WhatsNew.txt 35 KB

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  1. This is a list of major changes in SDL's version history.
  2. ---------------------------------------------------------------------------
  3. 2.0.14:
  4. ---------------------------------------------------------------------------
  5. General:
  6. * Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver
  7. * Added game controller button constants for paddles and new buttons
  8. * Added game controller functions to get additional information:
  9. * SDL_GameControllerGetSerial()
  10. * SDL_GameControllerHasAxis()
  11. * SDL_GameControllerHasButton()
  12. * SDL_GameControllerGetNumTouchpads()
  13. * SDL_GameControllerGetNumTouchpadFingers()
  14. * SDL_GameControllerGetTouchpadFinger()
  15. * SDL_GameControllerHasSensor()
  16. * SDL_GameControllerSetSensorEnabled()
  17. * SDL_GameControllerIsSensorEnabled()
  18. * SDL_GameControllerGetSensorData()
  19. * SDL_GameControllerRumbleTriggers()
  20. * SDL_GameControllerHasLED()
  21. * SDL_GameControllerSetLED()
  22. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used.
  23. * Added joystick functions to get additional information:
  24. * SDL_JoystickGetSerial()
  25. * SDL_JoystickRumbleTriggers()
  26. * SDL_JoystickHasLED()
  27. * SDL_JoystickSetLED()
  28. * Added an API to allow the application to create virtual joysticks:
  29. * SDL_JoystickAttachVirtual()
  30. * SDL_JoystickDetachVirtual()
  31. * SDL_JoystickIsVirtual()
  32. * SDL_JoystickSetVirtualAxis()
  33. * SDL_JoystickSetVirtualButton()
  34. * SDL_JoystickSetVirtualHat()
  35. * Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list
  36. * Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
  37. * Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size
  38. * The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers
  39. * Added SDL_GetPreferredLocales() to get the application's current locale setting
  40. * Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's default locale setting
  41. * Added SDL_OpenURL() to open a URL in the system's default browser
  42. * Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding
  43. * Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
  44. * Added SDL_GetErrorMsg() to get the last error in a thread-safe way
  45. * Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf()
  46. * Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc.
  47. Windows:
  48. * Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously
  49. * Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used
  50. * 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.
  51. macOS:
  52. * Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view
  53. * Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view
  54. * Added SDL_Metal_GetDrawableSize() to get the size of a window's drawable, in pixels
  55. Linux:
  56. * Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application
  57. * Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream
  58. * Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux
  59. * Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy
  60. * Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy
  61. Android:
  62. * Added SDL_AndroidRequestPermission() to request a specific system permission
  63. * Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background
  64. OS/2:
  65. * Added support for OS/2, see docs/README-os2.md for details
  66. Emscripten (running in a web browser):
  67. * Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally
  68. ---------------------------------------------------------------------------
  69. 2.0.12:
  70. ---------------------------------------------------------------------------
  71. General:
  72. * Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
  73. * Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
  74. * Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
  75. * Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
  76. * Added the window underneath the finger to the SDL_TouchFingerEvent
  77. * Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
  78. * Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
  79. * Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
  80. * Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
  81. * 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.
  82. * Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
  83. * Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
  84. * Added support for many game controllers, including:
  85. * 8BitDo FC30 Pro
  86. * 8BitDo M30 GamePad
  87. * BDA PS4 Fightpad
  88. * HORI Fighting Commander
  89. * Hyperkin Duke
  90. * Hyperkin X91
  91. * MOGA XP5-A Plus
  92. * NACON GC-400ES
  93. * NVIDIA Controller v01.04
  94. * PDP Versus Fighting Pad
  95. * Razer Raion Fightpad for PS4
  96. * Razer Serval
  97. * Stadia Controller
  98. * SteelSeries Stratus Duo
  99. * Victrix Pro Fight Stick for PS4
  100. * Xbox One Elite Series 2
  101. * Fixed blocking game controller rumble calls when using the HIDAPI driver
  102. * Added SDL_zeroa() macro to zero an array of elements
  103. * Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
  104. Windows:
  105. * Fixed crash when using the release SDL DLL with applications built with gcc
  106. * Fixed performance regression in event handling introduced in 2.0.10
  107. * Added support for SDL_SetThreadPriority() for UWP applications
  108. Linux:
  109. * Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
  110. * Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
  111. iOS / tvOS / macOS:
  112. * Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
  113. iOS/ tvOS:
  114. * Added support for Bluetooth Steam Controllers as game controllers
  115. tvOS:
  116. * Fixed support for surround sound on Apple TV
  117. Android:
  118. * Added SDL_GetAndroidSDKVersion() to return the API level of the current device
  119. * Added support for audio capture using OpenSL-ES
  120. * Added support for Bluetooth Steam Controllers as game controllers
  121. * Fixed rare crashes when the app goes into the background or terminates
  122. ---------------------------------------------------------------------------
  123. 2.0.10:
  124. ---------------------------------------------------------------------------
  125. General:
  126. * The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
  127. * Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
  128. * 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.
