cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

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