SDL Versions Save

Simple Directmedia Layer

release-2.26.0

1 year ago

In addition to lots of bug fixes, here are the major changes in this release:

General:

  • Updated OpenGL headers to the latest API from The Khronos Group Inc.
  • Added SDL_GetWindowSizeInPixels() to get the window size in pixels, which may differ from the window coordinate size for windows with high-DPI support
  • Added simulated vsync synchronization for the software renderer
  • Added the mouse position to SDL_MouseWheelEvent
  • Added SDL_ResetHints() to reset all hints to their default values
  • Added SDL_GetJoystickGUIDInfo() to get device information encoded in a joystick GUID
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 to control whether the HIDAPI driver for XBox 360 controllers should be used
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED to control whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS to control whether the HIDAPI driver for XBox 360 wireless controllers should be used
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE to control whether the HIDAPI driver for XBox One controllers should be used
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED to control the brightness of the XBox One guide button LED
  • Added support for PS3 controllers to the HIDAPI driver, enabled by default on macOS, controlled by the SDL_HINT_JOYSTICK_HIDAPI_PS3 hint
  • Added support for Nintendo Wii controllers to the HIDAPI driver, not enabled by default, controlled by the SDL_HINT_JOYSTICK_HIDAPI_WII hint
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED to control whether the player LED should be lit on the Nintendo Wii controllers
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS to control whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
  • Added access to the individual left and right gyro sensors of the combined Joy-Cons controller
  • Added a microsecond timestamp to SDL_SensorEvent and SDL_ControllerSensorEvent, when the hardware provides that information
  • Added SDL_SensorGetDataWithTimestamp() and SDL_GameControllerGetSensorDataWithTimestamp() to retrieve the last sensor data with the associated microsecond timestamp
  • Added the hint SDL_HINT_HIDAPI_IGNORE_DEVICES to have the SDL HID API ignore specific devices
  • SDL_GetRevision() now includes more information about the SDL build, including the git commit hash if available

Windows:

  • Added the hint SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE to control whether the system mouse acceleration curve is used for relative mouse motion

macOS:

  • Implemented vsync synchronization on macOS 12

Linux:

  • Added SDL_SetPrimarySelectionText(), SDL_GetPrimarySelectionText(), and SDL_HasPrimarySelectionText() to interact with the X11 primary selection clipboard
  • Added the hint SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP to control whether mouse pointer warp emulation is enabled under Wayland

Android:

  • Enabled IME soft keyboard input
  • Added version checking to make sure the SDL Java and C code are compatible

prerelease-2.25.1

1 year ago

This is a release candidate for 2.26

In addition to lots of bug fixes, here are the major changes in this release:

General:

  • Updated OpenGL headers to the latest API from The Khronos Group Inc.
  • Added SDL_GetWindowSizeInPixels() to get the window size in pixels, which may differ from the window coordinate size for windows with high-DPI support
  • Added simulated vsync synchronization for the software renderer
  • Added the mouse position to SDL_MouseWheelEvent
  • Added SDL_ResetHints() to reset all hints to their default values
  • Added SDL_GetJoystickGUIDInfo() to get device information encoded in a joystick GUID
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 to control whether the HIDAPI driver for XBox 360 controllers should be used
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED to control whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS to control whether the HIDAPI driver for XBox 360 wireless controllers should be used
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE to control whether the HIDAPI driver for XBox One controllers should be used
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED to control the brightness of the XBox One guide button LED
  • Added support for PS3 controllers to the HIDAPI driver, enabled by default on macOS, controlled by the SDL_HINT_JOYSTICK_HIDAPI_PS3 hint
  • Added support for Nintendo Wii controllers to the HIDAPI driver, not enabled by default, controlled by the SDL_HINT_JOYSTICK_HIDAPI_WII hint
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED to control whether the player LED should be lit on the Nintendo Wii controllers
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS to control whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
  • Added access to the individual left and right gyro sensors of the combined Joy-Cons controller
  • Added a microsecond timestamp to SDL_SensorEvent and SDL_ControllerSensorEvent, when the hardware provides that information
  • Added SDL_SensorGetDataWithTimestamp() and SDL_GameControllerGetSensorDataWithTimestamp() to retrieve the last sensor data with the associated microsecond timestamp
  • Added the hint SDL_HINT_HIDAPI_IGNORE_DEVICES to have the SDL HID API ignore specific devices
  • SDL_GetRevision() now includes more information about the SDL build, including the git commit hash if available

