WhatsNew.txt (31125B)
1 2This is a list of major changes in SDL's version history. 3 4--------------------------------------------------------------------------- 52.0.12: 6--------------------------------------------------------------------------- 7 8General: 9* Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture 10* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface. 11* Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation 12* Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0. 13* Added the window underneath the finger to the SDL_TouchFingerEvent 14* Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro) 15* Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection 16* Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index 17* Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device 18* 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. 19* Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used. 20* Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver 21* Added support for many game controllers, including: 22 * 8BitDo FC30 Pro 23 * 8BitDo M30 GamePad 24 * BDA PS4 Fightpad 25 * HORI Fighting Commander 26 * Hyperkin Duke 27 * Hyperkin X91 28 * MOGA XP5-A Plus 29 * NACON GC-400ES 30 * NVIDIA Controller v01.04 31 * PDP Versus Fighting Pad 32 * Razer Raion Fightpad for PS4 33 * Razer Serval 34 * Stadia Controller 35 * SteelSeries Stratus Duo 36 * Victrix Pro Fight Stick for PS4 37 * Xbox One Elite Series 2 38* Fixed blocking game controller rumble calls when using the HIDAPI driver 39* Added SDL_zeroa() macro to zero an array of elements 40* Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features 41 42Windows: 43* Fixed crash when using the release SDL DLL with applications built with gcc 44* Fixed performance regression in event handling introduced in 2.0.10 45* Added support for SDL_SetThreadPriority() for UWP applications 46 47Linux: 48* Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows 49* Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default 50 51iOS / tvOS / macOS: 52* Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window. 53 54iOS/ tvOS: 55* Added support for Bluetooth Steam Controllers as game controllers 56 57tvOS: 58* Fixed support for surround sound on Apple TV 59 60Android: 61* Added SDL_GetAndroidSDKVersion() to return the API level of the current device 62* Added support for audio capture using OpenSL-ES 63* Added support for Bluetooth Steam Controllers as game controllers 64* Fixed rare crashes when the app goes into the background or terminates 65 66 67--------------------------------------------------------------------------- 682.0.10: 69--------------------------------------------------------------------------- 70 71General: 72* The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward 73* Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU 74* 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. 75* 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. 76* The SDL rendering API now uses batched rendering by default, for improved performance 77* Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering 78* 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. 79* Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes 80* Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings 81* Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events 82* Improved handling of malformed WAVE and BMP files, fixing potential security exploits 83 84Linux: 85* Removed the Mir video driver in favor of Wayland 86 87iOS / tvOS: 88* Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13 89* Added support for text input using Bluetooth keyboards 90 91Android: 92* Added low latency audio using OpenSL ES 93* Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS) 94 SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0. 95 SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1. 96* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused. 97 98 99--------------------------------------------------------------------------- 1002.0.9: 101--------------------------------------------------------------------------- 102 103General: 104* Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h 105* Added an event SDL_SENSORUPDATE which is sent when a sensor is updated 106* Added SDL_GetDisplayOrientation() to return the current display orientation 107* Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes 108* 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) 109* Added support for many other popular game controllers 110* 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. 111* Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API 112* Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened 113* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time 114* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels 115* Added SDL_HasColorKey() to return whether a surface has a colorkey active 116* Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features 117* Added SDL_IsTablet() to return whether the application is running on a tablet 118* Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority 119 120Mac OS X: 121* Fixed black screen at start on Mac OS X Mojave 122 123Linux: 124* Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available. 125 126iOS: 127* Fixed Asian IME input 128 129Android: 130* Updated required Android SDK to API 26, to match Google's new App Store requirements 131* Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers 132* 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) 133* Added support for custom mouse cursors on Android 7.0 and newer 134* 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 135* Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application 136* Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime 137* Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX 138 139 140--------------------------------------------------------------------------- 1412.0.8: 142--------------------------------------------------------------------------- 143 144General: 145* Added SDL_fmod() and SDL_log10() 146* Each of the SDL math functions now has the corresponding float version 147* 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.709 148 149Windows: 150* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation 151* Added resampling support on WASAPI on Windows 7 and above 152 153Windows UWP: 154* Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on 155 156Mac OS X: 157* Added support for the Vulkan SDK for Mac: 158 https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/ 159* Added support for OpenGL ES using ANGLE when it's available 160 161Mac OS X / iOS / tvOS: 162* Added a Metal 2D render implementation 163* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation 164 165iOS: 166* 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. 167 168iOS / Android: 169* 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) 170 171Android: 172* SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant 173* SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1) 174* Added SDL_IsAndroidTV() to tell whether the application is running on Android TV 175 176Android / tvOS: 177* 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. 