WhatsNew.txt
author Sam Lantinga <slouken@libsdl.org>
Sat, 13 Jun 2015 13:19:31 -0700
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parent 8833 ae720d61d14d
child 9748 ea643fcc1b12
permissions -rw-r--r--
Updated WhatsNew.txt for 2.0.4
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This is a list of major changes in SDL's version history.
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2.0.4:
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General:
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* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
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* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
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* Added an API to queue audio instead of using the audio callback:
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    SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
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* Added events for audio device hot plug support:
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    SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
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* Added SDL_PointInRect()
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* Added SDL_HasAVX2() to detect CPUs with AVX2 support
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* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
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* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
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* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
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* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
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* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
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* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
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* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
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* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
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* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
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* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
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* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
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* Added a Vivante video driver that is used on various SoC platforms
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* 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
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* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
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* Improved support for WAV and BMP files with unusual chunks in them
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Windows:
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* Added support for Windows Phone 8.1
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* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
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* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
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* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
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* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
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* SDL_SysWMinfo now contains the window HDC
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* Added support for Unicode command line options
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* Prevent beeping when Alt-key combos are pressed
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Mac OS X:
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* Implemented drag-and-drop support
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* Improved joystick hot-plug detection
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* Fixed relative mouse mode when the application loses/regains focus
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* SDL_SysWMInfo is now ARC-compatible
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Linux:
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* Enabled building with Mir and Wayland support by default.
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* Added IBus IME support
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* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
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* Added support for multiple audio devices when using Pulseaudio
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* Fixed duplicate mouse events when using relative mouse motion
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iOS:
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* Added support for iOS 8
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* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
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* Added support for the Raspberry Pi 2
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2.0.3:
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* Fixed creating an OpenGL context by default on Mac OS X 10.6
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General:
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* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
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* Added an API to load a database of game controller mappings from a file:
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    SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
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* Added game controller mappings for the PS4 and OUYA controllers
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* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
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* Added SDL_DetachThread()
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* Added SDL_HasAVX() to determine if the CPU has AVX features
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* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
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* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
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  them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
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* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
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* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
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* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
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* testgl2 does not need to link with libGL anymore
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* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
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* Added controllermap test program to visually map a game controller
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* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
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  the driver or emulated through ANGLE)
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* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
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* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
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* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
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* 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.
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* Fixed fullscreen and focused behavior when receiving NotifyGrab events
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* Added experimental Wayland and Mir support, disabled by default
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* Joystick support (minimum SDK version required to build SDL is now 12, 
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  the required runtime version remains at 10, but on such devices joystick 
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  support won't be available).
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* Hotplugging support for joysticks
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* 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.
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* Added an API to get common filesystem paths in SDL_filesystem.h:
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    SDL_GetBasePath(), SDL_GetPrefPath()
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* Added an API to do optimized YV12 and IYUV texture updates:
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    SDL_UpdateYUVTexture()
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* Added an API to get the amount of RAM on the system:
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    SDL_GetSystemRAM()
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* Added a macro to perform timestamp comparisons with SDL_GetTicks():
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    SDL_TICKS_PASSED()
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* Dramatically improved OpenGL ES 2.0 rendering performance
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* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
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7878
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Windows:
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* Created a static library configuration for the Visual Studio 2010 project
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* Added a hint to create the Direct3D device with support for multi-threading:
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    SDL_HINT_RENDER_DIRECT3D_THREADSAFE
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* Added a function to get the D3D9 adapter index for a display:
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    SDL_Direct3D9GetAdapterIndex()
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* Added a function to get the D3D9 device for a D3D9 renderer:
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    SDL_RenderGetD3D9Device()
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* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
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* Fixed crash when using two XInput controllers at the same time
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* Fixed detecting a mixture of XInput and DirectInput controllers
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* Fixed clearing a D3D render target larger than the window
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* Improved support for format specifiers in SDL_snprintf()
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Mac OS X:
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* Added support for retina displays:
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  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.
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* Fixed mouse warping in fullscreen mode
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* Right mouse click is emulated by holding the Ctrl key while left clicking
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Linux:
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* Fixed float audio support with the PulseAudio driver
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* Fixed missing line endpoints in the OpenGL renderer on some drivers
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* X11 symbols are no longer defined to avoid collisions when linking statically
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iOS:
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* Fixed status bar visibility on iOS 7
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* Flipped the accelerometer Y axis to match expected values
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Android:
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IMPORTANT: You MUST get the updated SDLActivity.java to match C code
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* Moved EGL initialization to native code 
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* Fixed the accelerometer axis rotation relative to the device rotation
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* Fixed race conditions when handling the EGL context on pause/resume
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* Touch devices are available for enumeration immediately after init
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* Added support for the Raspberry Pi, see README-raspberrypi.txt for details