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c36bd784
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2022-04-13T12:10:49
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WhatsNew.txt: Document new dependency on libwayland-client 1.18.0
Signed-off-by: Simon McVittie <smcv@collabora.com>
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46616af7
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2022-04-12T11:53:40
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WhatsNew.txt: Added SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR
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a256e6ba
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2022-04-08T18:10:56
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Updated the patch notes with API changes for 2.0.22
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18032979
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2022-02-15T13:07:51
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Added the hint SDL_HINT_JOYSTICK_ROG_CHAKRAM to control whether ROG Chakram mice show up as joysticks
This hint defaults off, but when it is enabled the mice will have a game controller mapping set up for Profile 3 (set in the Armoury Crate software)
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9f1e609a
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2022-01-08T12:42:36
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Document SDL_HINT_RENDER_LINE_METHOD in the release notes
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92946348
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2022-01-07T18:28:25
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Updated to version 2.0.20 for release
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b7a0200a
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2021-12-03T17:02:30
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Update 2.0.18 release notes with CMake prefix change
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2e982142
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2021-11-29T20:20:07
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Aded a patch note for relative mouse mode over RDP
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aa1d76e8
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2021-11-27T10:55:54
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Added a patch note about WinRT/UWP WGI support
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b6c1cfb9
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2021-11-26T09:37:27
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Added API changes in 2.0.18
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c97b7218
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2021-11-21T12:18:10
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Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
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66058bbb
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2021-11-15T16:52:56
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Fixed exception accessing Bluetooth devices on Android 12
Since accessing Bluetooth prompts the user for permission on both Android and iOS, and we only need it for Steam Controller support, we'll leave it off by default. You can enable it by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
Fixes https://github.com/libsdl-org/SDL/issues/4952
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1c78b080
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2021-11-10T20:02:25
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Added support for /dev/input/js* on Linux
Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices
Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices t
hat will be opened in addition to the normal joystick detection
Fixes https://github.com/libsdl-org/SDL/issues/1314
Fixes https://github.com/libsdl-org/SDL/issues/1727
Fixes https://github.com/libsdl-org/SDL/issues/1981
Closes https://github.com/libsdl-org/SDL/pull/4727
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dca5ce4e
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2021-11-10T10:15:47
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Clarified that AAudio is only used on Android 8.1 and newer
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19c129fa
|
2021-11-09T20:32:16
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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.
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68103993
|
2021-08-10T14:50:43
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Enable AAUDIO driver for Android
I thought this was already enabled for 2.0.16, but apparently not.
Fixes https://github.com/libsdl-org/SDL/issues/3710
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f5bc58bf
|
2021-08-03T18:30:08
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Add note about keyboard grab to WhatsNew.txt for 2.0.16
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d784dd20
|
2021-07-31T17:53:07
|
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Updated WhatsNew with major changes for 2.0.16
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d3d2aee7
|
2020-12-09T10:39:36
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Fixed the name of the PS5 hint
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a2098a47
|
2020-12-08T18:56:06
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Updated SDL to 2.0.14 in preparation for release candidate
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f00ddd0a
|
2020-03-02T11:39:44
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Updated WhatsNew.txt with SDL 2.0.12 release notes
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1ae61f10
|
2019-09-30T20:58:44
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|
Added a helper function SDL_LockTextureToSurface()
Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
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972bdfb4
|
2019-07-01T09:05:15
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Made it more explicit that 2.0.10 and newer are required for the SDL_RW* functions
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60606dfb
|
2019-07-01T09:02:04
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Documented that the SDL_RW* macros no longer exist, and you can't use an older SDL library if you build with SDL 2.0.10.
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63506ae1
|
2019-06-18T08:35:31
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Added a patch note about batched rendering
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e89789bb
|
2019-06-18T07:55:30
|
|
Added patch notes for 2.0.10
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05333a6e
|
2019-04-05T09:16:30
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Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE
to set whether the event loop will block itself when the app is paused.
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b470cd9b
|
2019-04-05T08:36:31
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Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour
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6f732d4e
|
2019-04-04T20:24:22
|
|
Update WhatsNew.txt
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458c60e6
|
2019-04-04T20:10:55
|
|
Update WhatsNew.txt
|
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91da4963
|
2018-10-26T09:49:27
|
|
Added patch note for SDL_GameControllerGetPlayerIndex() and friends
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88f9f030
|
2018-09-27T23:54:40
|
|
Added patch notes for SDL 2.0.9
|
|
a8ac5885
|
2018-03-07T13:30:40
|
|
Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
|
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e9fc66a0
|
2018-03-01T08:26:10
|
|
Added patch note for Android Studio support
|
|
eac37666
|
2018-03-01T08:08:20
|
|
Added a patch note for OpenGL ES support on Mac
|
|
99683f7c
|
2018-02-26T08:39:25
|
|
Added patch note about the Vulkan Mac SDK
|
|
cbfee82d
|
2018-02-24T09:09:20
|
|
Moved Android patch note into the Android section
|
|
8e4afb55
|
2018-02-24T08:42:04
|
|
Added patch note for Ryan's work
|
|
5adc1b7d
|
2018-02-24T08:18:09
|
|
Updated documentation with API changes in SDL 2.0.8
|
|
baae74c8
|
2017-12-10T09:10:02
|
|
Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on (thanks Daniel Knobe!)
