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