Releases: libsdl-org/SDL
Releases Β· libsdl-org/SDL
2.0.12
In addition to lots of bug fixes, here are the major changes in this release:
General:
- Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
- Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
- Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
- Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
- Added the window underneath the finger to the SDL_TouchFingerEvent
- Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
- Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
- Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
- Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
- Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled.
- Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
- Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
- Added support for many game controllers, including:
- 8BitDo FC30 Pro
- 8BitDo M30 GamePad
- BDA PS4 Fightpad
- HORI Fighting Commander
- Hyperkin Duke
- Hyperkin X91
- MOGA XP5-A Plus
- NACON GC-400ES
- NVIDIA Controller v01.04
- PDP Versus Fighting Pad
- Razer Raion Fightpad for PS4
- Razer Serval
- Stadia Controller
- SteelSeries Stratus Duo
- Victrix Pro Fight Stick for PS4
- Xbox One Elite Series 2
- Fixed blocking game controller rumble calls when using the HIDAPI driver
- Added SDL_zeroa() macro to zero an array of elements
- Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
Windows:
- Fixed crash when using the release SDL DLL with applications built with gcc
- Fixed performance regression in event handling introduced in 2.0.10
- Added support for SDL_SetThreadPriority() for UWP applications
Linux:
- Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
- Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
iOS / tvOS / macOS:
- Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
iOS/ tvOS:
- Added support for Bluetooth Steam Controllers as game controllers
tvOS:
- Fixed support for surround sound on Apple TV
Android:
- Added SDL_GetAndroidSDKVersion() to return the API level of the current device
- Added support for audio capture using OpenSL-ES
- Added support for Bluetooth Steam Controllers as game controllers
- Fixed rare crashes when the app goes into the background or terminates
2.0.10
In addition to lots of bug fixes and build improvements, here are the major changes in this release:
General:
- The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
- Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
- 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.
- 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.
- The SDL rendering API now uses batched rendering by default, for improved performance
- Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
- 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.
- Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
- Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
- Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
- Improved handling of malformed WAVE and BMP files, fixing potential security exploits
Linux:
- Removed the Mir video driver in favor of Wayland
iOS / tvOS:
- Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
- Added support for text input using Bluetooth keyboards
Android:
- Added low latency audio using OpenSL ES
- Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1. - Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
2.0.9
In addition to lots of bug fixes and build improvements, here are the major changes in this release:
General:
- Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
- Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
- Added SDL_GetDisplayOrientation() to return the current display orientation
- Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
- 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)
- Added support for many other popular game controllers
- 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.
- Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
- Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
- Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
- Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
- Added SDL_HasColorKey() to return whether a surface has a colorkey active
- Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
- Added SDL_IsTablet() to return whether the application is running on a tablet
- Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
Mac OS X:
- Fixed black screen at start on Mac OS X Mojave
Linux:
- Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
iOS:
- Fixed Asian IME input
Android:
- Updated required Android SDK to API 26, to match Google's new App Store requirements
- Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
- 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)
- Added support for custom mouse cursors on Android 7.0 and newer
- 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
- Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
- Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
- Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
2.0.8
In addition to lots of bug fixes and build improvements, here are the major changes in this release:
General:
- Added SDL_fmod() and SDL_log10()
- Each of the SDL math functions now has the corresponding float version
- 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
Windows:
- Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
- Added resampling support on WASAPI on Windows 7 and above
Windows UWP:
- Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
Mac OS X:
- Added support for the Vulkan SDK for Mac:
https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/ - Added support for OpenGL ES using ANGLE when it's available
Mac OS X / iOS / tvOS:
- Added a Metal 2D render implementation
- Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
iOS:
- 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.
iOS / Android:
- 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)
Android:
- SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
- SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
- Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
Android / tvOS:
- 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.
Linux:
- 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"
- 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)