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Simple Directmedia Layer Forums SDL 2.0.2 RELEASED! Sam Lantinga





Joined: 10 Sep 2009 Posts: 1765

http://www.libsdl.org/download-2.0.php



In addition to numerous bug fixes, here are the major changes since 2.0.1:



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:

* Fullscreen desktop mode now uses spaces for a more fluid Mac experience.

* 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.



Enjoy! Thanks to everyone who contributed, SDL 2.0.2 is now available!In addition to numerous bug fixes, here are the major changes since 2.0.1: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 sharethem 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 controllerWindows:* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively viathe 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:* Fullscreen desktop mode now uses spaces for a more fluid Mac experience.* 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 defaultAndroid:* Joystick support (minimum SDK version required to build SDL is now 12,the required runtime version remains at 10, but on such devices joysticksupport 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.Enjoy!

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