirtual()
  267. * SDL_JoystickIsVirtual()
  268. * SDL_JoystickSetVirtualAxis()
  269. * SDL_JoystickSetVirtualButton()
  270. * SDL_JoystickSetVirtualHat()
  271. * Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list
  272. * Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
  273. * Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size
  274. * The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers
  275. * Added SDL_GetPreferredLocales() to get the application's current locale setting
  276. * Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's default locale setting
  277. * Added SDL_OpenURL() to open a URL in the system's default browser
  278. * Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding
  279. * Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
  280. * Added SDL_GetErrorMsg() to get the last error in a thread-safe way
  281. * Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf()
  282. * Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc.
  283. Windows:
  284. * Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously
  285. * Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used
  286. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT to control whether XInput and WGI should be used to for complete controller functionality with the RAWINPUT driver.
  287. macOS:
  288. * Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view
  289. * Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view
  290. * Added SDL_Metal_GetDrawableSize() to get the size of a window's drawable, in pixels
  291. Linux:
  292. * Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application
  293. * Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream
  294. * Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux
  295. * Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy
  296. * Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy
  297. Android:
  298. * Added SDL_AndroidRequestPermission() to request a specific system permission
  299. * Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background
  300. OS/2:
  301. * Added support for OS/2, see docs/README-os2.md for details
  302. Emscripten (running in a web browser):
  303. * Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally
  304. ---------------------------------------------------------------------------
  305. 2.0.12:
  306. ---------------------------------------------------------------------------
  307. General:
  308. * Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
  309. * Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
  310. * Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
  311. * Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
  312. * Added the window underneath the finger to the SDL_TouchFingerEvent
  313. * Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
  314. * Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
  315. * Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
  316. * Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
  317. * Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled.
  318. * Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
  319. * Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
  320. * Added support for many game controllers, including:
  321. * 8BitDo FC30 Pro
  322. * 8BitDo M30 GamePad
  323. * BDA PS4 Fightpad
  324. * HORI Fighting Commander
  325. * Hyperkin Duke
  326. * Hyperkin X91
  327. * MOGA XP5-A Plus
  328. * NACON GC-400ES
  329. * NVIDIA Controller v01.04
  330. * PDP Versus Fighting Pad
  331. * Razer Raion Fightpad for PS4
  332. * Razer Serval
  333. * Stadia Controller
  334. * SteelSeries Stratus Duo
  335. * Victrix Pro Fight Stick for PS4
  336. * Xbox One Elite Series 2
  337. * Fixed blocking game controller rumble calls when using the HIDAPI driver
  338. * Added SDL_zeroa() macro to zero an array of elements
  339. * Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
  340. Windows:
  341. * Fixed crash when using the release SDL DLL with applications built with gcc
  342. * Fixed performance regression in event handling introduced in 2.0.10
  343. * Added support for SDL_SetThreadPriority() for UWP applications
  344. Linux:
  345. * Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
  346. * Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
  347. iOS / tvOS / macOS:
  348. * Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
  349. iOS/ tvOS:
  350. * Added support for Bluetooth Steam Controllers as game controllers
  351. tvOS:
  352. * Fixed support for surround sound on Apple TV
  353. Android:
  354. * Added SDL_GetAndroidSDKVersion() to return the API level of the current device
  355. * Added support for audio capture using OpenSL-ES
  356. * Added support for Bluetooth Steam Controllers as game controllers
  357. * Fixed rare crashes when the app goes into the background or terminates
  358. ---------------------------------------------------------------------------
  359. 2.0.10:
  360. ---------------------------------------------------------------------------
  361. General:
  362. * The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
  363. * Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
  364. * Added SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF(), SDL_RenderCopyExF(), to allow floating point precision in the SDL rendering API.
  365. * Added SDL_GetTouchDeviceType() to get the type of a touch device, which can be a touch screen or a trackpad in relative or absolute coordinate mode.
  366. * The SDL rendering API now uses batched rendering by default, for improved performance
  367. * Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
  368. * Added the hint SDL_HINT_RENDER_BATCHING to control whether batching should be used for the rendering API. This defaults to "1" if you don't specify what rendering driver to use when creating the renderer.
  369. * Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
  370. * Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
  371. * Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
  372. * Improved handling of malformed WAVE and BMP files, fixing potential security exploits
  373. Linux:
  374. * Removed the Mir video driver in favor of Wayland
  375. iOS / tvOS:
  376. * Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
  377. * Added support for text input using Bluetooth keyboards
  378. Android:
  379. * Added low latency audio using OpenSL ES
  380. * Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
  381. SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
  382. SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
  383. * Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
  384. ---------------------------------------------------------------------------
  385. 2.0.9:
  386. ---------------------------------------------------------------------------
  387. General:
  388. * Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
  389. * Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
  390. * Added SDL_GetDisplayOrientation() to return the current display orientation
  391. * Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
  392. * Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support)
  393. * Added support for many other popular game controllers
  394. * Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller.
