You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: WhatsNew.txt
+53-1Lines changed: 53 additions & 1 deletion
Original file line number
Diff line number
Diff line change
@@ -8,43 +8,95 @@ This is a list of major changes in SDL's version history.
8
8
General:
9
9
* Added SDL_CreateAnimatedCursor() to create animated color cursors
10
10
* Added SDL_SetWindowProgressState(), SDL_SetWindowProgressValue(), SDL_GetWindowProgressState(), and SDL_GetWindowProgressValue() to show progress in the window's taskbar icon on Windows and Linux
11
-
* Added SDL_GetGPUDeviceProperties() to get the properties of an SDL GPU device
11
+
* Added GPU device creation properties to enable the GPU API on older hardware if you're not using these features:
* Added SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER to enable configuring Vulkan features when creating a GPU device
18
+
* Added SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN to allow requiring Vulkan hardware acceleration when creating a GPU device
19
+
* Added SDL_GetGPUDeviceProperties() to query information from a GPU device:
20
+
- SDL_PROP_GPU_DEVICE_NAME_STRING
21
+
- SDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING
22
+
- SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING
23
+
- SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING
12
24
* Added SDL_GetPixelFormatFromGPUTextureFormat() and SDL_GetGPUTextureFormatFromPixelFormat()
13
25
* Added SDL_CreateGPURenderer() and SDL_GetGPURendererDevice() to create a 2D renderer for use with GPU rendering.
14
26
* Added SDL_CreateGPURenderState(), SDL_SetGPURenderStateFragmentUniforms(), SDL_SetGPURenderState(), and SDL_DestroyGPURenderState() to use fragment shaders with a GPU 2D renderer
27
+
* Added SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER to create a 2D texture from an existing GPU texture
28
+
* Added SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER to get the GPU texture from a 2D texture when using the GPU 2D renderer
15
29
* Added support for YUV textures and HDR colorspaces to the GPU 2D renderer
16
30
* Added support for textures with palettes, and SDL_GetTexturePalette() and SDL_SetTexturePalette() to interact with them
17
31
* Added SDL_RenderTexture9GridTiled() to do tiled instead of stretched 9-grid texture rendering
18
32
* Added SDL_GetDefaultTextureScaleMode() and SDL_SetDefaultTextureScaleMode() to set the texture scale mode for new textures
19
33
* Added SDL_GetRenderTextureAddressMode() and SDL_SetRenderTextureAddressMode() to change the texture addressing mode
20
34
* Added SDL_TEXTURE_ADDRESS_WRAP to allow wrapping of textures if the renderer has SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN set
35
+
* The default YUV colorspace is BT.601 limited range, for compatibility with SDL2
36
+
* Added SDL_SCALEMODE_PIXELART as an improved scaling algorithm for pixel art without introducing blurring
37
+
* Added SDL_FLIP_HORIZONTAL_AND_VERTICAL to flip a surface both horizontally and vertically
21
38
* Added SDL_LoadPNG(), SDL_LoadPNG_IO(), SDL_SavePNG(), and SDL_SavePNG_IO() to load and save PNG images
39
+
* Added SDL_LoadSurface() and SDL_LoadSurface_IO() to detect BMP and PNG formats and load them as surfaces
40
+
* Added SDL_PROP_SURFACE_ROTATION_NUMBER to indicate the rotation needed to display camera images upright
22
41
* Added SDL_RotateSurface() to create a rotated copy of a surface
42
+
* SDL_EVENT_WINDOW_EXPOSED now sets data1 to true if it is sent during live resizing
43
+
* Added SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED, which is sent when the usable desktop bounds change
44
+
* Added SDL_EVENT_SCREEN_KEYBOARD_SHOWN, which is sent when the on-screen keyboard has been shown
45
+
* Added SDL_EVENT_SCREEN_KEYBOARD_HIDDEN, which is sent when the on-screen keyboard has been hidden
* SDL_EVENT_AUDIO_DEVICE_ADDED will be sent during initialization for each audio device
48
+
* SDL_GetCameraPermissionState() returns SDL_CameraPermissionState instead of int
23
49
* Added SDL_PutAudioStreamDataNoCopy() to do more efficient audio stream processing in some cases
24
50
* Added SDL_PutAudioStreamPlanarData() to add planar audio data instead of interleaved data to an audio stream
25
51
* Added SDL_HINT_AUDIO_DEVICE_RAW_STREAM to signal that the OS shouldn't do further audio processing, useful for applications that handle noise canceling, etc.
52
+
* Added SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN to allow streams that persist beyond the audio subsystem lifetime.
