🛠️🐜 Antkeeper superbuild with dependencies included https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

745 lines
43 KiB

  1. This is a list of major changes in SDL's version history.
  2. ---------------------------------------------------------------------------
  3. 2.0.22:
  4. ---------------------------------------------------------------------------
  5. General:
  6. * Added SDL_RenderGetWindow() to get the window associated with a renderer
  7. * Added floating point rectangle functions:
  8. * SDL_PointInFRect()
  9. * SDL_FRectEmpty()
  10. * SDL_FRectEquals()
  11. * SDL_FRectEqualsEpsilon()
  12. * SDL_HasIntersectionF()
  13. * SDL_IntersectFRect()
  14. * SDL_UnionFRect()
  15. * SDL_EncloseFPoints()
  16. * SDL_IntersectFRectAndLine()
  17. * Added SDL_IsTextInputShown() which returns whether the IME window is currently shown
  18. * Added SDL_ClearComposition() to dismiss the composition window without disabling IME input
  19. * Added SDL_TEXTEDITING_EXT event for handling long composition text, and a hint SDL_HINT_IME_SUPPORT_EXTENDED_TEXT to enable it
  20. * Added the hint SDL_HINT_MOUSE_RELATIVE_MODE_CENTER to control whether the mouse should be constrained to the whole window or the center of the window when relative mode is enabled
  21. * The mouse is now automatically captured when mouse buttons are pressed, and the hint SDL_HINT_MOUSE_AUTO_CAPTURE allows you to control this behavior
  22. * Added the hint SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL to let SDL know that a foreign window will be used with OpenGL
  23. * Added the hint SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN to let SDL know that a foreign window will be used with Vulkan
  24. * Added the hint SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE to specify whether an SDL_QUIT event will be delivered when the last application window is closed
  25. * Added the hint SDL_HINT_JOYSTICK_ROG_CHAKRAM to control whether ROG Chakram mice show up as joysticks
  26. Windows:
  27. * Added support for SDL_BLENDOPERATION_MINIMUM and SDL_BLENDOPERATION_MAXIMUM to the D3D9 renderer
  28. Linux:
  29. * Compiling with Wayland support requires libwayland-client version 1.18.0 or later
  30. * Added the hint SDL_HINT_X11_WINDOW_TYPE to specify the _NET_WM_WINDOW_TYPE of SDL windows
  31. * Added the hint SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR to allow using libdecor with compositors that support xdg-decoration
  32. Android:
  33. * Added SDL_AndroidSendMessage() to send a custom command to the SDL java activity
  34. ---------------------------------------------------------------------------
  35. 2.0.20:
  36. ---------------------------------------------------------------------------
  37. General:
  38. * SDL_RenderGeometryRaw() takes a pointer to SDL_Color, not int. You can cast color data in SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 on little endian systems) for this parameter.
  39. * Improved accuracy of horizontal and vertical line drawing when using OpenGL or OpenGLES
  40. * Added the hint SDL_HINT_RENDER_LINE_METHOD to control the method of line drawing used, to select speed, correctness, and compatibility.
  41. Windows:
  42. * Fixed size of custom cursors
  43. Linux:
  44. * Fixed hotplug controller detection, broken in 2.0.18
  45. ---------------------------------------------------------------------------
  46. 2.0.18:
  47. ---------------------------------------------------------------------------
  48. General:
  49. * The SDL wiki documentation and development headers are automatically kept in sync
  50. * Each function has information about in which version of SDL it was introduced
  51. * SDL-specific CMake options are now prefixed with 'SDL_'. Be sure to update your CMake build scripts accordingly!