  395. * Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
  396. * Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
  397. * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
  398. * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
  399. * Added SDL_HasColorKey() to return whether a surface has a colorkey active
  400. * Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
  401. * Added SDL_IsTablet() to return whether the application is running on a tablet
  402. * Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
  403. Mac OS X:
  404. * Fixed black screen at start on Mac OS X Mojave
  405. Linux:
  406. * Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
  407. iOS:
  408. * Fixed Asian IME input
  409. Android:
  410. * Updated required Android SDK to API 26, to match Google's new App Store requirements
  411. * Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
  412. * Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0)
  413. * Added support for custom mouse cursors on Android 7.0 and newer
  414. * Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK
  415. * Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
  416. * Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
  417. * Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
  418. ---------------------------------------------------------------------------
  419. 2.0.8:
  420. ---------------------------------------------------------------------------
  421. General:
  422. * Added SDL_fmod() and SDL_log10()
  423. * Each of the SDL math functions now has the corresponding float version
  424. * Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709
  425. Windows:
  426. * Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
  427. * Added resampling support on WASAPI on Windows 7 and above
  428. Windows UWP:
  429. * Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
  430. Mac OS X:
  431. * Added support for the Vulkan SDK for Mac:
  432. https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
  433. * Added support for OpenGL ES using ANGLE when it's available
  434. Mac OS X / iOS / tvOS:
  435. * Added a Metal 2D render implementation
  436. * Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
  437. iOS:
  438. * Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications.
  439. iOS / Android:
  440. * Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default)
  441. Android:
  442. * SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
  443. * SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
  444. * Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
  445. Android / tvOS:
  446. * Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events.
  447. Linux:
  448. * Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1"
  449. * Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
  450. ---------------------------------------------------------------------------
  451. 2.0.7:
  452. ---------------------------------------------------------------------------
  453. General:
  454. * Added audio stream conversion functions:
  455. SDL_NewAudioStream
  456. SDL_AudioStreamPut
  457. SDL_AudioStreamGet
  458. SDL_AudioStreamAvailable
  459. SDL_AudioStreamFlush
  460. SDL_AudioStreamClear
  461. SDL_FreeAudioStream
  462. * Added functions to query and set the SDL memory allocation functions:
  463. SDL_GetMemoryFunctions()
  464. SDL_SetMemoryFunctions()
  465. SDL_GetNumAllocations()
  466. * Added locking functions for multi-threaded access to the joystick and game controller APIs:
  467. SDL_LockJoysticks()
  468. SDL_UnlockJoysticks()
  469. * The following functions are now thread-safe:
  470. SDL_SetEventFilter()
  471. SDL_GetEventFilter()
  472. SDL_AddEventWatch()
  473. SDL_DelEventWatch()
  474. General:
  475. ---------------------------------------------------------------------------
  476. 2.0.6:
  477. ---------------------------------------------------------------------------
  478. General:
  479. * Added cross-platform Vulkan graphics support in SDL_vulkan.h
  480. SDL_Vulkan_LoadLibrary()
  481. SDL_Vulkan_GetVkGetInstanceProcAddr()
  482. SDL_Vulkan_GetInstanceExtensions()
  483. SDL_Vulkan_CreateSurface()
  484. SDL_Vulkan_GetDrawableSize()
  485. SDL_Vulkan_UnloadLibrary()
  486. This is all the platform-specific code you need to bring up Vulkan on all SDL platforms. You can look at an example in test/testvulkan.c
  487. * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
  488. * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
  489. * Added support for many game controllers, including the Nintendo Switch Pro Controller
  490. * Added support for inverted axes and separate axis directions in game controller mappings
  491. * Added functions to return information about a joystick before it's opened:
  492. SDL_JoystickGetDeviceVendor()
  493. SDL_JoystickGetDeviceProduct()
  494. SDL_JoystickGetDeviceProductVersion()
  495. SDL_JoystickGetDeviceType()
  496. SDL_JoystickGetDeviceInstanceID()
  497. * Added functions to return information about an open joystick:
  498. SDL_JoystickGetVendor()
  499. SDL_JoystickGetProduct()
  500. SDL_JoystickGetProductVersion()
  501. SDL_JoystickGetType()
  502. SDL_JoystickGetAxisInitialState()
  503. * Added functions to return information about an open game controller:
  504. SDL_GameControllerGetVendor()
  505. SDL_GameControllerGetProduct()
  506. SDL_GameControllerGetProductVersion()
  507. * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
  508. * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
  509. * Added SDL_DuplicateSurface() to make a copy of a surface
  510. * Added an experimental JACK audio driver
  511. * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
  512. * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
  513. * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
  514. "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
  515. "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
  516. * Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read from raw mouse input
  517. * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
  518. Windows:
  519. * The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
  520. * The old XAudio2 audio driver is deprecated and will be removed in the next release
  521. * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
  522. * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
  523. * Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
  524. * Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
  525. Linux:
  526. * Added an experimental KMS/DRM video driver for embedded development
  527. iOS:
  528. * Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
  529. ---------------------------------------------------------------------------
  530. 2.0.5:
  531. ---------------------------------------------------------------------------
  532. General:
  533. * Implemented audio capture support for some platforms
  534. * Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
  535. * Added events for dragging and dropping text
  536. * Added events for dragging and dropping multiple items
  537. * By default the click raising a window will not be delivered to the SDL application. You can set the hint SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to "1" to allow that click through to the window.
