Customized fork of github.com/rxi/lite
1
2This is a list of major changes in SDL's version history.
3
4---------------------------------------------------------------------------
52.0.10:
6---------------------------------------------------------------------------
7
8General:
9* The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
10* Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
11* Added SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF(), SDL_RenderCopyExF(), to allow floating point precision in the SDL rendering API.
12* Added SDL_GetTouchDeviceType() to get the type of a touch device, which can be a touch screen or a trackpad in relative or absolute coordinate mode.
13* The SDL rendering API now uses batched rendering by default, for improved performance
14* Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
15* Added the hint SDL_HINT_RENDER_BATCHING to control whether batching should be used for the rendering API. This defaults to "1" if you don't specify what rendering driver to use when creating the renderer.
16* Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
17* Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
18* Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
19* Improved handling of malformed WAVE and BMP files, fixing potential security exploits
20
21Linux:
22* Removed the Mir video driver in favor of Wayland
23
24iOS / tvOS:
25* Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
26* Added support for text input using Bluetooth keyboards
27
28Android:
29* Added low latency audio using OpenSL ES
30* Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
31 SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
32 SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
33* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
34
35
36---------------------------------------------------------------------------
372.0.9:
38---------------------------------------------------------------------------
39
40General:
41* Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
42* Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
43* Added SDL_GetDisplayOrientation() to return the current display orientation
44* Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
45* Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support)
46* Added support for many other popular game controllers
47* Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller.
48* Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
49* Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
50* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
51* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
52* Added SDL_HasColorKey() to return whether a surface has a colorkey active
53* Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
54* Added SDL_IsTablet() to return whether the application is running on a tablet
55* Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
56
57Mac OS X:
58* Fixed black screen at start on Mac OS X Mojave
59
60Linux:
61* Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
62
63iOS:
64* Fixed Asian IME input
65
66Android:
67* Updated required Android SDK to API 26, to match Google's new App Store requirements
68* Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
69* Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0)
70* Added support for custom mouse cursors on Android 7.0 and newer
71* Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK
72* Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
73* Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
74* Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
75
76
77---------------------------------------------------------------------------
782.0.8:
79---------------------------------------------------------------------------
80
81General:
82* Added SDL_fmod() and SDL_log10()
83* Each of the SDL math functions now has the corresponding float version
84* Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709
85
86Windows:
87* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
88* Added resampling support on WASAPI on Windows 7 and above
89
90Windows UWP:
91* Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
92
93Mac OS X:
94* Added support for the Vulkan SDK for Mac:
95 https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
96* Added support for OpenGL ES using ANGLE when it's available
97
98Mac OS X / iOS / tvOS:
99* Added a Metal 2D render implementation
100* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
101
102iOS:
103* Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications.
104
105iOS / Android:
106* Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default)
107
108Android:
109* SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
110* SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
111* Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
112
113Android / tvOS:
114* Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events.
115
116Linux:
117* Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1"
118* Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
119
120
121---------------------------------------------------------------------------
1222.0.7:
123---------------------------------------------------------------------------
124
125General:
126* Added audio stream conversion functions:
127 SDL_NewAudioStream
128 SDL_AudioStreamPut
129 SDL_AudioStreamGet
130 SDL_AudioStreamAvailable
131 SDL_AudioStreamFlush
132 SDL_AudioStreamClear
133 SDL_FreeAudioStream
134* Added functions to query and set the SDL memory allocation functions:
135 SDL_GetMemoryFunctions()
136 SDL_SetMemoryFunctions()
137 SDL_GetNumAllocations()
138* Added locking functions for multi-threaded access to the joystick and game controller APIs:
139 SDL_LockJoysticks()
140 SDL_UnlockJoysticks()
141* The following functions are now thread-safe:
142 SDL_SetEventFilter()
143 SDL_GetEventFilter()
144 SDL_AddEventWatch()
145 SDL_DelEventWatch()
146
147
148General:
149---------------------------------------------------------------------------
1502.0.6:
151---------------------------------------------------------------------------
152
153General:
154* Added cross-platform Vulkan graphics support in SDL_vulkan.h
155 SDL_Vulkan_LoadLibrary()
156 SDL_Vulkan_GetVkGetInstanceProcAddr()
157 SDL_Vulkan_GetInstanceExtensions()
158 SDL_Vulkan_CreateSurface()
159 SDL_Vulkan_GetDrawableSize()
160 SDL_Vulkan_UnloadLibrary()
161 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
162* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
163* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
164* Added support for many game controllers, including the Nintendo Switch Pro Controller
165* Added support for inverted axes and separate axis directions in game controller mappings
166* Added functions to return information about a joystick before it's opened:
167 SDL_JoystickGetDeviceVendor()
168 SDL_JoystickGetDeviceProduct()
169 SDL_JoystickGetDeviceProductVersion()
170 SDL_JoystickGetDeviceType()
171 SDL_JoystickGetDeviceInstanceID()
172* Added functions to return information about an open joystick:
173 SDL_JoystickGetVendor()
174 SDL_JoystickGetProduct()
175 SDL_JoystickGetProductVersion()
176 SDL_JoystickGetType()
177 SDL_JoystickGetAxisInitialState()
