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kc3-lang/SDL/WhatsNew.txt

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  • Author : Philipp Wiesemann
    Date : 2015-06-19 21:17:00
    Hash : 21935b03
    Message : Added more entries and brackets to WhatsNew.txt for 2.0.4.

  • WhatsNew.txt
  • This is a list of major changes in SDL's version history.
    
    ---------------------------------------------------------------------------
    2.0.4:
    ---------------------------------------------------------------------------
    
    General:
    * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
    * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
    * Added an API to queue audio instead of using the audio callback:
        SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
    * Added events for audio device hot plug support:
        SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
    * Added SDL_PointInRect()
    * Added SDL_HasAVX2() to detect CPUs with AVX2 support
    * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
    * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
    * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
    * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
    * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
    * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
    * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
    * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
    * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
    * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
    * Added a Vivante video driver that is used on various SoC platforms
    * 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
    * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
    * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
    * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
    * Improved support for WAV and BMP files with unusual chunks in them
    * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
    
    Windows:
    * Added support for Windows Phone 8.1
    * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
    * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
    * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
    * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
    * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
    * SDL_SysWMinfo now contains the window HDC
    * Added support for Unicode command line options
    * Prevent beeping when Alt-key combos are pressed
    * SDL_SetTextInputRect() re-positions the OS-rendered IME
    
    Mac OS X:
    * Implemented drag-and-drop support
    * Improved joystick hot-plug detection
    * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
    * Fixed relative mouse mode when the application loses/regains focus
    * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
    * Fixed the refresh rate of display modes
    * SDL_SysWMInfo is now ARC-compatible
    
    Linux:
    * Enabled building with Mir and Wayland support by default.
    * Added IBus IME support
    * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
    * Added support for multiple audio devices when using Pulseaudio
    * Fixed duplicate mouse events when using relative mouse motion
    
    iOS:
    * Added support for iOS 8
    * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
    * Added sRGB OpenGL ES context support on iOS 7+
    * Added native resolution support for the iPhone 6 Plus
    * 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
    * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" coordinate space rather than pixels (matches OS X behavior)
    * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
    * Fixed various rotation and orientation issues
    * Fixed memory leaks
    
    Android:
    * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
    
    Raspberry Pi:
    * Added support for the Raspberry Pi 2
    
    
    ---------------------------------------------------------------------------
    2.0.3:
    ---------------------------------------------------------------------------
    
    Mac OS X:
    * Fixed creating an OpenGL context by default on Mac OS X 10.6
    
    
    ---------------------------------------------------------------------------
    2.0.2:
    ---------------------------------------------------------------------------
    General:
    * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
    * Added an API to load a database of game controller mappings from a file:
        SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
    * Added game controller mappings for the PS4 and OUYA controllers
    * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
    * Added SDL_DetachThread()
    * Added SDL_HasAVX() to determine if the CPU has AVX features
    * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
    * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
      them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
    * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
    * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
    * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
    * testgl2 does not need to link with libGL anymore
    * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
    * Added controllermap test program to visually map a game controller
    
    Windows:
    * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
      the driver or emulated through ANGLE)
    * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
    * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
    * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
    
    Mac OS X:
    * 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.
    
    Linux:
    * Fixed fullscreen and focused behavior when receiving NotifyGrab events
    * Added experimental Wayland and Mir support, disabled by default
    
    Android:
    * Joystick support (minimum SDK version required to build SDL is now 12, 
      the required runtime version remains at 10, but on such devices joystick 
      support won't be available).
    * Hotplugging support for joysticks
    * 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.
    
    
    ---------------------------------------------------------------------------
    2.0.1:
    ---------------------------------------------------------------------------
    
    General:
    * Added an API to get common filesystem paths in SDL_filesystem.h:
        SDL_GetBasePath(), SDL_GetPrefPath()
    * Added an API to do optimized YV12 and IYUV texture updates:
        SDL_UpdateYUVTexture()
    * Added an API to get the amount of RAM on the system:
        SDL_GetSystemRAM()
    * Added a macro to perform timestamp comparisons with SDL_GetTicks():
        SDL_TICKS_PASSED()
    * Dramatically improved OpenGL ES 2.0 rendering performance
    * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
    
    Windows:
    * Created a static library configuration for the Visual Studio 2010 project
    * Added a hint to create the Direct3D device with support for multi-threading:
        SDL_HINT_RENDER_DIRECT3D_THREADSAFE
    * Added a function to get the D3D9 adapter index for a display:
        SDL_Direct3D9GetAdapterIndex()
    * Added a function to get the D3D9 device for a D3D9 renderer:
        SDL_RenderGetD3D9Device()
    * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
    * Fixed crash when using two XInput controllers at the same time
    * Fixed detecting a mixture of XInput and DirectInput controllers
    * Fixed clearing a D3D render target larger than the window
    * Improved support for format specifiers in SDL_snprintf()
    
    Mac OS X:
    * Added support for retina displays:
      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.
    * Fixed mouse warping in fullscreen mode
    * Right mouse click is emulated by holding the Ctrl key while left clicking
    
    Linux:
    * Fixed float audio support with the PulseAudio driver
    * Fixed missing line endpoints in the OpenGL renderer on some drivers
    * X11 symbols are no longer defined to avoid collisions when linking statically
    
    iOS:
    * Fixed status bar visibility on iOS 7
    * Flipped the accelerometer Y axis to match expected values
    
    Android:
    IMPORTANT: You MUST get the updated SDLActivity.java to match C code
    * Moved EGL initialization to native code 
    * Fixed the accelerometer axis rotation relative to the device rotation
    * Fixed race conditions when handling the EGL context on pause/resume
    * Touch devices are available for enumeration immediately after init
    
    Raspberry Pi:
    * Added support for the Raspberry Pi, see README-raspberrypi.txt for details