  538. * Saving a surface with an alpha channel as a BMP will use a newer BMP format that supports alpha information. You can set the hint SDL_HINT_BMP_SAVE_LEGACY_FORMAT to "1" to use the old format.
  539. * Added SDL_GetHintBoolean() to get the boolean value of a hint
  540. * Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
  541. * Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
  542. * Added SDL_GetDisplayUsableBounds() which returns the area usable for windows. For example, on Mac OS X, this subtracts the area occupied by the menu bar and dock.
  543. * Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
  544. * Added a window event SDL_WINDOWEVENT_HIT_TEST when a window had a hit test that wasn't SDL_HITTEST_NORMAL (e.g. in the title bar or window frame)
  545. * Added SDL_SetWindowResizable() to change whether a window is resizable
  546. * Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
  547. * Added SDL_SetWindowModalFor() to set a window as modal for another window
  548. * Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
  549. * Fixed flipped images when reading back from target textures when using the OpenGL renderer
  550. * Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
  551. * Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
  552. Windows:
  553. * Added a hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to prevent SDL from raising a debugger exception to name threads. This exception can cause problems with .NET applications when running under a debugger.
  554. * The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
  555. * Fixed XBox controller triggers automatically being pulled at startup
  556. * The first icon from the executable is used as the default window icon at runtime
  557. * Fixed SDL log messages being printed twice if SDL was built with C library support
  558. * Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
  559. Mac OS X:
  560. * Fixed selecting the dummy video driver
  561. * The caps lock key now generates a pressed event when pressed and a released event when released, instead of a press/release event pair when pressed.
  562. * Fixed mouse wheel events on Mac OS X 10.12
  563. * The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
  564. Linux:
  565. * Added support for the Fcitx IME
  566. * Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
  567. * Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
  568. * Added initial support for touchscreens on Raspberry Pi
  569. OpenBSD:
  570. * SDL_GetBasePath() is now implemented on OpenBSD
  571. iOS:
  572. * Added support for dynamically loaded objects on iOS 8 and newer
  573. tvOS:
  574. * Added support for Apple TV
  575. * Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.
  576. Android:
  577. * Fixed SDL not resizing window when Android screen resolution changes
  578. * Corrected the joystick Z axis reporting for the accelerometer
  579. Emscripten (running in a web browser):
  580. * Many bug fixes and improvements
  581. ---------------------------------------------------------------------------
  582. 2.0.4:
  583. ---------------------------------------------------------------------------
  584. General:
  585. * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
  586. * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
  587. * Added an API to queue audio instead of using the audio callback:
  588. SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
  589. * Added events for audio device hot plug support:
  590. SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
  591. * Added SDL_PointInRect()
  592. * Added SDL_HasAVX2() to detect CPUs with AVX2 support
  593. * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
  594. * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
  595. * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
  596. * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
  597. * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
  598. * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
  599. * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
  600. * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
  601. * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
  602. * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
  603. * Added a Vivante video driver that is used on various SoC platforms
  604. * 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
  605. * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
  606. * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
  607. * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
  608. * Improved support for WAV and BMP files with unusual chunks in them
  609. * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
  610. * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
  611. * Added SDL_GetDisplayDPI() to get the DPI information for a display
  612. * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
  613. * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
  614. * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
  615. Windows:
  616. * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
  617. * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
  618. * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
  619. * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
  620. * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
  621. * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
  622. * SDL_SysWMinfo now contains the window HDC
  623. * Added support for Unicode command line options
  624. * Prevent beeping when Alt-key combos are pressed
  625. * SDL_SetTextInputRect() re-positions the OS-rendered IME
  626. * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
  627. * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
  628. Mac OS X:
  629. * Implemented drag-and-drop support
  630. * Improved joystick hot-plug detection
  631. * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
  632. * Fixed relative mouse mode when the application loses/regains focus
  633. * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
  634. * Fixed the refresh rate of display modes
  635. * SDL_SysWMInfo is now ARC-compatible
  636. * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
  637. Linux:
  638. * Enabled building with Mir and Wayland support by default.
