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Updated WhatsNew.txt for 2.0.6
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WhatsNew.txt
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WhatsNew.txt
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This is a list of major changes in SDL's version history.
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---------------------------------------------------------------------------
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2.0.6:
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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 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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* 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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* 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 compatbility with .NET languages and various Windows debuggers
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* Updated the GUID format for game controller mappings, older mappings will be cautomatically converted on load
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Linux:
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* Added an experimental KMS/DRM video driver for embedded development
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---------------------------------------------------------------------------
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2.0.5:
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---------------------------------------------------------------------------
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