  129. * 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.
  130. * The SDL rendering API now uses batched rendering by default, for improved performance
  131. * Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
  132. * 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.
  133. * Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
  134. * Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
  135. * Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
  136. * Improved handling of malformed WAVE and BMP files, fixing potential security exploits
  137. Linux:
  138. * Removed the Mir video driver in favor of Wayland
  139. iOS / tvOS:
  140. * Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
  141. * Added support for text input using Bluetooth keyboards
  142. Android:
  143. * Added low latency audio using OpenSL ES
  144. * Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
  145. SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
  146. SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
  147. * Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
  148. ---------------------------------------------------------------------------
  149. 2.0.9:
  150. ---------------------------------------------------------------------------
  151. General:
  152. * Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
  153. * Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
  154. * Added SDL_GetDisplayOrientation() to return the current display orientation
  155. * Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
  156. * 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)
  157. * Added support for many other popular game controllers
  158. * 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.
  159. * Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
  160. * Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
  161. * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
  162. * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
  163. * Added SDL_HasColorKey() to return whether a surface has a colorkey active
  164. * Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
  165. * Added SDL_IsTablet() to return whether the application is running on a tablet
  166. * Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
  167. Mac OS X:
  168. * Fixed black screen at start on Mac OS X Mojave
  169. Linux:
  170. * Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
  171. iOS:
  172. * Fixed Asian IME input
  173. Android:
  174. * Updated required Android SDK to API 26, to match Google's new App Store requirements
  175. * Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
  176. * 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)
  177. * Added support for custom mouse cursors on Android 7.0 and newer
  178. * 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
  179. * Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
  180. * Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
  181. * Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
  182. ---------------------------------------------------------------------------
  183. 2.0.8:
  184. ---------------------------------------------------------------------------
  185. General:
  186. * Added SDL_fmod() and SDL_log10()
  187. * Each of the SDL math functions now has the corresponding float version
  188. * 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
  189. Windows:
  190. * Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
  191. * Added resampling support on WASAPI on Windows 7 and above
  192. Windows UWP:
  193. * Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
  194. Mac OS X:
  195. * Added support for the Vulkan SDK for Mac:
  196. https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
  197. * Added support for OpenGL ES using ANGLE when it's available
  198. Mac OS X / iOS / tvOS:
  199. * Added a Metal 2D render implementation
  200. * Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
  201. iOS:
  202. * 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.
  203. iOS / Android:
  204. * 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)
  205. Android:
  206. * SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
  207. * SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
  208. * Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
  209. Android / tvOS:
  210. * 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.
  211. Linux:
  212. * 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"
  213. * 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)
  214. ---------------------------------------------------------------------------
  215. 2.0.7:
  216. ---------------------------------------------------------------------------
  217. General:
  218. * Added audio stream conversion functions:
  219. SDL_NewAudioStream
  220. SDL_AudioStreamPut
  221. SDL_AudioStreamGet
  222. SDL_AudioStreamAvailable
  223. SDL_AudioStreamFlush
  224. SDL_AudioStreamClear
  225. SDL_FreeAudioStream
  226. * Added functions to query and set the SDL memory allocation functions:
  227. SDL_GetMemoryFunctions()
  228. SDL_SetMemoryFunctions()
  229. SDL_GetNumAllocations()
  230. * Added locking functions for multi-threaded access to the joystick and game controller APIs:
  231. SDL_LockJoysticks()
  232. SDL_UnlockJoysticks()
  233. * The following functions are now thread-safe:
  234. SDL_SetEventFilter()
  235. SDL_GetEventFilter()
  236. SDL_AddEventWatch()
  237. SDL_DelEventWatch()
  238. General:
  239. ---------------------------------------------------------------------------
  240. 2.0.6:
  241. ---------------------------------------------------------------------------
  242. General:
  243. * Added cross-platform Vulkan graphics support in SDL_vulkan.h
  244. SDL_Vulkan_LoadLibrary()
  245. SDL_Vulkan_GetVkGetInstanceProcAddr()
  246. SDL_Vulkan_GetInstanceExtensions()
  247. SDL_Vulkan_CreateSurface()
  248. SDL_Vulkan_GetDrawableSize()
  249. SDL_Vulkan_UnloadLibrary()
  250. 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
  251. * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
  252. * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
  253. * Added support for many game controllers, including the Nintendo Switch Pro Controller
  254. * Added support for inverted axes and separate axis directions in game controller mappings
  255. * Added functions to return information about a joystick before it's opened:
  256. SDL_JoystickGetDeviceVendor()
  257. SDL_JoystickGetDeviceProduct()
  258. SDL_JoystickGetDeviceProductVersion()
  259. SDL_JoystickGetDeviceType()
  260. SDL_JoystickGetDeviceInstanceID()
  261. * Added functions to return information about an open joystick:
  262. SDL_JoystickGetVendor()
  263. SDL_JoystickGetProduct()
  264. SDL_JoystickGetProductVersion()
  265. SDL_JoystickGetType()
  266. SDL_JoystickGetAxisInitialState()
  267. * Added functions to return information about an open game controller:
  268. SDL_GameControllerGetVendor()
  269. SDL_GameControllerGetProduct()
  270. SDL_GameControllerGetProductVersion()
  271. * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
  272. * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
  273. * Added SDL_DuplicateSurface() to make a copy of a surface
  274. * Added an experimental JACK audio driver