178* Added functions to return information about an open game controller:
179 SDL_GameControllerGetVendor()
180 SDL_GameControllerGetProduct()
181 SDL_GameControllerGetProductVersion()
182* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
183* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
184* Added SDL_DuplicateSurface() to make a copy of a surface
185* Added an experimental JACK audio driver
186* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
187* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
188* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
189 "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
190 "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
191* 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
192* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
193
194Windows:
195* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
196* The old XAudio2 audio driver is deprecated and will be removed in the next release
197* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
198* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
199* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
200* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
201
202Linux:
203* Added an experimental KMS/DRM video driver for embedded development
204
205iOS:
206* Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
207
208---------------------------------------------------------------------------
2092.0.5:
210---------------------------------------------------------------------------
211
212General:
213* Implemented audio capture support for some platforms
214* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
215* Added events for dragging and dropping text
216* Added events for dragging and dropping multiple items
217* 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.
218* 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.
219* Added SDL_GetHintBoolean() to get the boolean value of a hint
220* Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
221* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
222* 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.
223* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
224* 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)
225* Added SDL_SetWindowResizable() to change whether a window is resizable
226* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
227* Added SDL_SetWindowModalFor() to set a window as modal for another window
228* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
229* Fixed flipped images when reading back from target textures when using the OpenGL renderer
230* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
231* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
232
233Windows:
234* 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.
235* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
236* Fixed XBox controller triggers automatically being pulled at startup
237* The first icon from the executable is used as the default window icon at runtime
238* Fixed SDL log messages being printed twice if SDL was built with C library support
239* Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
240
241Mac OS X:
242* Fixed selecting the dummy video driver
243* 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.
244* Fixed mouse wheel events on Mac OS X 10.12
245* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
246
247Linux:
248* Added support for the Fcitx IME
249* Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
250* Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
251* Added initial support for touchscreens on Raspberry Pi
252
253OpenBSD:
254* SDL_GetBasePath() is now implemented on OpenBSD
255
256iOS:
257* Added support for dynamically loaded objects on iOS 8 and newer
258
259tvOS:
260* Added support for Apple TV
261* 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.
262
263Android:
264* Fixed SDL not resizing window when Android screen resolution changes
265* Corrected the joystick Z axis reporting for the accelerometer
266
267Emscripten (running in a web browser):
268* Many bug fixes and improvements
269
270
271---------------------------------------------------------------------------
2722.0.4:
273---------------------------------------------------------------------------
274
275General:
276* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
277* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
278* Added an API to queue audio instead of using the audio callback:
279 SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
280* Added events for audio device hot plug support:
281 SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
282* Added SDL_PointInRect()
283* Added SDL_HasAVX2() to detect CPUs with AVX2 support
284* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
285* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
286* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
287* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
288* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
289* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
290* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
291* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
292* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
293* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
294* Added a Vivante video driver that is used on various SoC platforms
295* 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
296* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
297* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
298* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
299* Improved support for WAV and BMP files with unusual chunks in them
300* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
301* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
302* Added SDL_GetDisplayDPI() to get the DPI information for a display
303* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
304* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
305* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
306
307Windows:
308* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
309* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
310* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
311* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
312* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
313* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
314* SDL_SysWMinfo now contains the window HDC
315* Added support for Unicode command line options
316* Prevent beeping when Alt-key combos are pressed
317* SDL_SetTextInputRect() re-positions the OS-rendered IME
318* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
319* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
320
321Mac OS X:
322* Implemented drag-and-drop support
323* Improved joystick hot-plug detection
324* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
325* Fixed relative mouse mode when the application loses/regains focus
326* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
327* Fixed the refresh rate of display modes
328* SDL_SysWMInfo is now ARC-compatible
329* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
330
331Linux:
332* Enabled building with Mir and Wayland support by default.