Windows:

  • Added the hint SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE to control whether the system mouse acceleration curve is used for relative mouse motion

macOS:

  • Implemented vsync synchronization on macOS 12

Linux:

  • Added SDL_SetPrimarySelectionText(), SDL_GetPrimarySelectionText(), and SDL_HasPrimarySelectionText() to interact with the X11 primary selection clipboard
  • Added the hint SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP to control whether mouse pointer warp emulation is enabled under Wayland

Android:

  • Enabled IME soft keyboard input
  • Added version checking to make sure the SDL Java and C code are compatible

release-2.24.2

1 year ago

This is a stable bugfix release, with the following changes:

Windows

  • Only check to see if the ICC profile changes when the display changes or we gain focus
  • Fixed window resize handing when using the D3D12 renderer
  • Fixed Xbox controller detection on Windows XP

macOS

  • Fixed long delay in SDL_CloseAudioDevice()

Linux

  • Fixed crash in Wayland_HasScreenKeyboardSupport()

FreeBSD

  • Fixed building without GNU sort, but warn that dynamic libraries won't be found

Emscripten

  • Fixed infinite recursion related to mutexes on startup

OS/2

  • Fixes and improvements to SDL_LoadObject() functionality

release-2.24.1

1 year ago

This is a stable bugfix release, with the following changes:

General

  • Fixed shader compilation issues using the OpenGL ES2 renderer
  • Fixed configure tests failing when using clang 15

Windows

  • Fixed running on Windows XP
  • Fixed invalid executables being created with mingw based compilers

macOS

  • Fixed new windows setting the SDL_WINDOW_BORDERLESS flag incorrectly
  • Fixed audio race condition on shutdown
  • Fixed crash if there are no input devices available

FreeBSD

  • Building requires GNU sort, which is now checked at configure time
  • Fixed building with libusb not dynamically loaded, enabling HIDAPI support

release-2.24.0

1 year ago

In addition to lots of bug fixes, here are the major changes in this release:

General:

  • New version numbering scheme, similar to GLib and Flatpak.
    • An even number in the minor version (second component) indicates a production-ready stable release such as 2.24.0, which would have been 2.0.24 under the old system.
      • The patchlevel (micro version, third component) indicates a bugfix-only update: for example, 2.24.1 would be a bugfix-only release to fix bugs in 2.24.0, without adding new features.
    • An odd number in the minor version indicates a prerelease such as 2.23.0. Stable distributions should not use these prereleases.
      • The patchlevel indicates successive prereleases, for example 2.23.1 and 2.23.2 would be prereleases during development of the SDL 2.24.0 stable release.
  • Added SDL_GetPointDisplayIndex() and SDL_GetRectDisplayIndex() to get the display associated with a point and rectangle in screen space
  • Added SDL_bsearch(), SDL_crc16(), and SDL_utf8strnlen() to the stdlib routines
  • Added SDL_CPUPauseInstruction() as a macro in SDL_atomic.h
  • Added SDL_size_mul_overflow() and SDL_size_add_overflow() for better size overflow protection
  • Added SDL_ResetHint() to reset a hint to the default value
  • Added SDL_ResetKeyboard() to reset SDL's internal keyboard state, generating key up events for all currently pressed keys
  • Added the hint SDL_HINT_MOUSE_RELATIVE_WARP_MOTION to control whether mouse warping generates motion events in relative mode. This hint defaults off.
  • Added the hint SDL_HINT_TRACKPAD_IS_TOUCH_ONLY to control whether trackpads are treated as touch devices or mice. By default touchpads are treated as mouse input.
  • The hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS now defaults on
  • Added support for mini-gamepad mode for Nintendo Joy-Con controllers using the HIDAPI driver
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS to control whether Joy-Con controllers are automatically merged into a unified gamepad when using the HIDAPI driver. This hint defaults on.
  • The hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED can be set to a floating point value to set the brightness of the Home LED on Nintendo Switch controllers
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED to set the Home LED brightness for the Nintendo Joy-Con controllers. By default the Home LED is not modified.
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED to control whether the player LED should be lit on the Nintendo Joy-Con controllers
  • Added support for Nintendo Online classic controllers using the HIDAPI driver
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC to control whether the HIDAPI driver for Nintendo Online classic controllers should be used
  • Added support for the NVIDIA Shield Controller to the HIDAPI driver, supporting rumble and battery status
  • Added support for NVIDIA SHIELD controller to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_SHIELD to control whether this is used
  • Added functions to get the platform dependent name for a joystick or game controller:
    • SDL_JoystickPathForIndex()
    • SDL_JoystickPath()
    • SDL_GameControllerPathForIndex()
    • SDL_GameControllerPath()
  • Added SDL_GameControllerGetFirmwareVersion() and SDL_JoystickGetFirmwareVersion(), currently implemented for DualSense(tm) Wireless Controllers using HIDAPI
  • Added SDL_JoystickAttachVirtualEx() for extended virtual controller support
  • Added joystick event SDL_JOYBATTERYUPDATED for when battery status changes
  • Added SDL_GUIDToString() and SDL_GUIDFromString() to convert between SDL GUID and string
  • Added SDL_HasLSX() and SDL_HasLASX() to detect LoongArch SIMD support
  • Added SDL_GetOriginalMemoryFunctions()
  • Added SDL_GetDefaultAudioInfo() to get the name and format of the default audio device, currently implemented for PipeWire, PulseAudio, WASAPI, and DirectSound
  • Added HIDAPI driver for the NVIDIA SHIELD controller (2017 model) to enable support for battery status and rumble
  • Added support for opening audio devices with 3 or 5 channels (2.1, 4.1). All channel counts from Mono to 7.1 are now supported.
  • Rewrote audio channel converters used by SDL_AudioCVT, based on the channel matrix coefficients used as the default for FAudio voices
  • SDL log messages are no longer limited to 4K and can be any length
  • Fixed a long-standing calling convention issue with dynapi affecting OpenWatcom or OS/2 builds

Windows:

  • Added initial support for building for Windows and Xbox with Microsoft's Game Development Kit (GDK), see docs/README-gdk.md for details
  • Added a D3D12 renderer implementation and SDL_RenderGetD3D12Device() to retrieve the D3D12 device associated with it
  • Added the hint SDL_HINT_WINDOWS_DPI_AWARENESS to set whether the application is DPI-aware. This hint must be set before initializing the video subsystem
  • Added the hint SDL_HINT_WINDOWS_DPI_SCALING to control whether the SDL coordinates are in DPI-scaled points or pixels
  • Added the hint SDL_HINT_DIRECTINPUT_ENABLED to control whether the DirectInput driver should be used
  • Added support for SDL_GetAudioDeviceSpec to the DirectSound backend

Linux:

  • Support for XVidMode has been removed, mode changes are only supported using the XRandR extension
  • Added the hint SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION to control whether to expose a set of emulated modes in addition to the native resolution modes available on Wayland
  • Added the hint SDL_HINT_KMSDRM_DEVICE_INDEX to specify which KMSDRM device to use if the default is not desired
  • Added the hint SDL_HINT_LINUX_DIGITAL_HATS to control whether to treat hats as digital rather than checking to see if they may be analog
  • Added the hint SDL_HINT_LINUX_HAT_DEADZONES to control whether to use deadzones on analog hats

macOS:

  • Bumped minimum OS deployment version to macOS 10.9
  • Added SDL_GL_FLOATBUFFERS to allow Cocoa GL contexts to use EDR
  • Added the hint SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH to control whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing. This hint defaults to blocking, which is the safer option on modern macOS.