  639. * Added IBus IME support
  640. * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
  641. * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
  642. * Added support for multiple audio devices when using Pulseaudio
  643. * Fixed duplicate mouse events when using relative mouse motion
  644. iOS:
  645. * Added support for iOS 8
  646. * 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
  647. * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
  648. * Added native resolution support for the iPhone 6 Plus
  649. * Added support for MFi game controllers
  650. * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
  651. * Added sRGB OpenGL ES context support on iOS 7+
  652. * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
  653. * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
  654. * Fixed various rotation and orientation issues
  655. * Fixed memory leaks
  656. Android:
  657. * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
  658. * Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
  659. * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
  660. * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
  661. Raspberry Pi:
  662. * Added support for the Raspberry Pi 2
  663. ---------------------------------------------------------------------------
  664. 2.0.3:
  665. ---------------------------------------------------------------------------
  666. Mac OS X:
  667. * Fixed creating an OpenGL context by default on Mac OS X 10.6
  668. ---------------------------------------------------------------------------
  669. 2.0.2:
  670. ---------------------------------------------------------------------------
  671. General:
  672. * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
  673. * Added an API to load a database of game controller mappings from a file:
  674. SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
  675. * Added game controller mappings for the PS4 and OUYA controllers
  676. * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
  677. * Added SDL_DetachThread()
  678. * Added SDL_HasAVX() to determine if the CPU has AVX features
  679. * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
  680. * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
  681. them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
  682. * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
  683. * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
  684. * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
  685. * testgl2 does not need to link with libGL anymore
  686. * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
  687. * Added controllermap test program to visually map a game controller
  688. Windows:
  689. * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
  690. the driver or emulated through ANGLE)
  691. * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
  692. * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
  693. * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
  694. Mac OS X:
  695. * 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.
  696. Linux:
  697. * Fixed fullscreen and focused behavior when receiving NotifyGrab events
  698. * Added experimental Wayland and Mir support, disabled by default
  699. Android:
  700. * Joystick support (minimum SDK version required to build SDL is now 12,
  701. the required runtime version remains at 10, but on such devices joystick
  702. support won't be available).
  703. * Hotplugging support for joysticks
  704. * 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.
  705. ---------------------------------------------------------------------------
  706. 2.0.1:
  707. ---------------------------------------------------------------------------
  708. General:
  709. * Added an API to get common filesystem paths in SDL_filesystem.h:
  710. SDL_GetBasePath(), SDL_GetPrefPath()
  711. * Added an API to do optimized YV12 and IYUV texture updates:
  712. SDL_UpdateYUVTexture()
  713. * Added an API to get the amount of RAM on the system:
  714. SDL_GetSystemRAM()
  715. * Added a macro to perform timestamp comparisons with SDL_GetTicks():
  716. SDL_TICKS_PASSED()
  717. * Dramatically improved OpenGL ES 2.0 rendering performance
  718. * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
  719. Windows:
  720. * Created a static library configuration for the Visual Studio 2010 project
  721. * Added a hint to create the Direct3D device with support for multi-threading:
  722. SDL_HINT_RENDER_DIRECT3D_THREADSAFE
  723. * Added a function to get the D3D9 adapter index for a display:
  724. SDL_Direct3D9GetAdapterIndex()
  725. * Added a function to get the D3D9 device for a D3D9 renderer:
  726. SDL_RenderGetD3D9Device()
  727. * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
  728. * Fixed crash when using two XInput controllers at the same time
  729. * Fixed detecting a mixture of XInput and DirectInput controllers
  730. * Fixed clearing a D3D render target larger than the window
  731. * Improved support for format specifiers in SDL_snprintf()
  732. Mac OS X:
  733. * Added support for retina displays:
  734. 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.
  735. * Fixed mouse warping in fullscreen mode
  736. * Right mouse click is emulated by holding the Ctrl key while left clicking
  737. Linux:
  738. * Fixed float audio support with the PulseAudio driver
  739. * Fixed missing line endpoints in the OpenGL renderer on some drivers
  740. * X11 symbols are no longer defined to avoid collisions when linking statically
  741. iOS:
  742. * Fixed status bar visibility on iOS 7
  743. * Flipped the accelerometer Y axis to match expected values
  744. Android:
  745. IMPORTANT: You MUST get the updated SDLActivity.java to match C code
  746. * Moved EGL initialization to native code
  747. * Fixed the accelerometer axis rotation relative to the device rotation
  748. * Fixed race conditions when handling the EGL context on pause/resume
  749. * Touch devices are available for enumeration immediately after init
  750. Raspberry Pi:
  751. * Added support for the Raspberry Pi, see README-raspberrypi.txt for details