  52. * Added the hint SDL_HINT_APP_NAME to let SDL know the name of your application for various places it might show up in system information
  53. * Added SDL_RenderGeometry() and SDL_RenderGeometryRaw() to allow rendering of arbitrary shapes using the SDL 2D render API
  54. * Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate application data with an SDL texture
  55. * Added SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() to convert between window coordinates and logical render coordinates
  56. * Added SDL_RenderSetVSync() to change whether a renderer present is synchronized with vblank at runtime
  57. * Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
  58. * Added a window event SDL_WINDOWEVENT_DISPLAY_CHANGED which is sent when a window changes what display it's centered on
  59. * Added SDL_GetWindowICCProfile() to query a window's ICC profile, and a window event SDL_WINDOWEVENT_ICCPROF_CHANGED that is sent when it changes
  60. * Added the hint SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY to allow EGL windows to be transparent instead of opaque
  61. * SDL_WaitEvent() has been redesigned to use less CPU in most cases
  62. * Added SDL_SetWindowMouseRect() and SDL_GetWindowMouseRect() to confine the mouse cursor to an area of a window
  63. * You can now read precise mouse wheel motion using 'preciseX' and 'preciseY' event fields
  64. * Added SDL_GameControllerHasRumble() and SDL_GameControllerHasRumbleTriggers() to query whether a game controller supports rumble
  65. * Added SDL_JoystickHasRumble() and SDL_JoystickHasRumbleTriggers() to query whether a joystick supports rumble
  66. * SDL's hidapi implementation is now available as a public API in SDL_hidapi.h
  67. Windows:
  68. * Improved relative mouse motion over Windows Remote Desktop
  69. * Added the hint SDL_HINT_IME_SHOW_UI to show native UI components instead of hiding them (defaults off)
  70. Windows/UWP:
  71. * WGI is used instead of XInput for better controller support in UWP apps
  72. Linux:
  73. * Added the hint SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME to set the activity that's displayed by the system when the screensaver is disabled
  74. * Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices
  75. * Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices that will be opened in addition to the normal joystick detection
  76. * Added SDL_LinuxSetThreadPriorityAndPolicy() for more control over a thread priority on Linux
  77. Android:
  78. * Added support for audio output and capture using AAudio on Android 8.1 and newer
  79. * Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
  80. Apple Arcade:
  81. * Added SDL_GameControllerGetAppleSFSymbolsNameForButton() and SDL_GameControllerGetAppleSFSymbolsNameForAxis() to support Apple Arcade titles
  82. iOS:
  83. * Added documentation that the UIApplicationSupportsIndirectInputEvents key must be set to true in your application's Info.plist in order to get real Bluetooth mouse events.
  84. * Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
  85. ---------------------------------------------------------------------------
  86. 2.0.16:
  87. ---------------------------------------------------------------------------
  88. General:
  89. * Added SDL_FlashWindow() to get a user's attention
  90. * Added SDL_GetAudioDeviceSpec() to get the preferred audio format of a device
  91. * Added SDL_SetWindowAlwaysOnTop() to dynamically change the SDL_WINDOW_ALWAYS_ON_TOP flag for a window
  92. * Added SDL_SetWindowKeyboardGrab() to support grabbing the keyboard independently of the mouse
  93. * Added SDL_SoftStretchLinear() to do bilinear scaling between 32-bit software surfaces
  94. * Added SDL_UpdateNVTexture() to update streaming NV12/21 textures
  95. * Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow sending custom trigger effects to the DualSense controller
  96. * Added SDL_GameControllerGetSensorDataRate() to get the sensor data rate for PlayStation and Nintendo Switch controllers
  97. * Added support for the Amazon Luna game controller
  98. * Added rumble support for the Google Stadia controller using the HIDAPI driver
  99. * Added SDL_GameControllerType constants for the Amazon Luna and Google Stadia controllers
  100. * Added analog rumble for Nintendo Switch Pro controllers using the HIDAPI driver
  101. * Reduced CPU usage when using SDL_WaitEvent() and SDL_WaitEventTimeout()
  102. Windows:
  103. * Added SDL_SetWindowsMessageHook() to set a function that is called for all Windows messages
  104. * Added SDL_RenderGetD3D11Device() to get the D3D11 device used by the SDL renderer
  105. Linux:
  106. * Greatly improved Wayland support
  107. * Added support for audio output and capture using Pipewire