26
53
* Added enhanced support for 8BitDo controllers
27
54
* Added enhanced support for FlyDigi controllers
28
55
* Added enhanced support for Hand Held Legend SInput controllers
56
+
* Added support for wired Nintendo Switch 2 controllers when built with libusb
29
57
* Added SDL_hid_get_properties() to associate SDL properties with HID devices
58
+
* Added SDL_PROP_HIDAPI_LIBUSB_DEVICE_HANDLE_POINTER to query the libusb handle from an SDL_hid_device, if it's been opened with libusb
30
59
* Added SDL_SetRelativeMouseTransform() to add custom mouse input transformation
31
60
* Added SDL_GetPenDeviceType() to determine whether a pen is on the screen or on a separate touchpad
61
+
* SDL_HINT_MAIN_CALLBACK_RATE may be set to a floating point callback rate
32
62
* Added SDL_GetEventDescription() to get an English description of an event, suitable for logging
63
+
* Added SDL_PROP_IOSTREAM_MEMORY_FREE_FUNC_POINTER to allow custom freeing of the memory used by SDL_IOFromMem() and SDL_IOFromConstMem()
64
+
* Added SDL_PROP_PROCESS_CREATE_WORKING_DIRECTORY_STRING to set the working directory for new processes
33
65
* Added verbose log output when the DEBUG_INVOCATION environment variable is set to "1"
34
66
* Added SDL_AddAtomicU32()
35
67
* Added SDL_GetSystemPageSize() to get the system page size
68
+
* Added SDL_ALIGNED() to signal that data should have a specific alignment
36
69
37
70
Windows:
38
71
* Added SDL_HINT_RENDER_DIRECT3D11_WARP to enable D3D11 software rasterization
72
+
* Using SDL_InsertGPUDebugLabel(), SDL_PushGPUDebugGroup(), and SDL_PopGPUDebugGroup() requires WinPixEventRuntime.dll to be in your PATH or in the same directory as your executable
73
+
* Added SDL_PROP_DISPLAY_WINDOWS_HMONITOR_POINTER so you can query the HMONITOR associated with a display
39
74
* SDL_HINT_AUDIO_DEVICE_STREAM_ROLE is used by the WASAPI audio driver to set the audio stream category
75
+
* Added SDL_HINT_AUDIO_DEVICE_RAW_STREAM to signal whether the OS audio driver should do additional signal processing
76
+
* Added SDL_HINT_WINDOWS_RAW_KEYBOARD_EXCLUDE_HOTKEYS to allow disabling some system hotkeys when in raw input mode
40
77
* SDL_HINT_WINDOWS_GAMEINPUT is disabled by default
41
78
79
+
macOS:
80
+
* Added SDL_HINT_MAC_PRESS_AND_HOLD to control whether holding down a key will repeat the pressed key or open the accents menu
81
+
42
82
Linux:
43
83
* Added atomic support for KMSDRM
44
84
* Added SDL_HINT_KMSDRM_ATOMIC to control whether KMSDRM will use atomic functionality
85
+
* Added SDL_PROP_DISPLAY_WAYLAND_WL_OUTPUT_POINTER so you can query the wl_output associated with a display
45
86
46
87
Emscripten:
47
88
* Added SDL_HINT_EMSCRIPTEN_FILL_DOCUMENT for applications that don't want to be fullscreen, but would like to fill the window
89
+
* Added SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_CANVAS_ID_STRING to allow setting the SDL canvas ID, and SDL_PROP_WINDOW_EMSCRIPTEN_CANVAS_ID_STRING to query it on existing windows
90
+
* Added SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_FILL_DOCUMENT_BOOLEAN to indicate that the window should fill the document, and SDL_PROP_WINDOW_EMSCRIPTEN_FILL_DOCUMENT_BOOLEAN to query it on existing windows
91
+
* Added SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING to specify where keyboard input is bound, and SDL_PROP_WINDOW_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING to query it on existing windows
92
+
93
+
iOS:
94
+
* SDL now supports window scenes, fixing the warning "CLIENT OF UIKIT REQUIRES UPDATE"
95
+
* Added SDL_PROP_WINDOW_CREATE_WINDOWSCENE_POINTER to specify the window scene for a window
96
+
97
+
visionOS:
98
+
* The default refresh rate has been increased to 90Hz
99
+
* SDL_SetWindowSize() changes the size of the window on Vision Pro headsets
48
100
49
101
PlayStation 2:
50
102
* Added the following hints to control the display parameters: SDL_HINT_PS2_GS_WIDTH, SDL_HINT_PS2_GS_HEIGHT, SDL_HINT_PS2_GS_PROGRESSIVE, SDL_HINT_PS2_GS_MODE
0 commit comments