  275. * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
  276. * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
  277. * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
  278. "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
  279. "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
  280. * 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
  281. * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
  282. Windows:
  283. * The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
  284. * The old XAudio2 audio driver is deprecated and will be removed in the next release
  285. * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
  286. * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
  287. * Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
  288. * Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
  289. Linux:
  290. * Added an experimental KMS/DRM video driver for embedded development
  291. iOS:
  292. * Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
  293. ---------------------------------------------------------------------------
  294. 2.0.5:
  295. ---------------------------------------------------------------------------
  296. General:
  297. * Implemented audio capture support for some platforms
  298. * Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
  299. * Added events for dragging and dropping text
  300. * Added events for dragging and dropping multiple items
  301. * 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.
  302. * 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.
  303. * Added SDL_GetHintBoolean() to get the boolean value of a hint
  304. * Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
  305. * Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
  306. * 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.
  307. * Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
  308. * 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)
  309. * Added SDL_SetWindowResizable() to change whether a window is resizable
  310. * Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
  311. * Added SDL_SetWindowModalFor() to set a window as modal for another window
  312. * Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
  313. * Fixed flipped images when reading back from target textures when using the OpenGL renderer
  314. * Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
  315. * Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
  316. Windows:
  317. * 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.
  318. * The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
  319. * Fixed XBox controller triggers automatically being pulled at startup
  320. * The first icon from the executable is used as the default window icon at runtime
  321. * Fixed SDL log messages being printed twice if SDL was built with C library support
  322. * Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
  323. Mac OS X:
  324. * Fixed selecting the dummy video driver
  325. * 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.
  326. * Fixed mouse wheel events on Mac OS X 10.12
  327. * The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
  328. Linux:
  329. * Added support for the Fcitx IME
  330. * Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
  331. * Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
  332. * Added initial support for touchscreens on Raspberry Pi
  333. OpenBSD:
  334. * SDL_GetBasePath() is now implemented on OpenBSD
  335. iOS:
  336. * Added support for dynamically loaded objects on iOS 8 and newer
  337. tvOS:
  338. * Added support for Apple TV
  339. * 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.
  340. Android:
  341. * Fixed SDL not resizing window when Android screen resolution changes
  342. * Corrected the joystick Z axis reporting for the accelerometer
  343. Emscripten (running in a web browser):
  344. * Many bug fixes and improvements
  345. ---------------------------------------------------------------------------
  346. 2.0.4:
  347. ---------------------------------------------------------------------------
  348. General:
  349. * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
  350. * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
  351. * Added an API to queue audio instead of using the audio callback:
  352. SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
  353. * Added events for audio device hot plug support:
  354. SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
  355. * Added SDL_PointInRect()
  356. * Added SDL_HasAVX2() to detect CPUs with AVX2 support
  357. * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
  358. * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
  359. * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
  360. * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
  361. * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
  362. * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
  363. * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
  364. * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
  365. * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
  366. * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
  367. * Added a Vivante video driver that is used on various SoC platforms
  368. * 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
  369. * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
  370. * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
  371. * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
  372. * Improved support for WAV and BMP files with unusual chunks in them
  373. * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
  374. * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
  375. * Added SDL_GetDisplayDPI() to get the DPI information for a display
  376. * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
  377. * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
  378. * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
  379. Windows:
  380. * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
  381. * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
  382. * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
  383. * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
  384. * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
  385. * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
  386. * SDL_SysWMinfo now contains the window HDC
  387. * Added support for Unicode command line options
  388. * Prevent beeping when Alt-key combos are pressed
  389. * SDL_SetTextInputRect() re-positions the OS-rendered IME
  390. * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
  391. * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
  392. Mac OS X:
  393. * Implemented drag-and-drop support
  394. * Improved joystick hot-plug detection
  395. * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
  396. * Fixed relative mouse mode when the application loses/regains focus
  397. * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
  398. * Fixed the refresh rate of display modes
  399. * SDL_SysWMInfo is now ARC-compatible
  400. * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
  401. Linux:
  402. * Enabled building with Mir and Wayland support by default.
