WhatsNew.txt


Log

Author Commit Date CI Message
Sam Lantinga aa1d76e8 2021-11-27T10:55:54 Added a patch note about WinRT/UWP WGI support
Sam Lantinga b6c1cfb9 2021-11-26T09:37:27 Added API changes in 2.0.18
Sam Lantinga c97b7218 2021-11-21T12:18:10 Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
Sam Lantinga 66058bbb 2021-11-15T16:52:56 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
Sam Lantinga 1c78b080 2021-11-10T20:02:25 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
Sam Lantinga dca5ce4e 2021-11-10T10:15:47 Clarified that AAudio is only used on Android 8.1 and newer
Sam Lantinga 19c129fa 2021-11-09T20:32:16 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.
Sam Lantinga 68103993 2021-08-10T14:50:43 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
Cameron Gutman f5bc58bf 2021-08-03T18:30:08 Add note about keyboard grab to WhatsNew.txt for 2.0.16
Sam Lantinga d784dd20 2021-07-31T17:53:07 Updated WhatsNew with major changes for 2.0.16
Sam Lantinga d3d2aee7 2020-12-09T10:39:36 Fixed the name of the PS5 hint
Sam Lantinga a2098a47 2020-12-08T18:56:06 Updated SDL to 2.0.14 in preparation for release candidate
Sam Lantinga f00ddd0a 2020-03-02T11:39:44 Updated WhatsNew.txt with SDL 2.0.12 release notes
Sylvain Becker 1ae61f10 2019-09-30T20:58:44 Added a helper function SDL_LockTextureToSurface() Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
Sam Lantinga 972bdfb4 2019-07-01T09:05:15 Made it more explicit that 2.0.10 and newer are required for the SDL_RW* functions
Sam Lantinga 60606dfb 2019-07-01T09:02:04 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.
Sam Lantinga 63506ae1 2019-06-18T08:35:31 Added a patch note about batched rendering
Sam Lantinga e89789bb 2019-06-18T07:55:30 Added patch notes for 2.0.10
Sylvain Becker 05333a6e 2019-04-05T09:16:30 Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
Sylvain Becker b470cd9b 2019-04-05T08:36:31 Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour
Sylvain Becker 6f732d4e 2019-04-04T20:24:22 Update WhatsNew.txt
Sylvain Becker 458c60e6 2019-04-04T20:10:55 Update WhatsNew.txt
Sam Lantinga 91da4963 2018-10-26T09:49:27 Added patch note for SDL_GameControllerGetPlayerIndex() and friends
Sam Lantinga 88f9f030 2018-09-27T23:54:40 Added patch notes for SDL 2.0.9
Sam Lantinga a8ac5885 2018-03-07T13:30:40 Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
Sam Lantinga e9fc66a0 2018-03-01T08:26:10 Added patch note for Android Studio support
Sam Lantinga eac37666 2018-03-01T08:08:20 Added a patch note for OpenGL ES support on Mac
Sam Lantinga 99683f7c 2018-02-26T08:39:25 Added patch note about the Vulkan Mac SDK
Sam Lantinga cbfee82d 2018-02-24T09:09:20 Moved Android patch note into the Android section
Sam Lantinga 8e4afb55 2018-02-24T08:42:04 Added patch note for Ryan's work
Sam Lantinga 5adc1b7d 2018-02-24T08:18:09 Updated documentation with API changes in SDL 2.0.8
Sam Lantinga baae74c8 2017-12-10T09:10:02 Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on (thanks Daniel Knobe!)
Sam Lantinga 2c5724ef 2017-11-04T21:58:48 Updated version to 2.0.8 since SDL_image depends on it
Sam Lantinga 7a6cf53a 2017-10-20T10:45:38 Added SDL_AudioStreamFlush() to the list of new audio stream functions
Sam Lantinga 80f8464d 2017-10-18T15:54:05 Added audio stream conversion functions: SDL_NewAudioStream SDL_AudioStreamPut SDL_AudioStreamGet SDL_AudioStreamAvailable SDL_AudioStreamClear SDL_FreeAudioStream
Sam Lantinga 9c580e14 2017-10-12T13:44:28 Added functions to query and set the SDL memory allocation functions: SDL_GetMemoryFunctions() SDL_SetMemoryFunctions() SDL_GetNumAllocations()
Sam Lantinga 0e495e83 2017-10-10T20:16:52 Updated WhatsNew.txt for 2.0.7 changes
Sam Lantinga 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
Sam Lantinga 3261ca75 2017-09-04T23:10:12 Fixed typos in 2.0.6 patch notes
Sam Lantinga 657ad72a 2017-09-04T21:16:28 Added some more big 2.0.6 changes
Sam Lantinga d75fea89 2017-09-04T20:48:01 Updated WhatsNew.txt for 2.0.6
Sam Lantinga 4c9f3139 2016-10-12T18:57:12 Added note for David Carlier's work on OpenBSD
Sam Lantinga 3b3dd9af 2016-10-11T23:56:52 Updated WhatsNew with 2.0.5 changes
Alex Szpakowski 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.
