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Diffstat (limited to 'build/vc++/libs/SDL2-2.0.5/WhatsNew.txt')
-rw-r--r-- | build/vc++/libs/SDL2-2.0.5/WhatsNew.txt | 349 |
1 files changed, 0 insertions, 349 deletions
diff --git a/build/vc++/libs/SDL2-2.0.5/WhatsNew.txt b/build/vc++/libs/SDL2-2.0.5/WhatsNew.txt deleted file mode 100644 index 9c8d538..0000000 --- a/build/vc++/libs/SDL2-2.0.5/WhatsNew.txt +++ /dev/null @@ -1,349 +0,0 @@ - -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 |