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b48e54aafe
Jonas Kulla The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c. I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
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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