prerelease-2.23.2

1 year ago

This is a release candidate for 2.24.0. Please let us know if there are any regressions or showstoppers at https://github.com/libsdl-org/SDL/issues

In addition to many bug fixes, here are the API changes since 2.0.22: General:

  • New version numbering scheme, similar to GLib and Flatpak.
    • An even number in the minor version (second component) indicates a production-ready stable release such as 2.24.0, which would have been 2.0.24 under the old system.
      • The patchlevel (micro version, third component) indicates a bugfix-only update: for example, 2.24.1 would be a bugfix-only release to fix bugs in 2.24.0, without adding new features.
    • An odd number in the minor version indicates a prerelease such as 2.23.0. Stable distributions should not use these prereleases.
      • The patchlevel indicates successive prereleases, for example 2.23.1 and 2.23.2 would be prereleases during development of the SDL 2.24.0 stable release.
  • Added SDL_GetPointDisplayIndex() and SDL_GetRectDisplayIndex() to get the display associated with a point and rectangle in screen space
  • Added SDL_bsearch(), SDL_crc16(), and SDL_utf8strnlen() to the stdlib routines
  • Added SDL_CPUPauseInstruction() as a macro in SDL_atomic.h
  • Added SDL_size_mul_overflow() and SDL_size_add_overflow() for better size overflow protection
  • Added SDL_ResetHint() to reset a hint to the default value
  • Added SDL_ResetKeyboard() to reset SDL's internal keyboard state, generating key up events for all currently pressed keys
  • Added the hint SDL_HINT_MOUSE_RELATIVE_WARP_MOTION to control whether mouse warping generates motion events in relative mode. This hint defaults off.
  • Added the hint SDL_HINT_TRACKPAD_IS_TOUCH_ONLY to control whether trackpads are treated as touch devices or mice. By default touchpads are treated as mouse input.
  • The hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS now defaults on
  • Added support for mini-gamepad mode for Nintendo Joy-Con controllers using the HIDAPI driver
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS to control whether Joy-Con controllers are automatically merged into a unified gamepad when using the HIDAPI driver. This hint defaults on.
  • The hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED can be set to a floating point value to set the brightness of the Home LED on Nintendo Switch controllers
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED to set the Home LED brightness for the Nintendo Joy-Con controllers. By default the Home LED is not modified.
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED to control whether the player LED should be lit on the Nintendo Joy-Con controllers
  • Added support for Nintendo Online classic controllers using the HIDAPI driver
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC to control whether the HIDAPI driver for Nintendo Online classic controllers should be used
  • Added support for the NVIDIA Shield Controller to the HIDAPI driver, supporting rumble and battery status
  • Added support for NVIDIA SHIELD controller to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_SHIELD to control whether this is used
  • Added functions to get the platform dependent name for a joystick or game controller:
    • SDL_JoystickPathForIndex()
    • SDL_JoystickPath()
    • SDL_GameControllerPathForIndex()
    • SDL_GameControllerPath()
  • Added SDL_GameControllerGetFirmwareVersion() and SDL_JoystickGetFirmwareVersion(), currently implemented for DualSense(tm) Wireless Controllers using HIDAPI
  • Added SDL_JoystickAttachVirtualEx() for extended virtual controller support
  • Added joystick event SDL_JOYBATTERYUPDATED for when battery status changes
  • Added SDL_GUIDToString() and SDL_GUIDFromString() to convert between SDL GUID and string
  • Added SDL_HasLSX() and SDL_HasLASX() to detect LoongArch SIMD support
  • Added SDL_GetOriginalMemoryFunctions()
  • Added SDL_GetDefaultAudioInfo() to get the name and format of the default audio device, currently implemented for PipeWire, PulseAudio, WASAPI, and DirectSound
  • Added HIDAPI driver for the NVIDIA SHIELD controller (2017 model) to enable support for battery status and rumble
  • Added support for opening audio devices with 3 or 5 channels (2.1, 4.1). All channel counts from Mono to 7.1 are now supported.
  • Rewrote audio channel converters used by SDL_AudioCVT, based on the channel matrix coefficients used as the default for FAudio voices
  • SDL log messages are no longer limited to 4K and can be any length
  • Fixed a long-standing calling convention issue with dynapi affecting OpenWatcom or OS/2 builds

