1 2 This is a list of major changes in SDL's version history. 3 4 --------------------------------------------------------------------------- 5 2.0.3: 6 --------------------------------------------------------------------------- 7 8 Mac OS X: 9 * Fixed creating an OpenGL context by default on Mac OS X 10.6 10 11 12 --------------------------------------------------------------------------- 13 2.0.2: 14 --------------------------------------------------------------------------- 15 General: 16 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values 17 * Added an API to load a database of game controller mappings from a file: 18 SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW() 19 * Added game controller mappings for the PS4 and OUYA controllers 20 * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler() 21 * Added SDL_DetachThread() 22 * Added SDL_HasAVX() to determine if the CPU has AVX features 23 * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines 24 * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share 25 them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT 26 * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc. 27 * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior. 28 * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping. 29 * testgl2 does not need to link with libGL anymore 30 * Added testgles2 test program to demonstrate working with OpenGL ES 2.0 31 * Added controllermap test program to visually map a game controller 32 33 Windows: 34 * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via 35 the driver or emulated through ANGLE) 36 * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE 37 * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context. 38 * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored. 39 40 Mac OS X: 41 * 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. 42 43 Linux: 44 * Fixed fullscreen and focused behavior when receiving NotifyGrab events 45 * Added experimental Wayland and Mir support, disabled by default 46 47 Android: 48 * Joystick support (minimum SDK version required to build SDL is now 12, 49 the required runtime version remains at 10, but on such devices joystick 50 support won't be available). 51 * Hotplugging support for joysticks 52 * 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. 53 54 55 --------------------------------------------------------------------------- 56 2.0.1: 57 --------------------------------------------------------------------------- 58 59 General: 60 * Added an API to get common filesystem paths in SDL_filesystem.h: 61 SDL_GetBasePath(), SDL_GetPrefPath() 62 * Added an API to do optimized YV12 and IYUV texture updates: 63 SDL_UpdateYUVTexture() 64 * Added an API to get the amount of RAM on the system: 65 SDL_GetSystemRAM() 66 * Added a macro to perform timestamp comparisons with SDL_GetTicks(): 67 SDL_TICKS_PASSED() 68 * Dramatically improved OpenGL ES 2.0 rendering performance 69 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE 70 71 Windows: 72 * Created a static library configuration for the Visual Studio 2010 project 73 * Added a hint to create the Direct3D device with support for multi-threading: 74 SDL_HINT_RENDER_DIRECT3D_THREADSAFE 75 * Added a function to get the D3D9 adapter index for a display: 76 SDL_Direct3D9GetAdapterIndex() 77 * Added a function to get the D3D9 device for a D3D9 renderer: 78 SDL_RenderGetD3D9Device() 79 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred) 80 * Fixed crash when using two XInput controllers at the same time 81 * Fixed detecting a mixture of XInput and DirectInput controllers 82 * Fixed clearing a D3D render target larger than the window 83 * Improved support for format specifiers in SDL_snprintf() 84 85 Mac OS X: 86 * Added support for retina displays: 87 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. 88 * Fixed mouse warping in fullscreen mode 89 * Right mouse click is emulated by holding the Ctrl key while left clicking 90 91 Linux: 92 * Fixed float audio support with the PulseAudio driver 93 * Fixed missing line endpoints in the OpenGL renderer on some drivers 94 * X11 symbols are no longer defined to avoid collisions when linking statically 95 96 iOS: 97 * Fixed status bar visibility on iOS 7 98 * Flipped the accelerometer Y axis to match expected values 99 100 Android: 101 IMPORTANT: You MUST get the updated SDLActivity.java to match C code 102 * Moved EGL initialization to native code 103 * Fixed the accelerometer axis rotation relative to the device rotation 104 * Fixed race conditions when handling the EGL context on pause/resume 105 * Touch devices are available for enumeration immediately after init 106 107 Raspberry Pi: 108 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details 109