369 lines
21 KiB
Plaintext
369 lines
21 KiB
Plaintext
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This is a list of major changes in SDL's version history.
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---------------------------------------------------------------------------
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2.0.8:
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---------------------------------------------------------------------------
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General:
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* Added SDL_fmod()
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* Each of the SDL math functions now has the corresponding float version
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Windows:
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* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
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Windows UWP:
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* Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
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Mac OSX / iOS / tvOS:
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* Added a Metal 2D render implementation
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* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
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---------------------------------------------------------------------------
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2.0.7:
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---------------------------------------------------------------------------
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General:
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* Added audio stream conversion functions:
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SDL_NewAudioStream
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SDL_AudioStreamPut
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SDL_AudioStreamGet
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SDL_AudioStreamAvailable
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SDL_AudioStreamFlush
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SDL_AudioStreamClear
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SDL_FreeAudioStream
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* Added functions to query and set the SDL memory allocation functions:
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SDL_GetMemoryFunctions()
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SDL_SetMemoryFunctions()
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SDL_GetNumAllocations()
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* Added locking functions for multi-threaded access to the joystick and game controller APIs:
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SDL_LockJoysticks()
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SDL_UnlockJoysticks()
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* The following functions are now thread-safe:
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SDL_SetEventFilter()
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SDL_GetEventFilter()
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SDL_AddEventWatch()
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SDL_DelEventWatch()
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General:
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---------------------------------------------------------------------------
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2.0.6:
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---------------------------------------------------------------------------
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General:
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* Added cross-platform Vulkan graphics support in SDL_vulkan.h
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SDL_Vulkan_LoadLibrary()
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SDL_Vulkan_GetVkGetInstanceProcAddr()
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SDL_Vulkan_GetInstanceExtensions()
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SDL_Vulkan_CreateSurface()
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SDL_Vulkan_GetDrawableSize()
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SDL_Vulkan_UnloadLibrary()
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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_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 functions to return information about a joystick before it's opened:
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SDL_JoystickGetDeviceVendor()
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SDL_JoystickGetDeviceProduct()
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SDL_JoystickGetDeviceProductVersion()
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SDL_JoystickGetDeviceType()
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SDL_JoystickGetDeviceInstanceID()
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* Added functions to return information about an open joystick:
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SDL_JoystickGetVendor()
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SDL_JoystickGetProduct()
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SDL_JoystickGetProductVersion()
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SDL_JoystickGetType()
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SDL_JoystickGetAxisInitialState()
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* Added functions to return information about an open game controller:
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SDL_GameControllerGetVendor()
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SDL_GameControllerGetProduct()
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SDL_GameControllerGetProductVersion()
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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_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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* 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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"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
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"1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
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* Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read from raw mouse input
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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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* 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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* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
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* Updated the GUID format for game controller mappings, older mappings will be automatically 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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* Added an experimental KMS/DRM video driver for embedded development
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iOS:
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* Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
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---------------------------------------------------------------------------
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2.0.5:
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---------------------------------------------------------------------------
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General:
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* Implemented audio capture support for some platforms
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* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
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* Added events for dragging and dropping text
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* Added events for dragging and dropping multiple items
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* By default the click raising a window will not be delivered to the SDL application. You can set the hint SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to "1" to allow that click through to the window.
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* Saving a surface with an alpha channel as a BMP will use a newer BMP format that supports alpha information. You can set the hint SDL_HINT_BMP_SAVE_LEGACY_FORMAT to "1" to use the old format.
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* Added SDL_GetHintBoolean() to get the boolean value of a hint
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* Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
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* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
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* Added SDL_GetDisplayUsableBounds() which returns the area usable for windows. For example, on Mac OS X, this subtracts the area occupied by the menu bar and dock.
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* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
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* Added a window event SDL_WINDOWEVENT_HIT_TEST when a window had a hit test that wasn't SDL_HITTEST_NORMAL (e.g. in the title bar or window frame)
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* Added SDL_SetWindowResizable() to change whether a window is resizable
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* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
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* Added SDL_SetWindowModalFor() to set a window as modal for another window
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* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
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* Fixed flipped images when reading back from target textures when using the OpenGL renderer
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* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
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* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
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Windows:
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* Added a hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to prevent SDL from raising a debugger exception to name threads. This exception can cause problems with .NET applications when running under a debugger.
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* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
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* Fixed XBox controller triggers automatically being pulled at startup
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* The first icon from the executable is used as the default window icon at runtime
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* Fixed SDL log messages being printed twice if SDL was built with C library support
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* Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
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Mac OS X:
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* Fixed selecting the dummy video driver
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* The caps lock key now generates a pressed event when pressed and a released event when released, instead of a press/release event pair when pressed.
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* Fixed mouse wheel events on Mac OS X 10.12
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* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
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Linux:
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* Added support for the Fcitx IME
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* Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
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* Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
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* Added initial support for touchscreens on Raspberry Pi
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OpenBSD:
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* SDL_GetBasePath() is now implemented on OpenBSD
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iOS:
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* Added support for dynamically loaded objects on iOS 8 and newer
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tvOS:
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* Added support for Apple TV
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* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.
