Added API changes in 2.0.18
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WhatsNew.txt
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WhatsNew.txt
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@ -6,16 +6,40 @@ This is a list of major changes in SDL's version history.
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General:
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* The SDL wiki documentation and development headers are automatically kept in sync
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* Each function has information about in which version of SDL it was introduced
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* Added the hint SDL_HINT_APP_NAME to let SDL know the name of your application for various places it might show up in system information
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* Added SDL_RenderGeometry() and SDL_RenderGeometryRaw() to allow rendering of arbitrary shapes using the SDL 2D render API
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* Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate application data with an SDL texture
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* Added SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() to convert between window coordinates and logical render coordinates
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* Added SDL_RenderSetVSync() to change whether a renderer present is synchronized with vblank at runtime
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* Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
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* Added a window event SDL_WINDOWEVENT_DISPLAY_CHANGED which is sent when a window changes what display it's centered on
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* Added SDL_GetWindowICCProfile() to query a window's ICC profile, and a window event SDL_WINDOWEVENT_ICCPROF_CHANGED that is sent when it changes
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* Added the hint SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY to allow EGL windows to be transparent instead of opaque
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* SDL_WaitEvent() has been redesigned to use less CPU in most cases
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* Added SDL_SetWindowMouseRect() and SDL_GetWindowMouseRect() to confine the mouse cursor to an area of a window
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* You can now read precise mouse wheel motion using 'preciseX' and 'preciseY' event fields
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* Added SDL_GameControllerHasRumble() and SDL_GameControllerHasRumbleTriggers() to query whether a game controller supports rumble
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* Added SDL_JoystickHasRumble() and SDL_JoystickHasRumbleTriggers() to query whether a joystick supports rumble
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* SDL's hidapi implementation is now available as a public API in SDL_hidapi.h
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Windows:
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* Added the hint SDL_HINT_IME_SHOW_UI to show native UI components instead of hiding them (defaults off)
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Linux:
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* Added the hint SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME to set the activity that's displayed by the system when the screensaver is disabled
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* Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices
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* Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices that will be opened in addition to the normal joystick detection
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* Added SDL_LinuxSetThreadPriorityAndPolicy() for more control over a thread priority on Linux
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Android:
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* Added support for audio output and capture using AAudio on Android 8.1 and newer
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* Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
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Apple Arcade:
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* Added SDL_GameControllerGetAppleSFSymbolsNameForButton() and SDL_GameControllerGetAppleSFSymbolsNameForAxis() to support Apple Arcade titles
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iOS:
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* Added documentation that the UIApplicationSupportsIndirectInputEvents key must be set to true in your application's Info.plist in order to get real Bluetooth mouse events.
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* Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
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