Windows:

  • Added initial support for building for Windows and Xbox with Microsoft's Game Development Kit (GDK), see docs/README-gdk.md for details
  • Added a D3D12 renderer implementation and SDL_RenderGetD3D12Device() to retrieve the D3D12 device associated with it
  • Added the hint SDL_HINT_WINDOWS_DPI_AWARENESS to set whether the application is DPI-aware. This hint must be set before initializing the video subsystem
  • Added the hint SDL_HINT_WINDOWS_DPI_SCALING to control whether the SDL coordinates are in DPI-scaled points or pixels
  • Added the hint SDL_HINT_DIRECTINPUT_ENABLED to control whether the DirectInput driver should be used
  • Added support for SDL_GetAudioDeviceSpec to the DirectSound backend

Linux:

  • Support for XVidMode has been removed, mode changes are only supported using the XRandR extension
  • Added the hint SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION to control whether to expose a set of emulated modes in addition to the native resolution modes available on Wayland
  • Added the hint SDL_HINT_KMSDRM_DEVICE_INDEX to specify which KMSDRM device to use if the default is not desired
  • Added the hint SDL_HINT_LINUX_DIGITAL_HATS to control whether to treat hats as digital rather than checking to see if they may be analog
  • Added the hint SDL_HINT_LINUX_HAT_DEADZONES to control whether to use deadzones on analog hats

macOS:

  • Bumped minimum OS deployment version to macOS 10.9
  • Added SDL_GL_FLOATBUFFERS to allow Cocoa GL contexts to use EDR
  • Added the hint SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH to control whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing. This hint defaults to blocking, which is the safer option on modern macOS.

prerelease-2.23.1

1 year ago

This is a testing pre-release, with improved CMake support.

In addition to many bug fixes, here are the API changes since 2.0.22: General:

  • New version numbering scheme, similar to GLib and Flatpak.
    • An even number in the minor version (second component) indicates a production-ready stable release such as 2.24.0, which would have been 2.0.24 under the old system.
      • The patchlevel (micro version, third component) indicates a bugfix-only update: for example, 2.24.1 would be a bugfix-only release to fix bugs in 2.24.0, without adding new features.
    • An odd number in the minor version indicates a prerelease such as 2.23.0. Stable distributions should not use these prereleases.
      • The patchlevel indicates successive prereleases, for example 2.23.1 and 2.23.2 would be prereleases during development of the SDL 2.24.0 stable release.
  • Added SDL_bsearch() and SDL_utf8strnlen() to the stdlib routines
  • Added SDL_size_mul_overflow() and SDL_size_add_overflow() for better size overflow protection
  • Added functions to get the platform dependent name for a joystick or game controller:
    • SDL_JoystickPathForIndex()
    • SDL_JoystickPath()
    • SDL_GameControllerPathForIndex()
    • SDL_GameControllerPath()
  • Added SDL_GameControllerGetFirmwareVersion() and SDL_JoystickGetFirmwareVersion(), currently implemented for DualSense(tm) Wireless Controllers using HIDAPI
  • Added SDL_JoystickAttachVirtualEx() for extended virtual controller support
  • Added joystick event SDL_JOYBATTERYUPDATED for when battery status changes.
  • Added SDL_GUIDToString() and SDL_GUIDFromString() to convert between SDL GUID and string
  • Added SDL_HasLSX() and SDL_HasLASX() to detect LoongArch SIMD support

Windows:

  • Added a D3D12 renderer implementation and SDL_RenderGetD3D12Device() to retrieve the D3D12 device associated with it
  • Added the hint SDL_HINT_WINDOWS_DPI_AWARENESS to set whether the application is DPI-aware. This hint must be set before initializing the video subsystem.
  • Added the hint SDL_HINT_WINDOWS_DPI_SCALING to control whether the SDL coordinates are in DPI-scaled points or pixels.

