Atlas - WhatsNew.txt

Home / ext / SDL Lines: 1 | Size: 10155 bytes [Download] [Show on GitHub] [Search similar files] [Raw] [Raw (proxy)]
[FILE BEGIN]
1 2This is a list of major changes in SDL's version history. 3 4--------------------------------------------------------------------------- 53.4.0: 6--------------------------------------------------------------------------- 7 8General: 9* Added SDL_CreateAnimatedCursor() to create animated color cursors 10* Added SDL_HINT_MOUSE_DPI_SCALE_CURSORS to automatically scale cursors based on the display scale 11* Added SDL_SetWindowProgressState(), SDL_SetWindowProgressValue(), SDL_GetWindowProgressState(), and SDL_GetWindowProgressValue() to show progress in the window's taskbar icon on Windows and Linux 12* Added GPU device creation properties to enable the GPU API on older hardware if you're not using these features: 13 - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN 14 - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN 15 - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN 16 - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN 17 - SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN 18* Added SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER to enable configuring Vulkan features when creating a GPU device 19* Added SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN to allow requiring Vulkan hardware acceleration when creating a GPU device 20* Added SDL_GetGPUDeviceProperties() to query information from a GPU device: 21 - SDL_PROP_GPU_DEVICE_NAME_STRING 22 - SDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING 23 - SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING 24 - SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING 25* Added SDL_GetPixelFormatFromGPUTextureFormat() and SDL_GetGPUTextureFormatFromPixelFormat() 26* Added SDL_CreateGPURenderer() and SDL_GetGPURendererDevice() to create a 2D renderer for use with GPU rendering. 27* Added SDL_CreateGPURenderState(), SDL_SetGPURenderStateFragmentUniforms(), SDL_SetGPURenderState(), and SDL_DestroyGPURenderState() to use fragment shaders with a GPU 2D renderer 28* Added SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER to create a 2D texture from an existing GPU texture 29* Added SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER to get the GPU texture from a 2D texture when using the GPU 2D renderer 30* Added support for YUV textures and HDR colorspaces to the GPU 2D renderer 31* Added support for textures with palettes, and SDL_GetTexturePalette() and SDL_SetTexturePalette() to interact with them 32* Added SDL_RenderTexture9GridTiled() to do tiled instead of stretched 9-grid texture rendering 33* Added SDL_GetDefaultTextureScaleMode() and SDL_SetDefaultTextureScaleMode() to set the texture scale mode for new textures 34* Added SDL_GetRenderTextureAddressMode() and SDL_SetRenderTextureAddressMode() to change the texture addressing mode 35* Added SDL_TEXTURE_ADDRESS_WRAP to allow wrapping of textures if the renderer has SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN set 36* The default YUV colorspace is BT.601 limited range, for compatibility with SDL2 37* Added SDL_SCALEMODE_PIXELART as an improved scaling algorithm for pixel art without introducing blurring 38* Added SDL_FLIP_HORIZONTAL_AND_VERTICAL to flip a surface both horizontally and vertically 39* Added SDL_LoadPNG(), SDL_LoadPNG_IO(), SDL_SavePNG(), and SDL_SavePNG_IO() to load and save PNG images 40* Added SDL_LoadSurface() and SDL_LoadSurface_IO() to detect BMP and PNG formats and load them as surfaces 41* Added SDL_PROP_SURFACE_ROTATION_FLOAT to indicate the rotation needed to display camera images upright 42* Added SDL_RotateSurface() to create a rotated copy of a surface 43* SDL_EVENT_WINDOW_EXPOSED now sets data1 to true if it is sent during live resizing 44* Added SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED, which is sent when the usable desktop bounds change 45* Added SDL_EVENT_SCREEN_KEYBOARD_SHOWN, which is sent when the on-screen keyboard has been shown 46* Added SDL_EVENT_SCREEN_KEYBOARD_HIDDEN, which is sent when the on-screen keyboard has been hidden 47* Added pinch gesture events: SDL_EVENT_PINCH_BEGIN, SDL_EVENT_PINCH_UPDATE, SDL_EVENT_PINCH_END 48* SDL_EVENT_AUDIO_DEVICE_ADDED will be sent during initialization for each audio device 49* SDL_GetCameraPermissionState() returns SDL_CameraPermissionState instead of int 50* Added SDL_PutAudioStreamDataNoCopy() to do more efficient audio stream processing in some cases 51* Added SDL_PutAudioStreamPlanarData() to add planar audio data instead of interleaved data to an audio stream 52* 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. 53* Added SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN to allow streams that persist beyond the audio subsystem lifetime. 54* Added enhanced support for 8BitDo controllers 55* Added enhanced support for FlyDigi controllers 56* Added enhanced support for Hand Held Legend SInput controllers 57* Added support for wired Nintendo Switch 2 controllers when built with libusb 58* Added SDL_hid_get_properties() to associate SDL properties with HID devices 59* 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 60* Added SDL_SetRelativeMouseTransform() to add custom mouse input transformation 61* Added SDL_GetPenDeviceType() to determine whether a pen is on the screen or on a separate touchpad 62* SDL_HINT_MAIN_CALLBACK_RATE may be set to a floating point callback rate 63* Added SDL_GetEventDescription() to get an English description of an event, suitable for logging 64* Added SDL_PROP_IOSTREAM_MEMORY_FREE_FUNC_POINTER to allow custom freeing of the memory used by SDL_IOFromMem() and SDL_IOFromConstMem() 65* Added SDL_PROP_PROCESS_CREATE_WORKING_DIRECTORY_STRING to set the working directory for new processes 66* Added verbose log output when the DEBUG_INVOCATION environment variable is set to "1" 67* Added SDL_AddAtomicU32() 68* Added SDL_GetSystemPageSize() to get the system page size 69* Added SDL_ALIGNED() to signal that data should have a specific alignment 70 71Windows: 72* Added SDL_HINT_RENDER_DIRECT3D11_WARP to enable D3D11 software rasterization 73* Using SDL_InsertGPUDebugLabel(), SDL_PushGPUDebugGroup(), and SDL_PopGPUDebugGroup() requires WinPixEventRuntime.dll to be in your PATH or in the same directory as your executable 74* Added SDL_PROP_DISPLAY_WINDOWS_HMONITOR_POINTER so you can query the HMONITOR associated with a display 75* SDL_HINT_AUDIO_DEVICE_STREAM_ROLE is used by the WASAPI audio driver to set the audio stream category 76* Added SDL_HINT_AUDIO_DEVICE_RAW_STREAM to signal whether the OS audio driver should do additional signal processing 77* Added SDL_HINT_WINDOWS_RAW_KEYBOARD_EXCLUDE_HOTKEYS to allow disabling some system hotkeys when in raw input mode 78* SDL_HINT_WINDOWS_GAMEINPUT is disabled by default 79 80macOS: 81* Added SDL_HINT_MAC_PRESS_AND_HOLD to control whether holding down a key will repeat the pressed key or open the accents menu 82 83Linux: 84* Added atomic support for KMSDRM 85* Added SDL_HINT_KMSDRM_ATOMIC to control whether KMSDRM will use atomic functionality 86* Added SDL_PROP_DISPLAY_WAYLAND_WL_OUTPUT_POINTER so you can query the wl_output associated with a display 87 88Emscripten: 89* Added SDL_WINDOW_FILL_DOCUMENT to indicate that windows expand to fill the whole browser window 90* Added SDL_SetWindowFillDocument() to change whether windows expand to fill the whole browser window 91* 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 92* 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 93 94iOS: 95* SDL now supports window scenes, fixing the warning "CLIENT OF UIKIT REQUIRES UPDATE" 96* Added SDL_PROP_WINDOW_CREATE_WINDOWSCENE_POINTER to specify the window scene for a window 97 98visionOS: 99* The default refresh rate has been increased to 90Hz 100* SDL_SetWindowSize() changes the size of the window on Vision Pro headsets 101 102PlayStation 2: 103* 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 104 105Note: On Unix platforms SDL provides ELF notes describing its non-mandatory library dependencies in the format described by https://systemd.io/ELF_DLOPEN_METADATA/. Some of these libraries are quite important, so distribution vendors who package SDL should parse the ELF notes and consider generating dependencies at the packaging level, for example by using https://github.com/systemd/package-notes. Other libraries and games can add similar ELF notes to describe their own dependencies by using the SDL_ELF_NOTE_DLOPEN macro. 106 107 108--------------------------------------------------------------------------- 1093.2.22: 110--------------------------------------------------------------------------- 111* SDL_HINT_JOYSTICK_WGI is disabled by default 112 113 114--------------------------------------------------------------------------- 1153.2.16: 116--------------------------------------------------------------------------- 117* SDL_HINT_JOYSTICK_RAWINPUT is disabled by default 118 119 120--------------------------------------------------------------------------- 1213.2.10: 122--------------------------------------------------------------------------- 123* Added SDL_HINT_VIDEO_X11_EXTERNAL_WINDOW_INPUT to control whether XSelectInput() should be called on external windows to enable input events. 124 125 126--------------------------------------------------------------------------- 1273.2.4: 128--------------------------------------------------------------------------- 129* Added SDL_StretchSurface() 130 131 132--------------------------------------------------------------------------- 1333.2.0: 134--------------------------------------------------------------------------- 135 136Check out [migration guide](docs/README-migration.md) for details on API changes since SDL 2.0, and tips on transitioning your code from SDL2 code to SDL3. 137 138There have been too many changes to list them all, but here are some of the highlights: 139 140https://wiki.libsdl.org/SDL3/NewFeatures 141 142Thank you to all the people who have contributed code and feedback to the SDL 3.0 release! 143
[FILE END]
(C) 2025 0x4248 (C) 2025 4248 Media and 4248 Systems, All part of 0x4248 See LICENCE files for more information. Not all files are by 0x4248 always check Licencing.