This is a list of major changes in SDL's version history. | |
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2.0.3: | |
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Mac OS X: | |
* Fixed creating an OpenGL context by default on Mac OS X 10.6 | |
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2.0.2: | |
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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. | |
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2.0.1: | |
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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 |