Added some more big 2.0.6 changes
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@ -16,6 +16,7 @@ General:
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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
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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
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* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
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* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
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* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
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* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
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* Added support for many game controllers, including the Nintendo Switch Pro Controller
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* Added support for inverted axes and separate axis directions in game controller mappings
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* Added support for inverted axes and separate axis directions in game controller mappings
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* Added functions to return information about a joystick before it's opened:
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* Added functions to return information about a joystick before it's opened:
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SDL_JoystickGetDeviceVendor()
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SDL_JoystickGetDeviceVendor()
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@ -36,6 +37,7 @@ General:
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* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
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* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
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* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
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* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
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* Added SDL_DuplicateSurface() to make a copy of a surface
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* Added SDL_DuplicateSurface() to make a copy of a surface
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* Added an experimental JACK audio driver
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* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
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* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
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* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
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* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
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* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
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* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
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@ -45,9 +47,12 @@ General:
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* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
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* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
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Windows:
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Windows:
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* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
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* The old XAudio2 audio driver is deprecated and will be removed in the next release
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* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
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* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
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* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatbility with .NET languages and various Windows debuggers
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* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatbility with .NET languages and various Windows debuggers
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* Updated the GUID format for game controller mappings, older mappings will be cautomatically converted on load
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* Updated the GUID format for game controller mappings, older mappings will be cautomatically converted on load
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* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
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Linux:
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Linux:
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* Added an experimental KMS/DRM video driver for embedded development
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* Added an experimental KMS/DRM video driver for embedded development
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