mirror of
https://github.com/Relintai/sdl2_frt.git
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70438be272
WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!
119 lines
5.8 KiB
Plaintext
119 lines
5.8 KiB
Plaintext
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This is a list of major changes in SDL's version history.
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---------------------------------------------------------------------------
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2.0.4:
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---------------------------------------------------------------------------
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General:
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* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers
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when the D3D device is lost, and from Android's event loop when the GLES
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context had to be re created.
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* Native Client backend
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---------------------------------------------------------------------------
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2.0.3:
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---------------------------------------------------------------------------
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Mac OS X:
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* Fixed creating an OpenGL context by default on Mac OS X 10.6
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---------------------------------------------------------------------------
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2.0.2:
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---------------------------------------------------------------------------
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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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Windows:
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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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Mac OS X:
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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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Linux:
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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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Android:
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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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---------------------------------------------------------------------------
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2.0.1:
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---------------------------------------------------------------------------
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General:
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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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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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Raspberry Pi:
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* Added support for the Raspberry Pi, see README-raspberrypi.txt for details
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