  403. * Added IBus IME support
  404. * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
  405. * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
  406. * Added support for multiple audio devices when using Pulseaudio
  407. * Fixed duplicate mouse events when using relative mouse motion
  408. iOS:
  409. * Added support for iOS 8
  410. * 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
  411. * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
  412. * Added native resolution support for the iPhone 6 Plus
  413. * Added support for MFi game controllers
  414. * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
  415. * Added sRGB OpenGL ES context support on iOS 7+
  416. * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
  417. * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
  418. * Fixed various rotation and orientation issues
  419. * Fixed memory leaks
  420. Android:
  421. * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
  422. * Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
  423. * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
  424. * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
  425. Raspberry Pi:
  426. * Added support for the Raspberry Pi 2
  427. ---------------------------------------------------------------------------
  428. 2.0.3:
  429. ---------------------------------------------------------------------------
  430. Mac OS X:
  431. * Fixed creating an OpenGL context by default on Mac OS X 10.6
  432. ---------------------------------------------------------------------------
  433. 2.0.2:
  434. ---------------------------------------------------------------------------
  435. General:
  436. * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
  437. * Added an API to load a database of game controller mappings from a file:
  438. SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
  439. * Added game controller mappings for the PS4 and OUYA controllers
  440. * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
  441. * Added SDL_DetachThread()
  442. * Added SDL_HasAVX() to determine if the CPU has AVX features
  443. * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
  444. * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
  445. them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
  446. * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
  447. * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
  448. * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
  449. * testgl2 does not need to link with libGL anymore
  450. * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
  451. * Added controllermap test program to visually map a game controller
  452. Windows:
  453. * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
  454. the driver or emulated through ANGLE)
  455. * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
  456. * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
  457. * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
  458. Mac OS X:
  459. * 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.
  460. Linux:
  461. * Fixed fullscreen and focused behavior when receiving NotifyGrab events
  462. * Added experimental Wayland and Mir support, disabled by default
  463. Android:
  464. * Joystick support (minimum SDK version required to build SDL is now 12,
  465. the required runtime version remains at 10, but on such devices joystick
  466. support won't be available).
  467. * Hotplugging support for joysticks
  468. * 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.
  469. ---------------------------------------------------------------------------
  470. 2.0.1:
  471. ---------------------------------------------------------------------------
  472. General:
  473. * Added an API to get common filesystem paths in SDL_filesystem.h:
  474. SDL_GetBasePath(), SDL_GetPrefPath()
  475. * Added an API to do optimized YV12 and IYUV texture updates:
  476. SDL_UpdateYUVTexture()
  477. * Added an API to get the amount of RAM on the system:
  478. SDL_GetSystemRAM()
  479. * Added a macro to perform timestamp comparisons with SDL_GetTicks():
  480. SDL_TICKS_PASSED()
  481. * Dramatically improved OpenGL ES 2.0 rendering performance
  482. * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
  483. Windows:
  484. * Created a static library configuration for the Visual Studio 2010 project
  485. * Added a hint to create the Direct3D device with support for multi-threading:
  486. SDL_HINT_RENDER_DIRECT3D_THREADSAFE
  487. * Added a function to get the D3D9 adapter index for a display:
  488. SDL_Direct3D9GetAdapterIndex()
  489. * Added a function to get the D3D9 device for a D3D9 renderer:
  490. SDL_RenderGetD3D9Device()
  491. * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
  492. * Fixed crash when using two XInput controllers at the same time
  493. * Fixed detecting a mixture of XInput and DirectInput controllers
  494. * Fixed clearing a D3D render target larger than the window
  495. * Improved support for format specifiers in SDL_snprintf()
  496. Mac OS X:
  497. * Added support for retina displays:
  498. 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.
  499. * Fixed mouse warping in fullscreen mode
  500. * Right mouse click is emulated by holding the Ctrl key while left clicking
  501. Linux:
  502. * Fixed float audio support with the PulseAudio driver
  503. * Fixed missing line endpoints in the OpenGL renderer on some drivers
  504. * X11 symbols are no longer defined to avoid collisions when linking statically
  505. iOS:
  506. * Fixed status bar visibility on iOS 7
  507. * Flipped the accelerometer Y axis to match expected values
  508. Android:
  509. IMPORTANT: You MUST get the updated SDLActivity.java to match C code
  510. * Moved EGL initialization to native code
  511. * Fixed the accelerometer axis rotation relative to the device rotation
  512. * Fixed race conditions when handling the EGL context on pause/resume
  513. * Touch devices are available for enumeration immediately after init
  514. Raspberry Pi:
  515. * Added support for the Raspberry Pi, see README-raspberrypi.txt for details