mirror of
https://github.com/libsdl-org/SDL.git
synced 2024-11-23 02:43:30 +08:00
Tweaking documentation for the SDL 3.0 preview release
This commit is contained in:
parent
9e460ce6a6
commit
a20eec1415
@ -5,9 +5,8 @@ https://www.libsdl.org/
|
||||
|
||||
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.
|
||||
hardware. It is used by video playback software, emulators, and popular games
|
||||
including Valve's award winning catalog and many Humble Bundle games.
|
||||
|
||||
More extensive documentation is available in the docs directory, starting
|
||||
with [README.md](docs/README.md). If you are migrating to SDL 3.0 from SDL 2.0,
|
||||
|
56
WhatsNew.txt
56
WhatsNew.txt
@ -2,34 +2,32 @@
|
||||
This is a list of major changes in SDL's version history.
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
3.2.0:
|
||||
3.1.0:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* SDL headers should now be included as `#include <SDL3/SDL.h>`
|
||||
* Many functions and symbols have changed since SDL 2.0, see the [migration guide](docs/README-migration.md) for details
|
||||
* The preprocessor symbol __MACOSX__ has been renamed SDL_PLATFORM_MACOS
|
||||
* The preprocessor symbol __IPHONEOS__ has been renamed SDL_PLATFORM_IOS
|
||||
* SDL_stdinc.h no longer includes stdio.h, stdlib.h, etc., it only provides the SDL C runtime functionality
|
||||
* SDL_intrin.h now includes the intrinsics headers that were in SDL_cpuinfo.h
|
||||
* Added SDL_GetSystemTheme() to return whether the system is using a dark or light color theme, and SDL_EVENT_SYSTEM_THEME_CHANGED is sent when this changes
|
||||
* Added SDL_GetDisplays() to return a list of connected displays
|
||||
* Added SDL_GetPrimaryDisplay() to get the instance ID of the primary display
|
||||
* Added SDL_GetWindowParent() to get the parent of popup windows
|
||||
* Added SDL_CreateSurface() and SDL_CreateSurfaceFrom() which replace SDL_CreateRGBSurface*(), and can also be used to create YUV surfaces
|
||||
* Added SDL_FlipSurface() to flip a surface vertically or horizontally
|
||||
* Added SDL_GetJoysticks(), SDL_GetJoystickInstanceName(), SDL_GetJoystickInstancePath(), SDL_GetJoystickInstancePlayerIndex(), SDL_GetJoystickInstanceGUID(), SDL_GetJoystickInstanceVendor(), SDL_GetJoystickInstanceProduct(), SDL_GetJoystickInstanceProductVersion(), and SDL_GetJoystickInstanceType() to directly query the list of available joysticks
|
||||
* Added SDL_GetGamepads(), SDL_GetGamepadInstanceName(), SDL_GetGamepadInstancePath(), SDL_GetGamepadInstancePlayerIndex(), SDL_GetGamepadInstanceGUID(), SDL_GetGamepadInstanceVendor(), SDL_GetGamepadInstanceProduct(), SDL_GetGamepadInstanceProductVersion(), and SDL_GetGamepadInstanceType() to directly query the list of available gamepads
|
||||
* Added SDL_GetSensors(), SDL_GetSensorInstanceName(), SDL_GetSensorInstanceType(), and SDL_GetSensorInstanceNonPortableType() to directly query the list of available sensors
|
||||
* Added SDL_GetJoystickCaps() and SDL_GetGamepadCaps() to get the capabilities of controllers
|
||||
* SDL_GetTicks() now returns a 64-bit value and the tick values should be directly compared instead of using the SDL_TICKS_PASSED macro
|
||||
* Added SDL_GetTicksNS() to return the number of nanoseconds since the SDL library initialized
|
||||
* Added SDL_DelayNS() to specify a delay in nanoseconds, to the highest precision the system will support
|
||||
* The timestamp member of the SDL_Event structure is now in nanoseconds, filled in with the time the event was generated, or the time it was queued if that's not available
|
||||
* Added SDL_modf() and SDL_modff() to separate the whole and fractional portions of a floating point number
|
||||
* Added SDL_aligned_alloc() and SDL_aligned_free() to allocate and free memory with a given alignment
|
||||
* Added SDL_GetRenderVSync() to get vsync of the given renderer
|
||||
* Added SDL_PlayAudioDevice() to start audio playback
|
||||
* Added SDL_ConvertAudioSamples() to convert audio samples from one format to another
|
||||
* Added the hint SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY to control re-creation of Android SDL activity.
|
||||
* Added the environment variable SDL_LOGGING to control default log output
|
||||
This is a preview release of the new SDL 3.0 API.
|
||||
|
||||
The ABI hasn't been locked down yet, but it's fairly stable and feedback is welcome!
|
||||
|
||||
Check 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.
|
||||
|
||||
There have been too many changes to list them all, but here are some of the highlights:
|
||||
* The API has been significantly reworked to be easier to use and more consistent
|
||||
* The 2D rendering API now has support for more advanced colorspaces and HDR rendering
|
||||
* The 2D rendering API now has a Vulkan backend
|
||||
* An example of hardware accelerated video playback using ffmpeg has been added in test/testffmpeg.c
|
||||
* The shaped window API has been replaced with transparent windows
|
||||
* Time and date functions have been added in SDL_time.h
|
||||
* Support for webcam video capture has been added in SDL_camera.h
|
||||
* Support for handling pens and tablets has been added in SDL_pen.h
|
||||
* Support for file open and save dialogs has been added in SDL_dialog.h
|
||||
* Cross-platform functions for working with files and directories are available in SDL_filesystem.h
|
||||
* A cross-platform abstraction for working with user and game data has been added in SDL_storage.h
|
||||
* Handling of main() has been moved to a header library and an optional callback-based program flow is available
|
||||
* Support for simple object properties has been added in SDL_properties.h. These properties are available on many SDL objects, and can be used for more advanced functionality.
