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-
-This is a list of major changes in SDL's version history.
-
----------------------------------------------------------------------------
-2.0.7:
----------------------------------------------------------------------------
-
-General:
-* Added audio stream conversion functions:
- SDL_NewAudioStream
- SDL_AudioStreamPut
- SDL_AudioStreamGet
- SDL_AudioStreamAvailable
- SDL_AudioStreamFlush
- SDL_AudioStreamClear
- SDL_FreeAudioStream
-* Added functions to query and set the SDL memory allocation functions:
- SDL_GetMemoryFunctions()
- SDL_SetMemoryFunctions()
- SDL_GetNumAllocations()
-* Added locking functions for multi-threaded access to the joystick and game controller APIs:
- SDL_LockJoysticks()
- SDL_UnlockJoysticks()
-* The following functions are now thread-safe:
- SDL_SetEventFilter()
- SDL_GetEventFilter()
- SDL_AddEventWatch()
- SDL_DelEventWatch()
-
-
-General:
----------------------------------------------------------------------------
-2.0.6:
----------------------------------------------------------------------------
-
-General:
-* Added cross-platform Vulkan graphics support in SDL_vulkan.h
- SDL_Vulkan_LoadLibrary()
- SDL_Vulkan_GetVkGetInstanceProcAddr()
- SDL_Vulkan_GetInstanceExtensions()
- SDL_Vulkan_CreateSurface()
- SDL_Vulkan_GetDrawableSize()
- SDL_Vulkan_UnloadLibrary()
- This is all the platform-specific code you need to bring up Vulkan on all SDL platforms. You can look at an example in test/testvulkan.c
-* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
-* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
-* Added support for many game controllers, including the Nintendo Switch Pro Controller
-* Added support for inverted axes and separate axis directions in game controller mappings
-* Added functions to return information about a joystick before it's opened:
- SDL_JoystickGetDeviceVendor()
- SDL_JoystickGetDeviceProduct()
- SDL_JoystickGetDeviceProductVersion()
- SDL_JoystickGetDeviceType()
- SDL_JoystickGetDeviceInstanceID()
-* Added functions to return information about an open joystick:
- SDL_JoystickGetVendor()
- SDL_JoystickGetProduct()
- SDL_JoystickGetProductVersion()
- SDL_JoystickGetType()
- SDL_JoystickGetAxisInitialState()
-* Added functions to return information about an open game controller:
- SDL_GameControllerGetVendor()
- SDL_GameControllerGetProduct()
- SDL_GameControllerGetProductVersion()
-* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
-* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
-* Added SDL_DuplicateSurface() to make a copy of a surface
-* Added an experimental JACK audio driver
-* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
-* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
-* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
- "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
- "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
-* Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read from raw mouse input
-* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
-
-Windows:
-* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
-* The old XAudio2 audio driver is deprecated and will be removed in the next release
-* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
-* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
-* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
-* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
-
-Linux:
-* Added an experimental KMS/DRM video driver for embedded development
-
-iOS:
-* Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
-
----------------------------------------------------------------------------
-2.0.5:
----------------------------------------------------------------------------
-
-General:
-* Implemented audio capture support for some platforms
-* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
-* Added events for dragging and dropping text
-* Added events for dragging and dropping multiple items
-* By default the click raising a window will not be delivered to the SDL application. You can set the hint SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to "1" to allow that click through to the window.
-* Saving a surface with an alpha channel as a BMP will use a newer BMP format that supports alpha information. You can set the hint SDL_HINT_BMP_SAVE_LEGACY_FORMAT to "1" to use the old format.
-* Added SDL_GetHintBoolean() to get the boolean value of a hint
-* Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
-* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
-* Added SDL_GetDisplayUsableBounds() which returns the area usable for windows. For example, on Mac OS X, this subtracts the area occupied by the menu bar and dock.
-* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
-* Added a window event SDL_WINDOWEVENT_HIT_TEST when a window had a hit test that wasn't SDL_HITTEST_NORMAL (e.g. in the title bar or window frame)
-* Added SDL_SetWindowResizable() to change whether a window is resizable
-* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
-* Added SDL_SetWindowModalFor() to set a window as modal for another window
-* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
-* Fixed flipped images when reading back from target textures when using the OpenGL renderer
-* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
-* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
-
-Windows:
-* Added a hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to prevent SDL from raising a debugger exception to name threads. This exception can cause problems with .NET applications when running under a debugger.
-* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
-* Fixed XBox controller triggers automatically being pulled at startup
-* The first icon from the executable is used as the default window icon at runtime
-* Fixed SDL log messages being printed twice if SDL was built with C library support
-* Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
-
-Mac OS X:
-* Fixed selecting the dummy video driver
-* The caps lock key now generates a pressed event when pressed and a released event when released, instead of a press/release event pair when pressed.
-* Fixed mouse wheel events on Mac OS X 10.12
-* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
-
-Linux:
-* Added support for the Fcitx IME
-* Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
-* Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
-* Added initial support for touchscreens on Raspberry Pi
-
-OpenBSD:
-* SDL_GetBasePath() is now implemented on OpenBSD
-
-iOS:
-* Added support for dynamically loaded objects on iOS 8 and newer
-
-tvOS:
-* Added support for Apple TV
-* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.
-
-Android:
-* Fixed SDL not resizing window when Android screen resolution changes
-* Corrected the joystick Z axis reporting for the accelerometer
-
-Emscripten (running in a web browser):
-* Many bug fixes and improvements
-
-
----------------------------------------------------------------------------
-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
-* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
-* Added SDL_GetDisplayDPI() to get the DPI information for a display
-* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
-* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
-* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
-
-Windows:
-* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
-* 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
-* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
-* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
-
-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
-* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
-
-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 a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
-* Added support for multiple audio devices when using Pulseaudio
-* Fixed duplicate mouse events when using relative mouse motion
-
-iOS:
-* Added support for iOS 8
-* 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" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
-* Added native resolution support for the iPhone 6 Plus
-* Added support for MFi game controllers
-* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
-* Added sRGB OpenGL ES context support on iOS 7+
-* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
-* 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
-* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
-* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
-* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
-
-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