  108. * Added the hint SDL_HINT_AUDIO_INCLUDE_MONITORS to control whether PulseAudio recording should include monitor devices
  109. * Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_ROLE to describe the role of your application for audio control panels
  110. Android:
  111. * Added SDL_AndroidShowToast() to show a lightweight notification
  112. iOS:
  113. * Added support for mouse relative mode on iOS 14.1 and newer
  114. * Added support for the Xbox Series X controller
  115. tvOS:
  116. * Added support for the Xbox Series X controller
  117. ---------------------------------------------------------------------------
  118. 2.0.14:
  119. ---------------------------------------------------------------------------
  120. General:
  121. * Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver
  122. * Added game controller button constants for paddles and new buttons
  123. * Added game controller functions to get additional information:
  124. * SDL_GameControllerGetSerial()
  125. * SDL_GameControllerHasAxis()
  126. * SDL_GameControllerHasButton()
  127. * SDL_GameControllerGetNumTouchpads()
  128. * SDL_GameControllerGetNumTouchpadFingers()
  129. * SDL_GameControllerGetTouchpadFinger()
  130. * SDL_GameControllerHasSensor()
  131. * SDL_GameControllerSetSensorEnabled()
  132. * SDL_GameControllerIsSensorEnabled()
  133. * SDL_GameControllerGetSensorData()
  134. * SDL_GameControllerRumbleTriggers()
  135. * SDL_GameControllerHasLED()
  136. * SDL_GameControllerSetLED()
  137. * Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used.
  138. * Added joystick functions to get additional information:
  139. * SDL_JoystickGetSerial()
  140. * SDL_JoystickRumbleTriggers()
  141. * SDL_JoystickHasLED()
  142. * SDL_JoystickSetLED()
  143. * Added an API to allow the application to create virtual joysticks:
  144. * SDL_JoystickAttachVirtual()
  145. * SDL_JoystickDetachVirtual()
  146. * SDL_JoystickIsVirtual()
  147. * SDL_JoystickSetVirtualAxis()
  148. * SDL_JoystickSetVirtualButton()
  149. * SDL_JoystickSetVirtualHat()
  150. * Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list
  151. * Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
  152. * Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size
  153. * The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers
  154. * Added SDL_GetPreferredLocales() to get the application's current locale setting
  155. * Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's default locale setting
  156. * Added SDL_OpenURL() to open a URL in the system's default browser
  157. * Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding
  158. * Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
  159. * Added SDL_GetErrorMsg() to get the last error in a thread-safe way
  160. * Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf()
  161. * Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc.
  162. Windows:
  163. * Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously
  164. * Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used
  165. * 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.
  166. macOS:
  167. * Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view
  168. * Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view
  169. * Added SDL_Metal_GetDrawableSize() to get the size of a window's drawable, in pixels
  170. Linux:
  171. * Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application
  172. * Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream
  173. * Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux
  174. * Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy
  175. * Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy
  176. Android:
  177. * Added SDL_AndroidRequestPermission() to request a specific system permission
  178. * Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background
  179. OS/2:
  180. * Added support for OS/2, see docs/README-os2.md for details
  181. Emscripten (running in a web browser):
  182. * Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally
  183. ---------------------------------------------------------------------------
  184. 2.0.12:
  185. ---------------------------------------------------------------------------
  186. General:
  187. * Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
  188. * Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
  189. * Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
  190. * Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
  191. * Added the window underneath the finger to the SDL_TouchFingerEvent
  192. * Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
  193. * Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
  194. * Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
  195. * Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
  196. * 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.