|
|
2c5724ef
|
2017-11-04T21:58:48
|
|
Updated version to 2.0.8 since SDL_image depends on it
|
|
7a6cf53a
|
2017-10-20T10:45:38
|
|
Added SDL_AudioStreamFlush() to the list of new audio stream functions
|
|
80f8464d
|
2017-10-18T15:54:05
|
|
Added audio stream conversion functions:
SDL_NewAudioStream
SDL_AudioStreamPut
SDL_AudioStreamGet
SDL_AudioStreamAvailable
SDL_AudioStreamClear
SDL_FreeAudioStream
|
|
9c580e14
|
2017-10-12T13:44:28
|
|
Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
SDL_SetMemoryFunctions()
SDL_GetNumAllocations()
|
|
0e495e83
|
2017-10-10T20:16:52
|
|
Updated WhatsNew.txt for 2.0.7 changes
|
|
c08a7a74
|
2017-09-15T17:27:32
|
|
Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category,
determining whether the phone mute switch affects the audio
|
|
3261ca75
|
2017-09-04T23:10:12
|
|
Fixed typos in 2.0.6 patch notes
|
|
657ad72a
|
2017-09-04T21:16:28
|
|
Added some more big 2.0.6 changes
|
|
d75fea89
|
2017-09-04T20:48:01
|
|
Updated WhatsNew.txt for 2.0.6
|
|
4c9f3139
|
2016-10-12T18:57:12
|
|
Added note for David Carlier's work on OpenBSD
|
|
3b3dd9af
|
2016-10-11T23:56:52
|
|
Updated WhatsNew with 2.0.5 changes
|
|
4aae0290
|
2015-12-31T21:16:43
|
|
Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes.
|
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fd9f06a0
|
2015-11-30T23:30:01
|
|
WinRT: noted Win10/UWP support in WhatsNew.txt (under 2.0.4)
|
|
2e525193
|
2015-11-25T21:31:02
|
|
Added SDL_HINT_VIDEO_X11_NET_WM_PING to WhatsNew.txt for 2.0.4.
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|
e6ad29ae
|
2015-11-14T12:35:45
|
|
Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
|
|
ceb43129
|
2015-10-07T21:18:08
|
|
Added SDL_JoystickCurrentPowerLevel() to WhatsNew.txt for 2.0.4.
|
|
2bf6f1bc
|
2015-09-20T23:08:36
|
|
Added initial support for MFi game controllers on iOS.
|
|
cdfec382
|
2015-09-18T21:27:00
|
|
Added more entries to WhatsNew.txt for 2.0.4.
|
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440d6cc0
|
2015-09-05T20:20:35
|
|
Added another entry to WhatsNew.txt for 2.0.4.
|
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2d8c49fd
|
2015-08-05T21:03:31
|
|
Added more entries to WhatsNew.txt for 2.0.4.
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
|
|
21935b03
|
2015-06-19T21:17:00
|
|
Added more entries and brackets to WhatsNew.txt for 2.0.4.
|
|
dd8c6477
|
2015-06-18T12:20:46
|
|
Updated WhatsNew.txt's 2.0.4 list to include a more detailed set of changes for iOS, and added a couple missing items to the OS X and Windows sections.
|
|
d29812d0
|
2015-06-16T20:28:21
|
|
Moved entry in WhatsNew.txt because it was already in 2.0.0 for Android and iOS.
|
|
8b737fa8
|
2015-06-13T13:19:31
|
|
Updated WhatsNew.txt for 2.0.4
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
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|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
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|
b48e54aa
|
2015-01-26T22:00:29
|
|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
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.
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|
70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
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!
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|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
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|
1e352d79
|
2014-06-06T15:45:59
|
|
Chrome's Native Client backend implementation
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
1f92c9dc
|
2014-03-24T11:04:42
|
|
Emit SDL_RENDER_DEVICE_RESET on Android when the GLES context is recreated
|
|
adddf269
|
2014-03-15T16:43:58
|
|
Added a patch note for 2.0.3
|
|
c167d1f6
|
2014-03-09T10:38:30
|
|
Updated SDL to version 2.0.3
|
|
63106e47
|
2014-03-01T12:21:15
|
|
Changed SDL_HINT_ACCEL_AS_JOY to SDL_HINT_ACCELEROMETER_AS_JOYSTICK to be more clear.
|
|
2a67548a
|
2014-03-01T11:05:58
|
|
Updated with the latest 2.0.2 API changes
|
|
fc1c17cc
|
2014-02-15T23:57:38
|
|
Changed text in documentation.
|
|
853334af
|
2014-02-09T03:09:56
|
|
Updated SDL to version 2.0.2
|
|
ec1cb49e
|
2013-12-14T20:18:43
|
|
Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.
Additional changes in this commit, done by me:
* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend
Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
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|
bfcd28c1
|
2013-12-10T16:24:11
|
|
[Android] Hotplugging support for joysticks
|
|
d0d07dec
|
2013-12-02T19:51:48
|
|
Adding WhatsNew.txt changes
...before I forget them.
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
0b7c69fe
|
2013-11-05T20:07:39
|
|
Adds Joystick support for Android
This bumps the build SDK level to 12 (up from 10). Runtime requirements remain
the same (at API level < 12 joystick support is disabled).
Also enables building SDL for armv7 and x86.
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|
6a71d992
|
2013-10-21T22:27:07
|
|
Added patch notes for 2.0.1
|
|
50da48ee
|
2013-10-21T02:38:23
|
|
We don't have API changes documented yet.
|
|
aa86e05d
|
2013-10-20T20:49:36
|
|
Fixed windows compile
|
|
dad42067
|
2013-08-12T11:13:50
|
|
Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
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|
1ad936eb
|
2013-08-11T19:56:43
|
|
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
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