Linux:

  • Added the hint SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION to control whether to expose a set of emulated modes in addition to the native resolution modes available on Wayland
  • Added the hint SDL_HINT_LINUX_DIGITAL_HATS to control whether to treat hats as digital rather than checking to see if they may be analog
  • Added the hint SDL_HINT_LINUX_HAT_DEADZONES to control whether to use deadzones on analog hats

release-2.0.12

1 year ago

In addition to lots of bug fixes, here are the major changes in this release:

General:

  • Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
  • Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
  • Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
  • Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
  • Added the window underneath the finger to the SDL_TouchFingerEvent
  • Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
  • Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
  • Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
  • Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
  • Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled.
  • Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
  • Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
  • Added support for many game controllers, including:
    • 8BitDo FC30 Pro
    • 8BitDo M30 GamePad
    • BDA PS4 Fightpad
    • HORI Fighting Commander
    • Hyperkin Duke
    • Hyperkin X91
    • MOGA XP5-A Plus
    • NACON GC-400ES
    • NVIDIA Controller v01.04
    • PDP Versus Fighting Pad
    • Razer Raion Fightpad for PS4
    • Razer Serval
    • Stadia Controller
    • SteelSeries Stratus Duo
    • Victrix Pro Fight Stick for PS4
    • Xbox One Elite Series 2
  • Fixed blocking game controller rumble calls when using the HIDAPI driver
  • Added SDL_zeroa() macro to zero an array of elements
  • Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features

Windows:

  • Fixed crash when using the release SDL DLL with applications built with gcc
  • Fixed performance regression in event handling introduced in 2.0.10
  • Added support for SDL_SetThreadPriority() for UWP applications

Linux:

  • Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
  • Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default

iOS / tvOS / macOS:

  • Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.

iOS/ tvOS:

  • Added support for Bluetooth Steam Controllers as game controllers

tvOS:

  • Fixed support for surround sound on Apple TV

Android:

  • Added SDL_GetAndroidSDKVersion() to return the API level of the current device
  • Added support for audio capture using OpenSL-ES
  • Added support for Bluetooth Steam Controllers as game controllers
  • Fixed rare crashes when the app goes into the background or terminates

release-2.0.10

1 year ago

In addition to lots of bug fixes and build improvements, here are the major changes in this release:

General:

  • The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
  • Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
  • Added SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF(), SDL_RenderCopyExF(), to allow floating point precision in the SDL rendering API.
  • Added SDL_GetTouchDeviceType() to get the type of a touch device, which can be a touch screen or a trackpad in relative or absolute coordinate mode.
  • The SDL rendering API now uses batched rendering by default, for improved performance
  • Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
  • Added the hint SDL_HINT_RENDER_BATCHING to control whether batching should be used for the rendering API. This defaults to "1" if you don't specify what rendering driver to use when creating the renderer.
  • Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
  • Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
  • Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
  • Improved handling of malformed WAVE and BMP files, fixing potential security exploits

Linux:

  • Removed the Mir video driver in favor of Wayland

iOS / tvOS:

  • Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
  • Added support for text input using Bluetooth keyboards

Android:

  • Added low latency audio using OpenSL ES
  • Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS) SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0. SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
  • Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.

release-2.0.9

1 year ago

In addition to lots of bug fixes and build improvements, here are the major changes in this release:

General:

  • Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
  • Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
  • Added SDL_GetDisplayOrientation() to return the current display orientation
  • Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
  • Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support)
  • Added support for many other popular game controllers
  • Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller.
  • Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
  • Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
  • Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
  • Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
  • Added SDL_HasColorKey() to return whether a surface has a colorkey active
  • Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
  • Added SDL_IsTablet() to return whether the application is running on a tablet
  • Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority

Mac OS X:

  • Fixed black screen at start on Mac OS X Mojave

Linux:

  • Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.

iOS:

  • Fixed Asian IME input

Android:

  • Updated required Android SDK to API 26, to match Google's new App Store requirements
  • Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
  • Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0)
  • Added support for custom mouse cursors on Android 7.0 and newer
  • Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK
  • Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
  • Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
  • Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX