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SDL2: Add Windows SDL2 development files.
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Bugs are now managed in the SDL bug tracker, here: | ||
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http://bugzilla.libsdl.org/ | ||
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You may report bugs there, and search to see if a given issue has already | ||
been reported, discussed, and maybe even fixed. | ||
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You may also find help on the SDL mailing list. Subscription information: | ||
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http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org | ||
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Bug reports are welcome here, but we really appreciate if you use Bugzilla, as | ||
bugs discussed on the mailing list may be forgotten or missed. | ||
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Simple DirectMedia Layer | ||
Copyright (C) 1997-2016 Sam Lantinga <[email protected]> | ||
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This software is provided 'as-is', without any express or implied | ||
warranty. In no event will the authors be held liable for any damages | ||
arising from the use of this software. | ||
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Permission is granted to anyone to use this software for any purpose, | ||
including commercial applications, and to alter it and redistribute it | ||
freely, subject to the following restrictions: | ||
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1. The origin of this software must not be misrepresented; you must not | ||
claim that you wrote the original software. If you use this software | ||
in a product, an acknowledgment in the product documentation would be | ||
appreciated but is not required. | ||
2. Altered source versions must be plainly marked as such, and must not be | ||
misrepresented as being the original software. | ||
3. This notice may not be removed or altered from any source distribution. | ||
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Please distribute this file with the SDL runtime environment: | ||
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The Simple DirectMedia Layer (SDL for short) is a cross-platform library | ||
designed to make it easy to write multi-media software, such as games and | ||
emulators. | ||
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The Simple DirectMedia Layer library source code is available from: | ||
http://www.libsdl.org/ | ||
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This library is distributed under the terms of the zlib license: | ||
http://www.zlib.net/zlib_license.html | ||
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Simple DirectMedia Layer | ||
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(SDL) | ||
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Version 2.0 | ||
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--- | ||
http://www.libsdl.org/ | ||
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Simple DirectMedia Layer is a cross-platform development library designed | ||
to provide low level access to audio, keyboard, mouse, joystick, and graphics | ||
hardware via OpenGL and Direct3D. It is used by video playback software, | ||
emulators, and popular games including Valve's award winning catalog | ||
and many Humble Bundle games. | ||
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More extensive documentation is available in the docs directory, starting | ||
with README.md | ||
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Enjoy! | ||
Sam Lantinga ([email protected]) |
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This is a list of major changes in SDL's version history. | ||
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--------------------------------------------------------------------------- | ||
2.0.4: | ||
--------------------------------------------------------------------------- | ||
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General: | ||
* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information | ||
* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information | ||
* Added an API to queue audio instead of using the audio callback: | ||
SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio() | ||
* Added events for audio device hot plug support: | ||
SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED | ||
* Added SDL_PointInRect() | ||
* Added SDL_HasAVX2() to detect CPUs with AVX2 support | ||
* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas) | ||
* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any | ||
* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer | ||
* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window | ||
* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space | ||
* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window | ||
* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not | ||
* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension) | ||
* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms | ||
* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers | ||
* Added a Vivante video driver that is used on various SoC platforms | ||
* 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 | ||
* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling | ||
* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads | ||
* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines | ||
* Improved support for WAV and BMP files with unusual chunks in them | ||
* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState | ||
* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden | ||
* Added SDL_GetDisplayDPI() to get the DPI information for a display | ||
* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick | ||
* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to. | ||
* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to. | ||
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Windows: | ||
* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform) | ||
* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint | ||
* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds | ||
* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage() | ||
* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop | ||
* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field | ||
* SDL_SysWMinfo now contains the window HDC | ||
* Added support for Unicode command line options | ||
* Prevent beeping when Alt-key combos are pressed | ||
* SDL_SetTextInputRect() re-positions the OS-rendered IME | ||
* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed | ||
* 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: | ||
* Implemented drag-and-drop support | ||
* Improved joystick hot-plug detection | ||
* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations | ||
* Fixed relative mouse mode when the application loses/regains focus | ||
* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode | ||
* Fixed the refresh rate of display modes | ||
* SDL_SysWMInfo is now ARC-compatible | ||
* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process | ||
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Linux: | ||
* Enabled building with Mir and Wayland support by default. | ||
* Added IBus IME support | ||
* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events | ||
* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow() | ||
* Added support for multiple audio devices when using Pulseaudio | ||
* Fixed duplicate mouse events when using relative mouse motion | ||
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iOS: | ||
* Added support for iOS 8 | ||
* 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 | ||
* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior) | ||
* Added native resolution support for the iPhone 6 Plus | ||
* Added support for MFi game controllers | ||
* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK | ||
* Added sRGB OpenGL ES context support on iOS 7+ | ||
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER | ||
* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view | ||
* Fixed various rotation and orientation issues | ||
* Fixed memory leaks | ||
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Android: | ||
* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events | ||
* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION | ||
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER | ||
* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox() | ||
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Raspberry Pi: | ||
* Added support for the Raspberry Pi 2 | ||
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--------------------------------------------------------------------------- | ||
2.0.3: | ||
--------------------------------------------------------------------------- | ||
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Mac OS X: | ||
* Fixed creating an OpenGL context by default on Mac OS X 10.6 | ||
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--------------------------------------------------------------------------- | ||
2.0.2: | ||
--------------------------------------------------------------------------- | ||
General: | ||
* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values | ||
* Added an API to load a database of game controller mappings from a file: | ||
SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW() | ||
* Added game controller mappings for the PS4 and OUYA controllers | ||
* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler() | ||
* Added SDL_DetachThread() | ||
* Added SDL_HasAVX() to determine if the CPU has AVX features | ||
* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines | ||
* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share | ||
them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT | ||
* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc. | ||
* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior. | ||
* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping. | ||
* testgl2 does not need to link with libGL anymore | ||
* Added testgles2 test program to demonstrate working with OpenGL ES 2.0 | ||
* Added controllermap test program to visually map a game controller | ||
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Windows: | ||
* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via | ||
the driver or emulated through ANGLE) | ||
* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE | ||
* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context. | ||
* 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: | ||
* 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: | ||
* Fixed fullscreen and focused behavior when receiving NotifyGrab events | ||
* Added experimental Wayland and Mir support, disabled by default | ||
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Android: | ||
* Joystick support (minimum SDK version required to build SDL is now 12, | ||
the required runtime version remains at 10, but on such devices joystick | ||
support won't be available). | ||
* Hotplugging support for joysticks | ||
* 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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--------------------------------------------------------------------------- | ||
2.0.1: | ||
--------------------------------------------------------------------------- | ||
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General: | ||
* Added an API to get common filesystem paths in SDL_filesystem.h: | ||
SDL_GetBasePath(), SDL_GetPrefPath() | ||
* Added an API to do optimized YV12 and IYUV texture updates: | ||
SDL_UpdateYUVTexture() | ||
* Added an API to get the amount of RAM on the system: | ||
SDL_GetSystemRAM() | ||
* Added a macro to perform timestamp comparisons with SDL_GetTicks(): | ||
SDL_TICKS_PASSED() | ||
* Dramatically improved OpenGL ES 2.0 rendering performance | ||
* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE | ||
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Windows: | ||
* Created a static library configuration for the Visual Studio 2010 project | ||
* Added a hint to create the Direct3D device with support for multi-threading: | ||
SDL_HINT_RENDER_DIRECT3D_THREADSAFE | ||
* Added a function to get the D3D9 adapter index for a display: | ||
SDL_Direct3D9GetAdapterIndex() | ||
* Added a function to get the D3D9 device for a D3D9 renderer: | ||
SDL_RenderGetD3D9Device() | ||
* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred) | ||
* Fixed crash when using two XInput controllers at the same time | ||
* Fixed detecting a mixture of XInput and DirectInput controllers | ||
* Fixed clearing a D3D render target larger than the window | ||
* Improved support for format specifiers in SDL_snprintf() | ||
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Mac OS X: | ||
* Added support for retina displays: | ||
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. | ||
* Fixed mouse warping in fullscreen mode | ||
* Right mouse click is emulated by holding the Ctrl key while left clicking | ||
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Linux: | ||
* Fixed float audio support with the PulseAudio driver | ||
* Fixed missing line endpoints in the OpenGL renderer on some drivers | ||
* X11 symbols are no longer defined to avoid collisions when linking statically | ||
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iOS: | ||
* Fixed status bar visibility on iOS 7 | ||
* Flipped the accelerometer Y axis to match expected values | ||
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Android: | ||
IMPORTANT: You MUST get the updated SDLActivity.java to match C code | ||
* Moved EGL initialization to native code | ||
* Fixed the accelerometer axis rotation relative to the device rotation | ||
* Fixed race conditions when handling the EGL context on pause/resume | ||
* Touch devices are available for enumeration immediately after init | ||
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Raspberry Pi: | ||
* Added support for the Raspberry Pi, see README-raspberrypi.txt for details |
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