  197. * Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
  198. * Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
  199. * Added support for many game controllers, including:
  200. * 8BitDo FC30 Pro
  201. * 8BitDo M30 GamePad
  202. * BDA PS4 Fightpad
  203. * HORI Fighting Commander
  204. * Hyperkin Duke
  205. * Hyperkin X91
  206. * MOGA XP5-A Plus
  207. * NACON GC-400ES
  208. * NVIDIA Controller v01.04
  209. * PDP Versus Fighting Pad
  210. * Razer Raion Fightpad for PS4
  211. * Razer Serval
  212. * Stadia Controller
  213. * SteelSeries Stratus Duo
  214. * Victrix Pro Fight Stick for PS4
  215. * Xbox One Elite Series 2
  216. * Fixed blocking game controller rumble calls when using the HIDAPI driver
  217. * Added SDL_zeroa() macro to zero an array of elements
  218. * Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
  219. Windows:
  220. * Fixed crash when using the release SDL DLL with applications built with gcc
  221. * Fixed performance regression in event handling introduced in 2.0.10
  222. * Added support for SDL_SetThreadPriority() for UWP applications
  223. Linux:
  224. * Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
  225. * Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
  226. iOS / tvOS / macOS:
  227. * Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
  228. iOS/ tvOS:
  229. * Added support for Bluetooth Steam Controllers as game controllers
  230. tvOS:
  231. * Fixed support for surround sound on Apple TV
  232. Android:
  233. * Added SDL_GetAndroidSDKVersion() to return the API level of the current device
  234. * Added support for audio capture using OpenSL-ES
  235. * Added support for Bluetooth Steam Controllers as game controllers
  236. * Fixed rare crashes when the app goes into the background or terminates
  237. ---------------------------------------------------------------------------
  238. 2.0.10:
  239. ---------------------------------------------------------------------------
  240. General:
  241. * The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
  242. * Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
  243. * 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.
  244. * 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.
  245. * The SDL rendering API now uses batched rendering by default, for improved performance
  246. * Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
  247. * 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.
  248. * Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
  249. * Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
  250. * Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
  251. * Improved handling of malformed WAVE and BMP files, fixing potential security exploits
  252. Linux:
  253. * Removed the Mir video driver in favor of Wayland
  254. iOS / tvOS:
  255. * Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
  256. * Added support for text input using Bluetooth keyboards
  257. Android:
  258. * Added low latency audio using OpenSL ES
  259. * Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
  260. SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
  261. SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
  262. * Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
  263. ---------------------------------------------------------------------------
  264. 2.0.9:
  265. ---------------------------------------------------------------------------
  266. General:
  267. * Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
  268. * Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
  269. * Added SDL_GetDisplayOrientation() to return the current display orientation
  270. * Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
  271. * 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)
  272. * Added support for many other popular game controllers
  273. * 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.
  274. * Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
  275. * Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
  276. * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
  277. * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
  278. * Added SDL_HasColorKey() to return whether a surface has a colorkey active
  279. * Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
  280. * Added SDL_IsTablet() to return whether the application is running on a tablet
  281. * Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
  282. Mac OS X:
  283. * Fixed black screen at start on Mac OS X Mojave
  284. Linux:
  285. * Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
  286. iOS:
  287. * Fixed Asian IME input
  288. Android:
  289. * Updated required Android SDK to API 26, to match Google's new App Store requirements
  290. * Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
  291. * 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)
  292. * Added support for custom mouse cursors on Android 7.0 and newer
  293. * 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
  294. * Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
  295. * Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
  296. * Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
  297. ---------------------------------------------------------------------------
  298. 2.0.8:
  299. ---------------------------------------------------------------------------
  300. General:
  301. * Added SDL_fmod() and SDL_log10()
  302. * Each of the SDL math functions now has the corresponding float version
  303. * 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
  304. Windows:
  305. * Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
  306. * Added resampling support on WASAPI on Windows 7 and above
  307. Windows UWP:
  308. * Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
  309. Mac OS X:
  310. * Added support for the Vulkan SDK for Mac:
  311. https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
  312. * Added support for OpenGL ES using ANGLE when it's available
  313. Mac OS X / iOS / tvOS:
  314. * Added a Metal 2D render implementation
  315. * Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
  316. iOS:
  317. * 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.