David Ludwig fd9f06a0 2015-11-30T23:30:01 WinRT: noted Win10/UWP support in WhatsNew.txt (under 2.0.4)
Philipp Wiesemann 2e525193 2015-11-25T21:31:02 Added SDL_HINT_VIDEO_X11_NET_WM_PING to WhatsNew.txt for 2.0.4.
Ryan C. Gordon e6ad29ae 2015-11-14T12:35:45 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
Philipp Wiesemann ceb43129 2015-10-07T21:18:08 Added SDL_JoystickCurrentPowerLevel() to WhatsNew.txt for 2.0.4.
Alex Szpakowski 2bf6f1bc 2015-09-20T23:08:36 Added initial support for MFi game controllers on iOS.
Philipp Wiesemann cdfec382 2015-09-18T21:27:00 Added more entries to WhatsNew.txt for 2.0.4.
Philipp Wiesemann 440d6cc0 2015-09-05T20:20:35 Added another entry to WhatsNew.txt for 2.0.4.
Philipp Wiesemann 2d8c49fd 2015-08-05T21:03:31 Added more entries to WhatsNew.txt for 2.0.4.
Philipp Wiesemann 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().
Philipp Wiesemann 21935b03 2015-06-19T21:17:00 Added more entries and brackets to WhatsNew.txt for 2.0.4.
Alex Szpakowski 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.
Philipp Wiesemann d29812d0 2015-06-16T20:28:21 Moved entry in WhatsNew.txt because it was already in 2.0.0 for Android and iOS.
Sam Lantinga 8b737fa8 2015-06-13T13:19:31 Updated WhatsNew.txt for 2.0.4
Ryan C. Gordon 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.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Edward Rudd 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
Philipp Wiesemann 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.
David Ludwig 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!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 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
Gabriel Jacobo 1e352d79 2014-06-06T15:45:59 Chrome's Native Client backend implementation
David Ludwig 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.
Gabriel Jacobo 1f92c9dc 2014-03-24T11:04:42 Emit SDL_RENDER_DEVICE_RESET on Android when the GLES context is recreated
Sam Lantinga adddf269 2014-03-15T16:43:58 Added a patch note for 2.0.3
Sam Lantinga c167d1f6 2014-03-09T10:38:30 Updated SDL to version 2.0.3
Sam Lantinga 63106e47 2014-03-01T12:21:15 Changed SDL_HINT_ACCEL_AS_JOY to SDL_HINT_ACCELEROMETER_AS_JOYSTICK to be more clear.
Sam Lantinga 2a67548a 2014-03-01T11:05:58 Updated with the latest 2.0.2 API changes
Philipp Wiesemann fc1c17cc 2014-02-15T23:57:38 Changed text in documentation.
Sam Lantinga 853334af 2014-02-09T03:09:56 Updated SDL to version 2.0.2
Gabriel Jacobo 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
Gabriel Jacobo bfcd28c1 2013-12-10T16:24:11 [Android] Hotplugging support for joysticks
Gabriel Jacobo d0d07dec 2013-12-02T19:51:48 Adding WhatsNew.txt changes ...before I forget them.
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Gabriel Jacobo 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.
Sam Lantinga 6a71d992 2013-10-21T22:27:07 Added patch notes for 2.0.1
Sam Lantinga 50da48ee 2013-10-21T02:38:23 We don't have API changes documented yet.
Sam Lantinga aa86e05d 2013-10-20T20:49:36 Fixed windows compile
Gabriel Jacobo 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.
Sam Lantinga 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.