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kc3-lang/SDL/WhatsNew.txt

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  • Author : Gabriel Jacobo
    Date : 2013-12-14 20:18:43
    Hash : ec1cb49e
    Message : 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

  • WhatsNew.txt
  • This is a list of major changes in SDL's version history.
    
    ---------------------------------------------------------------------------
    2.0.2:
    ---------------------------------------------------------------------------
    General:
    * Added an API to load a database of Game Controller mappings from a file:    
        SDL_GameControllerAddMappingsFromFile
    * 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 testgles2. testgl2 does not need to link with libGL anymore.
      
    Windows:
    * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
      the driver or emulated through ANGLE)
    
    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
    
    Linux:
    * Fixed fullscreen and focused behavior when receiving NotifyGrab events
    * Wayland support
    
    ---------------------------------------------------------------------------
    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