  318. iOS / Android:
  319. * 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)
  320. Android:
  321. * SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
  322. * SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
  323. * Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
  324. Android / tvOS:
  325. * 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.
  326. Linux:
  327. * 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"
  328. * 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)
  329. ---------------------------------------------------------------------------
  330. 2.0.7:
  331. ---------------------------------------------------------------------------
  332. General:
  333. * Added audio stream conversion functions:
  334. SDL_NewAudioStream
  335. SDL_AudioStreamPut
  336. SDL_AudioStreamGet
  337. SDL_AudioStreamAvailable
  338. SDL_AudioStreamFlush
  339. SDL_AudioStreamClear
  340. SDL_FreeAudioStream
  341. * Added functions to query and set the SDL memory allocation functions:
  342. SDL_GetMemoryFunctions()
  343. SDL_SetMemoryFunctions()
  344. SDL_GetNumAllocations()
  345. * Added locking functions for multi-threaded access to the joystick and game controller APIs:
  346. SDL_LockJoysticks()
  347. SDL_UnlockJoysticks()
  348. * The following functions are now thread-safe:
  349. SDL_SetEventFilter()
  350. SDL_GetEventFilter()
  351. SDL_AddEventWatch()
  352. SDL_DelEventWatch()
  353. General:
  354. ---------------------------------------------------------------------------
  355. 2.0.6:
  356. ---------------------------------------------------------------------------
  357. General:
  358. * Added cross-platform Vulkan graphics support in SDL_vulkan.h
  359. SDL_Vulkan_LoadLibrary()
  360. SDL_Vulkan_GetVkGetInstanceProcAddr()
  361. SDL_Vulkan_GetInstanceExtensions()
  362. SDL_Vulkan_CreateSurface()
  363. SDL_Vulkan_GetDrawableSize()
  364. SDL_Vulkan_UnloadLibrary()
  365. 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
  366. * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
  367. * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
  368. * Added support for many game controllers, including the Nintendo Switch Pro Controller
  369. * Added support for inverted axes and separate axis directions in game controller mappings
  370. * Added functions to return information about a joystick before it's opened:
  371. SDL_JoystickGetDeviceVendor()
  372. SDL_JoystickGetDeviceProduct()
  373. SDL_JoystickGetDeviceProductVersion()
  374. SDL_JoystickGetDeviceType()
  375. SDL_JoystickGetDeviceInstanceID()
  376. * Added functions to return information about an open joystick:
  377. SDL_JoystickGetVendor()
  378. SDL_JoystickGetProduct()
  379. SDL_JoystickGetProductVersion()
  380. SDL_JoystickGetType()
  381. SDL_JoystickGetAxisInitialState()
  382. * Added functions to return information about an open game controller:
  383. SDL_GameControllerGetVendor()
  384. SDL_GameControllerGetProduct()
  385. SDL_GameControllerGetProductVersion()
  386. * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
  387. * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
  388. * Added SDL_DuplicateSurface() to make a copy of a surface
  389. * Added an experimental JACK audio driver
  390. * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
  391. * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
  392. * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
  393. "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
  394. "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
  395. * 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
  396. * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
  397. Windows:
  398. * The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
  399. * The old XAudio2 audio driver is deprecated and will be removed in the next release
  400. * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
  401. * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
  402. * Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
  403. * Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
  404. Linux:
  405. * Added an experimental KMS/DRM video driver for embedded development
  406. iOS:
  407. * Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
  408. ---------------------------------------------------------------------------
  409. 2.0.5:
  410. ---------------------------------------------------------------------------
  411. General:
  412. * Implemented audio capture support for some platforms
  413. * Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
  414. * Added events for dragging and dropping text
  415. * Added events for dragging and dropping multiple items
  416. * 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.
  417. * 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.
  418. * Added SDL_GetHintBoolean() to get the boolean value of a hint
  419. * Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
  420. * Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
  421. * 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.