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Android:
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* Fixed SDL not resizing window when Android screen resolution changes
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* Corrected the joystick Z axis reporting for the accelerometer
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Emscripten (running in a web browser):
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* Many bug fixes and improvements
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---------------------------------------------------------------------------
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2.0.4:
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---------------------------------------------------------------------------
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General:
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* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
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* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
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* Added an API to queue audio instead of using the audio callback:
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SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
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* Added events for audio device hot plug support:
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SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
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* Added SDL_PointInRect()
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* Added SDL_HasAVX2() to detect CPUs with AVX2 support
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* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
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* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
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* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
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* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
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* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
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* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
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* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
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* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
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* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
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* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
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* Added a Vivante video driver that is used on various SoC platforms
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* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated
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* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
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* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
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* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
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* Improved support for WAV and BMP files with unusual chunks in them
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* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
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* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
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* Added SDL_GetDisplayDPI() to get the DPI information for a display
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* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
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* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
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* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
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Windows:
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* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
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* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
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* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
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* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
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* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
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* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
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* SDL_SysWMinfo now contains the window HDC
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* Added support for Unicode command line options
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* Prevent beeping when Alt-key combos are pressed
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* SDL_SetTextInputRect() re-positions the OS-rendered IME
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* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
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* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
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Mac OS X:
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* Implemented drag-and-drop support
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* Improved joystick hot-plug detection
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* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
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* Fixed relative mouse mode when the application loses/regains focus
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* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
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* Fixed the refresh rate of display modes
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* SDL_SysWMInfo is now ARC-compatible
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* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
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Linux:
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* Enabled building with Mir and Wayland support by default.
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* Added IBus IME support
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* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
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* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
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* Added support for multiple audio devices when using Pulseaudio
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* Fixed duplicate mouse events when using relative mouse motion
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iOS:
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* Added support for iOS 8
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* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
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* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
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* Added native resolution support for the iPhone 6 Plus
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* Added support for MFi game controllers
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* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
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* Added sRGB OpenGL ES context support on iOS 7+
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* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
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* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
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* Fixed various rotation and orientation issues
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* Fixed memory leaks
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Android:
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* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
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* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
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* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
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* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
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Raspberry Pi:
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* Added support for the Raspberry Pi 2
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---------------------------------------------------------------------------
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2.0.3:
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---------------------------------------------------------------------------
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Mac OS X:
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* Fixed creating an OpenGL context by default on Mac OS X 10.6
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---------------------------------------------------------------------------
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2.0.2:
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---------------------------------------------------------------------------
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General:
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* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
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* Added an API to load a database of game controller mappings from a file:
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SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
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* Added game controller mappings for the PS4 and OUYA controllers
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* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
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* Added SDL_DetachThread()
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* Added SDL_HasAVX() to determine if the CPU has AVX features
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* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
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* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
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them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
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* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
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* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
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* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
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* testgl2 does not need to link with libGL anymore
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* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
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* Added controllermap test program to visually map a game controller
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Windows:
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* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
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the driver or emulated through ANGLE)
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* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
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* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
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* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
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Mac OS X:
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* 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.
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Linux:
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* Fixed fullscreen and focused behavior when receiving NotifyGrab events
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* Added experimental Wayland and Mir support, disabled by default
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Android:
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* Joystick support (minimum SDK version required to build SDL is now 12,
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the required runtime version remains at 10, but on such devices joystick
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support won't be available).
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* Hotplugging support for joysticks
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* 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.
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---------------------------------------------------------------------------
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2.0.1:
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---------------------------------------------------------------------------
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General:
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* Added an API to get common filesystem paths in SDL_filesystem.h:
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SDL_GetBasePath(), SDL_GetPrefPath()
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* Added an API to do optimized YV12 and IYUV texture updates:
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SDL_UpdateYUVTexture()
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* Added an API to get the amount of RAM on the system:
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SDL_GetSystemRAM()
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* Added a macro to perform timestamp comparisons with SDL_GetTicks():
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SDL_TICKS_PASSED()
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* Dramatically improved OpenGL ES 2.0 rendering performance
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* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
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Windows:
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* Created a static library configuration for the Visual Studio 2010 project
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* Added a hint to create the Direct3D device with support for multi-threading:
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SDL_HINT_RENDER_DIRECT3D_THREADSAFE
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* Added a function to get the D3D9 adapter index for a display:
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SDL_Direct3D9GetAdapterIndex()
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* Added a function to get the D3D9 device for a D3D9 renderer:
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SDL_RenderGetD3D9Device()
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* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
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* Fixed crash when using two XInput controllers at the same time
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* Fixed detecting a mixture of XInput and DirectInput controllers
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* Fixed clearing a D3D render target larger than the window
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* Improved support for format specifiers in SDL_snprintf()
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Mac OS X:
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* Added support for retina displays:
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Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
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* Fixed mouse warping in fullscreen mode
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* Right mouse click is emulated by holding the Ctrl key while left clicking
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Linux:
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* Fixed float audio support with the PulseAudio driver
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* Fixed missing line endpoints in the OpenGL renderer on some drivers
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* X11 symbols are no longer defined to avoid collisions when linking statically
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iOS:
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* Fixed status bar visibility on iOS 7
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* Flipped the accelerometer Y axis to match expected values
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Android:
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IMPORTANT: You MUST get the updated SDLActivity.java to match C code
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* Moved EGL initialization to native code
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* Fixed the accelerometer axis rotation relative to the device rotation
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* Fixed race conditions when handling the EGL context on pause/resume
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* Touch devices are available for enumeration immediately after init
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Raspberry Pi:
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* Added support for the Raspberry Pi, see README-raspberrypi.txt for details
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