|
||||
|
||||
Please let us know about issues and feedback at: https://github.com/libsdl-org/SDL/issues
|
||||
|
||||
The development team is focused on code, moving towards the final release, and we would love volunteers to help improve the documentation. Please send e-mail to slouken@libsdl.org if you'd like to help out!
|
||||
|
||||
Finally, a giant thank you to all the people who have contributed code and feedback to the SDL 3.0 improvements!
|
||||
|
@ -1,19 +0,0 @@
|
||||
git
|
||||
=========
|
||||
|
||||
The latest development version of SDL is available via git.
|
||||
Git allows you to get up-to-the-minute fixes and enhancements;
|
||||
as a developer works on a source tree, you can use "git" to mirror that
|
||||
source tree instead of waiting for an official release. Please look
|
||||
at the Git website ( https://git-scm.com/ ) for more
|
||||
information on using git, where you can also download software for
|
||||
macOS, Windows, and Unix systems.
|
||||
|
||||
git clone https://github.com/libsdl-org/SDL
|
||||
|
||||
If you are building SDL via configure, you will need to run autogen.sh
|
||||
before running configure.
|
||||
|
||||
There is a web interface to the Git repository at:
|
||||
http://github.com/libsdl-org/SDL/
|
||||
|
@ -1,7 +0,0 @@
|
||||
Mercurial
|
||||
======
|
||||
|
||||
We are no longer hosted in Mercurial. Please see README-git.md for details.
|
||||
|
||||
Thanks!
|
||||
|
@ -4,9 +4,8 @@ https://www.libsdl.org/
|
||||
|
||||
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.
|
||||
hardware. It is used by video playback software, emulators, and popular games
|
||||
including Valve's award winning catalog and many Humble Bundle games.
|
||||
|
||||
SDL officially supports Windows, macOS, Linux, iOS, and Android.
|
||||
Support for other platforms may be found in the source code.
|
||||
@ -17,32 +16,40 @@ available for several other languages, including C# and Python.
|
||||
This library is distributed under the zlib license, which can be found
|
||||
in the file "LICENSE.txt".
|
||||
|
||||
Information on building SDL with CMake is available in [README-cmake.md](README-cmake.md)
|
||||
|
||||
The best way to learn how to use SDL is to check out the header files in
|
||||
the "include" subdirectory and the programs in the "test" subdirectory.
|
||||
The header files and test programs are well commented and always up to date.
|
||||
|
||||
Information on reporting bugs and contributing is available in [README-contributing.md](README-contributing.md)
|
||||
|
||||
More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/)
|
||||
|
||||
- [Android](README-android.md)
|
||||
- [CMake](README-cmake.md)
|
||||
- [DynAPI](README-dynapi.md)
|
||||
- [Emscripten](README-emscripten.md)
|
||||
- [GDK](README-gdk.md)
|
||||
- [Git](README-git.md)
|
||||
- [iOS](README-ios.md)
|
||||
- [Linux](README-linux.md)
|
||||
- [macOS](README-macos.md)
|
||||
- [Supported Platforms](README-platforms.md)
|
||||
- [High DPI Support](README-highdpi.md)
|
||||
- [main()](README-main-functions.md)
|
||||
- [Porting information](README-porting.md)
|
||||
- [PSP](README-psp.md)
|
||||
- [PS2](README-ps2.md)
|
||||
- [Raspberry Pi](README-raspberrypi.md)
|
||||
- [Migrating from SDL 2.0](README-migration.md)
|
||||
- [Supported Platforms](README-platforms.md)
|
||||
- [Touch](README-touch.md)
|
||||
- [Versions](README-versions.md)
|
||||
- [Windows](README-windows.md)
|
||||
- [WinRT](README-winrt.md)
|
||||
- [Visual Studio](README-visualc.md)
|
||||
|
||||
- [Android](README-android.md)
|
||||
- [Emscripten](README-emscripten.md)
|
||||
- [iOS](README-ios.md)
|
||||
- [KMSDRM support on BSD](README-kmsbsd.md)
|
||||
- [Linux](README-linux.md)
|
||||
- [macOS](README-macos.md)
|
||||
- [Nintendo 3DS](README-n3ds.md)
|
||||
- [PS2](README-ps2.md)
|
||||
- [PSP](README-psp.md)
|
||||
- [PSVita](README-vita.md)
|
||||
- [Nokia N-Gage](README-ngage.md)
|
||||
- [Raspberry Pi](README-raspberrypi.md)
|
||||
- [RISC OS](README-riscos.md)
|
||||
- [Windows GDK](README-gdk.md)
|
||||
- [Windows UWP](README-winrt.md)
|
||||
- [Windows](README-windows.md)
|
||||
|
||||
If you need help with the library, or just want to discuss SDL related
|
||||
issues, you can join the [SDL Discourse](https://discourse.libsdl.org/),
|
||||
|
Loading…
Reference in New Issue
Block a user