  422. * Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
  423. * 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)
  424. * Added SDL_SetWindowResizable() to change whether a window is resizable
  425. * Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
  426. * Added SDL_SetWindowModalFor() to set a window as modal for another window
  427. * Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
  428. * Fixed flipped images when reading back from target textures when using the OpenGL renderer
  429. * Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
  430. * Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
  431. Windows:
  432. * 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.
  433. * The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
  434. * Fixed XBox controller triggers automatically being pulled at startup
  435. * The first icon from the executable is used as the default window icon at runtime
  436. * Fixed SDL log messages being printed twice if SDL was built with C library support
  437. * Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
  438. Mac OS X:
  439. * Fixed selecting the dummy video driver
  440. * 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.
  441. * Fixed mouse wheel events on Mac OS X 10.12
  442. * The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
  443. Linux:
  444. * Added support for the Fcitx IME
  445. * Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
  446. * Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
  447. * Added initial support for touchscreens on Raspberry Pi
  448. OpenBSD:
  449. * SDL_GetBasePath() is now implemented on OpenBSD
  450. iOS:
  451. * Added support for dynamically loaded objects on iOS 8 and newer
  452. tvOS:
  453. * Added support for Apple TV
  454. * 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.
  455. Android:
  456. * Fixed SDL not resizing window when Android screen resolution changes
  457. * Corrected the joystick Z axis reporting for the accelerometer
  458. Emscripten (running in a web browser):
  459. * Many bug fixes and improvements
  460. ---------------------------------------------------------------------------
  461. 2.0.4:
  462. ---------------------------------------------------------------------------
  463. General:
  464. * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
  465. * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
  466. * Added an API to queue audio instead of using the audio callback:
  467. SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
  468. * Added events for audio device hot plug support:
  469. SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
  470. * Added SDL_PointInRect()
  471. * Added SDL_HasAVX2() to detect CPUs with AVX2 support
  472. * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
  473. * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
  474. * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
  475. * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
  476. * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
  477. * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
  478. * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
  479. * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
  480. * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
  481. * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
  482. * Added a Vivante video driver that is used on various SoC platforms
  483. * 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
  484. * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
  485. * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
  486. * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
  487. * Improved support for WAV and BMP files with unusual chunks in them
  488. * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
  489. * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
  490. * Added SDL_GetDisplayDPI() to get the DPI information for a display
  491. * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
  492. * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
  493. * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
  494. Windows:
  495. * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
  496. * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
  497. * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
  498. * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
  499. * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
  500. * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
  501. * SDL_SysWMinfo now contains the window HDC
  502. * Added support for Unicode command line options
  503. * Prevent beeping when Alt-key combos are pressed
  504. * SDL_SetTextInputRect() re-positions the OS-rendered IME
  505. * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
  506. * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
  507. Mac OS X:
  508. * Implemented drag-and-drop support
  509. * Improved joystick hot-plug detection
  510. * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
  511. * Fixed relative mouse mode when the application loses/regains focus
  512. * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
  513. * Fixed the refresh rate of display modes
  514. * SDL_SysWMInfo is now ARC-compatible
  515. * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
  516. Linux:
  517. * Enabled building with Mir and Wayland support by default.
  518. * Added IBus IME support
  519. * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
  520. * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
  521. * Added support for multiple audio devices when using Pulseaudio
  522. * Fixed duplicate mouse events when using relative mouse motion
  523. iOS:
  524. * Added support for iOS 8
  525. * 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
  526. * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
  527. * Added native resolution support for the iPhone 6 Plus
  528. * Added support for MFi game controllers
  529. * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
  530. * Added sRGB OpenGL ES context support on iOS 7+
  531. * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
  532. * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
  533. * Fixed various rotation and orientation issues
  534. * Fixed memory leaks
  535. Android:
  536. * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
  537. * Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
  538. * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
  539. * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
  540. Raspberry Pi:
  541. * Added support for the Raspberry Pi 2
  542. ---------------------------------------------------------------------------
  543. 2.0.3:
  544. ---------------------------------------------------------------------------
  545. Mac OS X:
  546. * Fixed creating an OpenGL context by default on Mac OS X 10.6
  547. ---------------------------------------------------------------------------
  548. 2.0.2:
  549. ---------------------------------------------------------------------------
  550. General:
  551. * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
  552. * Added an API to load a database of game controller mappings from a file:
  553. SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
  554. * Added game controller mappings for the PS4 and OUYA controllers
  555. * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
  556. * Added SDL_DetachThread()
  557. * Added SDL_HasAVX() to determine if the CPU has AVX features
  558. * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
  559. * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
  560. them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
  561. * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
  562. * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
  563. * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
  564. * testgl2 does not need to link with libGL anymore
  565. * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
  566. * Added controllermap test program to visually map a game controller
  567. Windows:
  568. * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
  569. the driver or emulated through ANGLE)
  570. * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
  571. * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
  572. * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
  573. Mac OS X:
  574. * 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.
  575. Linux:
  576. * Fixed fullscreen and focused behavior when receiving NotifyGrab events
  577. * Added experimental Wayland and Mir support, disabled by default
  578. Android:
  579. * Joystick support (minimum SDK version required to build SDL is now 12,
  580. the required runtime version remains at 10, but on such devices joystick
  581. support won't be available).
  582. * Hotplugging support for joysticks
  583. * 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.
  584. ---------------------------------------------------------------------------
  585. 2.0.1:
  586. ---------------------------------------------------------------------------
  587. General:
  588. * Added an API to get common filesystem paths in SDL_filesystem.h:
  589. SDL_GetBasePath(), SDL_GetPrefPath()
  590. * Added an API to do optimized YV12 and IYUV texture updates:
  591. SDL_UpdateYUVTexture()
  592. * Added an API to get the amount of RAM on the system:
  593. SDL_GetSystemRAM()
  594. * Added a macro to perform timestamp comparisons with SDL_GetTicks():
  595. SDL_TICKS_PASSED()
  596. * Dramatically improved OpenGL ES 2.0 rendering performance
  597. * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
  598. Windows:
  599. * Created a static library configuration for the Visual Studio 2010 project
  600. * Added a hint to create the Direct3D device with support for multi-threading:
  601. SDL_HINT_RENDER_DIRECT3D_THREADSAFE
  602. * Added a function to get the D3D9 adapter index for a display:
  603. SDL_Direct3D9GetAdapterIndex()
  604. * Added a function to get the D3D9 device for a D3D9 renderer:
  605. SDL_RenderGetD3D9Device()
  606. * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
  607. * Fixed crash when using two XInput controllers at the same time
  608. * Fixed detecting a mixture of XInput and DirectInput controllers
  609. * Fixed clearing a D3D render target larger than the window
  610. * Improved support for format specifiers in SDL_snprintf()
  611. Mac OS X:
  612. * Added support for retina displays:
  613. 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.
  614. * Fixed mouse warping in fullscreen mode
  615. * Right mouse click is emulated by holding the Ctrl key while left clicking
  616. Linux:
  617. * Fixed float audio support with the PulseAudio driver
  618. * Fixed missing line endpoints in the OpenGL renderer on some drivers
  619. * X11 symbols are no longer defined to avoid collisions when linking statically
  620. iOS:
  621. * Fixed status bar visibility on iOS 7
  622. * Flipped the accelerometer Y axis to match expected values
  623. Android:
  624. IMPORTANT: You MUST get the updated SDLActivity.java to match C code
  625. * Moved EGL initialization to native code
  626. * Fixed the accelerometer axis rotation relative to the device rotation
  627. * Fixed race conditions when handling the EGL context on pause/resume
  628. * Touch devices are available for enumeration immediately after init
  629. Raspberry Pi:
  630. * Added support for the Raspberry Pi, see README-raspberrypi.txt for details