333* Added IBus IME support
334* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
335* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
336* Added support for multiple audio devices when using Pulseaudio
337* Fixed duplicate mouse events when using relative mouse motion
338
339iOS:
340* Added support for iOS 8
341* 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
342* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
343* Added native resolution support for the iPhone 6 Plus
344* Added support for MFi game controllers
345* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
346* Added sRGB OpenGL ES context support on iOS 7+
347* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
348* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
349* Fixed various rotation and orientation issues
350* Fixed memory leaks
351
352Android:
353* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
354* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
355* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
356* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
357
358Raspberry Pi:
359* Added support for the Raspberry Pi 2
360
361
362---------------------------------------------------------------------------
3632.0.3:
364---------------------------------------------------------------------------
365
366Mac OS X:
367* Fixed creating an OpenGL context by default on Mac OS X 10.6
368
369
370---------------------------------------------------------------------------
3712.0.2:
372---------------------------------------------------------------------------
373General:
374* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
375* Added an API to load a database of game controller mappings from a file:
376 SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
377* Added game controller mappings for the PS4 and OUYA controllers
378* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
379* Added SDL_DetachThread()
380* Added SDL_HasAVX() to determine if the CPU has AVX features
381* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
382* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
383 them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
384* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
385* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
386* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
387* testgl2 does not need to link with libGL anymore
388* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
389* Added controllermap test program to visually map a game controller
390
391Windows:
392* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
393 the driver or emulated through ANGLE)
394* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
395* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
396* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
397
398Mac OS X:
399* 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.
400
401Linux:
402* Fixed fullscreen and focused behavior when receiving NotifyGrab events
403* Added experimental Wayland and Mir support, disabled by default
404
405Android:
406* Joystick support (minimum SDK version required to build SDL is now 12,
407 the required runtime version remains at 10, but on such devices joystick
408 support won't be available).
409* Hotplugging support for joysticks
410* 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.
411
412
413---------------------------------------------------------------------------
4142.0.1:
415---------------------------------------------------------------------------
416
417General:
418* Added an API to get common filesystem paths in SDL_filesystem.h:
419 SDL_GetBasePath(), SDL_GetPrefPath()
420* Added an API to do optimized YV12 and IYUV texture updates:
421 SDL_UpdateYUVTexture()
422* Added an API to get the amount of RAM on the system:
423 SDL_GetSystemRAM()
424* Added a macro to perform timestamp comparisons with SDL_GetTicks():
425 SDL_TICKS_PASSED()
426* Dramatically improved OpenGL ES 2.0 rendering performance
427* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
428
429Windows:
430* Created a static library configuration for the Visual Studio 2010 project
431* Added a hint to create the Direct3D device with support for multi-threading:
432 SDL_HINT_RENDER_DIRECT3D_THREADSAFE
433* Added a function to get the D3D9 adapter index for a display:
434 SDL_Direct3D9GetAdapterIndex()
435* Added a function to get the D3D9 device for a D3D9 renderer:
436 SDL_RenderGetD3D9Device()
437* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
438* Fixed crash when using two XInput controllers at the same time
439* Fixed detecting a mixture of XInput and DirectInput controllers
440* Fixed clearing a D3D render target larger than the window
441* Improved support for format specifiers in SDL_snprintf()
442
443Mac OS X:
444* Added support for retina displays:
445 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.
446* Fixed mouse warping in fullscreen mode
447* Right mouse click is emulated by holding the Ctrl key while left clicking
448
449Linux:
450* Fixed float audio support with the PulseAudio driver
451* Fixed missing line endpoints in the OpenGL renderer on some drivers
452* X11 symbols are no longer defined to avoid collisions when linking statically
453
454iOS:
455* Fixed status bar visibility on iOS 7
456* Flipped the accelerometer Y axis to match expected values
457
458Android:
459IMPORTANT: You MUST get the updated SDLActivity.java to match C code
460* Moved EGL initialization to native code
461* Fixed the accelerometer axis rotation relative to the device rotation
462* Fixed race conditions when handling the EGL context on pause/resume
463* Touch devices are available for enumeration immediately after init
464
465Raspberry Pi:
466* Added support for the Raspberry Pi, see README-raspberrypi.txt for details