178 179Linux: 180* 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" 181* 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) 182 183 184--------------------------------------------------------------------------- 1852.0.7: 186--------------------------------------------------------------------------- 187 188General: 189* Added audio stream conversion functions: 190 SDL_NewAudioStream 191 SDL_AudioStreamPut 192 SDL_AudioStreamGet 193 SDL_AudioStreamAvailable 194 SDL_AudioStreamFlush 195 SDL_AudioStreamClear 196 SDL_FreeAudioStream 197* Added functions to query and set the SDL memory allocation functions: 198 SDL_GetMemoryFunctions() 199 SDL_SetMemoryFunctions() 200 SDL_GetNumAllocations() 201* Added locking functions for multi-threaded access to the joystick and game controller APIs: 202 SDL_LockJoysticks() 203 SDL_UnlockJoysticks() 204* The following functions are now thread-safe: 205 SDL_SetEventFilter() 206 SDL_GetEventFilter() 207 SDL_AddEventWatch() 208 SDL_DelEventWatch() 209 210 211General: 212--------------------------------------------------------------------------- 2132.0.6: 214--------------------------------------------------------------------------- 215 216General: 217* Added cross-platform Vulkan graphics support in SDL_vulkan.h 218 SDL_Vulkan_LoadLibrary() 219 SDL_Vulkan_GetVkGetInstanceProcAddr() 220 SDL_Vulkan_GetInstanceExtensions() 221 SDL_Vulkan_CreateSurface() 222 SDL_Vulkan_GetDrawableSize() 223 SDL_Vulkan_UnloadLibrary() 224 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 225* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering 226* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support 227* Added support for many game controllers, including the Nintendo Switch Pro Controller 228* Added support for inverted axes and separate axis directions in game controller mappings 229* Added functions to return information about a joystick before it's opened: 230 SDL_JoystickGetDeviceVendor() 231 SDL_JoystickGetDeviceProduct() 232 SDL_JoystickGetDeviceProductVersion() 233 SDL_JoystickGetDeviceType() 234 SDL_JoystickGetDeviceInstanceID() 235* Added functions to return information about an open joystick: 236 SDL_JoystickGetVendor() 237 SDL_JoystickGetProduct() 238 SDL_JoystickGetProductVersion() 239 SDL_JoystickGetType() 240 SDL_JoystickGetAxisInitialState() 241* Added functions to return information about an open game controller: 242 SDL_GameControllerGetVendor() 243 SDL_GameControllerGetProduct() 244 SDL_GameControllerGetProductVersion() 245* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings 246* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory 247* Added SDL_DuplicateSurface() to make a copy of a surface 248* Added an experimental JACK audio driver 249* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling 250* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling 251* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize(): 252 "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default) 253 "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen 254* 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 255* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events 256 257Windows: 258* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device 259* The old XAudio2 audio driver is deprecated and will be removed in the next release 260* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows 261* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers 262* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load 263* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows 264 265Linux: 266* Added an experimental KMS/DRM video driver for embedded development 267 268iOS: 269* Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio 270 271--------------------------------------------------------------------------- 2722.0.5: 273--------------------------------------------------------------------------- 274 275General: 276* Implemented audio capture support for some platforms 277* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture 278* Added events for dragging and dropping text 279* Added events for dragging and dropping multiple items 280* 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. 281* 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. 282* Added SDL_GetHintBoolean() to get the boolean value of a hint 283* Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output 284* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format 285* 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. 286* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area 287* 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) 288* Added SDL_SetWindowResizable() to change whether a window is resizable 289* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency 290* Added SDL_SetWindowModalFor() to set a window as modal for another window 291* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat() 292* Fixed flipped images when reading back from target textures when using the OpenGL renderer 293* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer 294* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases 295 296Windows: 297* 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. 298* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows 299* Fixed XBox controller triggers automatically being pulled at startup 300* The first icon from the executable is used as the default window icon at runtime 301* Fixed SDL log messages being printed twice if SDL was built with C library support 302* Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications. 303 304Mac OS X: 305* Fixed selecting the dummy video driver 306* 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. 307* Fixed mouse wheel events on Mac OS X 10.12 308* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X 309 310Linux: 311* Added support for the Fcitx IME 312* Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus. 313* Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59. 314* Added initial support for touchscreens on Raspberry Pi 315 316OpenBSD: 317* SDL_GetBasePath() is now implemented on OpenBSD 318 319iOS: 320* Added support for dynamically loaded objects on iOS 8 and newer 321 322tvOS: 323* Added support for Apple TV 324* 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. 325 326Android: 327* Fixed SDL not resizing window when Android screen resolution changes 328* Corrected the joystick Z axis reporting for the accelerometer 329 330Emscripten (running in a web browser): 331* Many bug fixes and improvements 332 333 334--------------------------------------------------------------------------- 3352.0.4: 336--------------------------------------------------------------------------- 337 338General: 339* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information 340* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information 341* Added an API to queue audio instead of using the audio callback: 342 SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio() 343* Added events for audio device hot plug support: 344 SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED 345* Added SDL_PointInRect() 346* Added SDL_HasAVX2() to detect CPUs with AVX2 support 347* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas) 348* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any 349* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer 350* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window 351* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space 352* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window 353* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not 354* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension) 355* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms 356* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers 357* Added a Vivante video driver that is used on various SoC platforms 358* 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 359* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling 360* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads 361* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines 362* Improved support for WAV and BMP files with unusual chunks in them 363* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState 364* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden 365* Added SDL_GetDisplayDPI() to get the DPI information for a display 366* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick 367* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to. 368* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to. 369 370Windows: 371* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform) 372* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint 373* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds 374* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage() 375* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop 376* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field 377* SDL_SysWMinfo now contains the window HDC 378* Added support for Unicode command line options 379* Prevent beeping when Alt-key combos are pressed 380* SDL_SetTextInputRect() re-positions the OS-rendered IME 381* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed 382* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated) 383 384Mac OS X: 385* Implemented drag-and-drop support 386* Improved joystick hot-plug detection 387* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations 388* Fixed relative mouse mode when the application loses/regains focus 389* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode 390* Fixed the refresh rate of display modes 391* SDL_SysWMInfo is now ARC-compatible 392* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process 393 394Linux: 395* Enabled building with Mir and Wayland support by default. 396* Added IBus IME support 397* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events 398* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow() 399* Added support for multiple audio devices when using Pulseaudio 400* Fixed duplicate mouse events when using relative mouse motion 401 402iOS: 403* Added support for iOS 8 404* 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 405* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior) 406* Added native resolution support for the iPhone 6 Plus 407* Added support for MFi game controllers 408* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK 409* Added sRGB OpenGL ES context support on iOS 7+ 410* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER 411* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view 412* Fixed various rotation and orientation issues 413* Fixed memory leaks 414 415Android: 416* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events 417* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION 418* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER 419* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox() 420 421Raspberry Pi: 422* Added support for the Raspberry Pi 2 423 424 425--------------------------------------------------------------------------- 4262.0.3: 427--------------------------------------------------------------------------- 428 429Mac OS X: 430* Fixed creating an OpenGL context by default on Mac OS X 10.6 431 432 433--------------------------------------------------------------------------- 4342.0.2: 435--------------------------------------------------------------------------- 436General: 437* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values 438* Added an API to load a database of game controller mappings from a file: 439 SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW() 440* Added game controller mappings for the PS4 and OUYA controllers 441* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler() 442* Added SDL_DetachThread() 443* Added SDL_HasAVX() to determine if the CPU has AVX features 444* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines 445* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share 446 them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT 447* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc. 448* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior. 449* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping. 450* testgl2 does not need to link with libGL anymore 451* Added testgles2 test program to demonstrate working with OpenGL ES 2.0 452* Added controllermap test program to visually map a game controller 453 454Windows: 455* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via 456 the driver or emulated through ANGLE) 457* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE 458* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context. 459* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored. 460 461Mac OS X: 462* 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. 463 464Linux: 465* Fixed fullscreen and focused behavior when receiving NotifyGrab events 466* Added experimental Wayland and Mir support, disabled by default 467 468Android: 469* Joystick support (minimum SDK version required to build SDL is now 12, 470 the required runtime version remains at 10, but on such devices joystick 471 support won't be available). 472* Hotplugging support for joysticks 473* 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. 474 475 476--------------------------------------------------------------------------- 4772.0.1: 478--------------------------------------------------------------------------- 479 480General: 481* Added an API to get common filesystem paths in SDL_filesystem.h: 482 SDL_GetBasePath(), SDL_GetPrefPath() 483* Added an API to do optimized YV12 and IYUV texture updates: 484 SDL_UpdateYUVTexture() 485* Added an API to get the amount of RAM on the system: 486 SDL_GetSystemRAM() 487* Added a macro to perform timestamp comparisons with SDL_GetTicks(): 488 SDL_TICKS_PASSED() 489* Dramatically improved OpenGL ES 2.0 rendering performance 490* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE 491 492Windows: 493* Created a static library configuration for the Visual Studio 2010 project 494* Added a hint to create the Direct3D device with support for multi-threading: 495 SDL_HINT_RENDER_DIRECT3D_THREADSAFE 496* Added a function to get the D3D9 adapter index for a display: 497 SDL_Direct3D9GetAdapterIndex() 498* Added a function to get the D3D9 device for a D3D9 renderer: 499 SDL_RenderGetD3D9Device() 500* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred) 501* Fixed crash when using two XInput controllers at the same time 502* Fixed detecting a mixture of XInput and DirectInput controllers 503* Fixed clearing a D3D render target larger than the window 504* Improved support for format specifiers in SDL_snprintf() 505 506Mac OS X: 507* Added support for retina displays: 508 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. 509* Fixed mouse warping in fullscreen mode 510* Right mouse click is emulated by holding the Ctrl key while left clicking 511 512Linux: 513* Fixed float audio support with the PulseAudio driver 514* Fixed missing line endpoints in the OpenGL renderer on some drivers 515* X11 symbols are no longer defined to avoid collisions when linking statically 516 517iOS: 518* Fixed status bar visibility on iOS 7 519* Flipped the accelerometer Y axis to match expected values 520 521Android: 522IMPORTANT: You MUST get the updated SDLActivity.java to match C code 523* Moved EGL initialization to native code 524* Fixed the accelerometer axis rotation relative to the device rotation 525* Fixed race conditions when handling the EGL context on pause/resume 526* Touch devices are available for enumeration immediately after init 527 528Raspberry Pi: 529* Added support for the Raspberry Pi, see README-raspberrypi.txt for details