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Tweaking documentation for the SDL 3.0 preview release
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@ -5,9 +5,8 @@ https://www.libsdl.org/
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Simple DirectMedia Layer is a cross-platform development library designed
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to provide low level access to audio, keyboard, mouse, joystick, and graphics
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hardware via OpenGL and Direct3D. It is used by video playback software,
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emulators, and popular games including Valve's award winning catalog
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and many Humble Bundle games.
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hardware. It is used by video playback software, emulators, and popular games
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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
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with [README.md](docs/README.md). If you are migrating to SDL 3.0 from SDL 2.0,
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56
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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3.2.0:
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3.1.0:
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---------------------------------------------------------------------------
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General:
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* SDL headers should now be included as `#include <SDL3/SDL.h>`
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* Many functions and symbols have changed since SDL 2.0, see the [migration guide](docs/README-migration.md) for details
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* The preprocessor symbol __MACOSX__ has been renamed SDL_PLATFORM_MACOS
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* The preprocessor symbol __IPHONEOS__ has been renamed SDL_PLATFORM_IOS
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* SDL_stdinc.h no longer includes stdio.h, stdlib.h, etc., it only provides the SDL C runtime functionality
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* SDL_intrin.h now includes the intrinsics headers that were in SDL_cpuinfo.h
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* 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
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* Added SDL_GetDisplays() to return a list of connected displays
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* Added SDL_GetPrimaryDisplay() to get the instance ID of the primary display
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* Added SDL_GetWindowParent() to get the parent of popup windows
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* Added SDL_CreateSurface() and SDL_CreateSurfaceFrom() which replace SDL_CreateRGBSurface*(), and can also be used to create YUV surfaces
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* Added SDL_FlipSurface() to flip a surface vertically or horizontally
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* 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
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* 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
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* Added SDL_GetSensors(), SDL_GetSensorInstanceName(), SDL_GetSensorInstanceType(), and SDL_GetSensorInstanceNonPortableType() to directly query the list of available sensors
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* Added SDL_GetJoystickCaps() and SDL_GetGamepadCaps() to get the capabilities of controllers
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* SDL_GetTicks() now returns a 64-bit value and the tick values should be directly compared instead of using the SDL_TICKS_PASSED macro
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* Added SDL_GetTicksNS() to return the number of nanoseconds since the SDL library initialized
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* Added SDL_DelayNS() to specify a delay in nanoseconds, to the highest precision the system will support
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* 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
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* Added SDL_modf() and SDL_modff() to separate the whole and fractional portions of a floating point number
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* Added SDL_aligned_alloc() and SDL_aligned_free() to allocate and free memory with a given alignment
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* Added SDL_GetRenderVSync() to get vsync of the given renderer
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* Added SDL_PlayAudioDevice() to start audio playback
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* Added SDL_ConvertAudioSamples() to convert audio samples from one format to another
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* Added the hint SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY to control re-creation of Android SDL activity.
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* Added the environment variable SDL_LOGGING to control default log output
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This is a preview release of the new SDL 3.0 API.
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The ABI hasn't been locked down yet, but it's fairly stable and feedback is welcome!
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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.
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There have been too many changes to list them all, but here are some of the highlights:
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* The API has been significantly reworked to be easier to use and more consistent
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* The 2D rendering API now has support for more advanced colorspaces and HDR rendering
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* The 2D rendering API now has a Vulkan backend
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* An example of hardware accelerated video playback using ffmpeg has been added in test/testffmpeg.c
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* The shaped window API has been replaced with transparent windows
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* Time and date functions have been added in SDL_time.h
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* Support for webcam video capture has been added in SDL_camera.h
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* Support for handling pens and tablets has been added in SDL_pen.h
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* Support for file open and save dialogs has been added in SDL_dialog.h
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* Cross-platform functions for working with files and directories are available in SDL_filesystem.h
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* A cross-platform abstraction for working with user and game data has been added in SDL_storage.h
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* Handling of main() has been moved to a header library and an optional callback-based program flow is available
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* 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.
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Please let us know about issues and feedback at: https://github.com/libsdl-org/SDL/issues
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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!
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Finally, a giant thank you to all the people who have contributed code and feedback to the SDL 3.0 improvements!
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@ -1,19 +0,0 @@
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git
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=========
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The latest development version of SDL is available via git.
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Git allows you to get up-to-the-minute fixes and enhancements;
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as a developer works on a source tree, you can use "git" to mirror that
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source tree instead of waiting for an official release. Please look
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at the Git website ( https://git-scm.com/ ) for more
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information on using git, where you can also download software for
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macOS, Windows, and Unix systems.
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git clone https://github.com/libsdl-org/SDL
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If you are building SDL via configure, you will need to run autogen.sh
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before running configure.
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There is a web interface to the Git repository at:
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http://github.com/libsdl-org/SDL/
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@ -1,7 +0,0 @@
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Mercurial
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======
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We are no longer hosted in Mercurial. Please see README-git.md for details.
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Thanks!
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@ -4,9 +4,8 @@ https://www.libsdl.org/
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Simple DirectMedia Layer is a cross-platform development library designed
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to provide low level access to audio, keyboard, mouse, joystick, and graphics
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hardware via OpenGL and Direct3D. It is used by video playback software,
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emulators, and popular games including Valve's award winning catalog
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and many Humble Bundle games.
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hardware. It is used by video playback software, emulators, and popular games
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including Valve's award winning catalog and many Humble Bundle games.
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SDL officially supports Windows, macOS, Linux, iOS, and Android.
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Support for other platforms may be found in the source code.
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@ -17,32 +16,40 @@ available for several other languages, including C# and Python.
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This library is distributed under the zlib license, which can be found
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in the file "LICENSE.txt".
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Information on building SDL with CMake is available in [README-cmake.md](README-cmake.md)
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The best way to learn how to use SDL is to check out the header files in
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the "include" subdirectory and the programs in the "test" subdirectory.
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The header files and test programs are well commented and always up to date.
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Information on reporting bugs and contributing is available in [README-contributing.md](README-contributing.md)
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More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/)
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- [Android](README-android.md)
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- [CMake](README-cmake.md)
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- [DynAPI](README-dynapi.md)
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- [Emscripten](README-emscripten.md)
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- [GDK](README-gdk.md)
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- [Git](README-git.md)
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- [iOS](README-ios.md)
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- [Linux](README-linux.md)
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- [macOS](README-macos.md)
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- [Supported Platforms](README-platforms.md)
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- [High DPI Support](README-highdpi.md)
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- [main()](README-main-functions.md)
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- [Porting information](README-porting.md)
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- [PSP](README-psp.md)
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- [PS2](README-ps2.md)
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- [Raspberry Pi](README-raspberrypi.md)
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- [Migrating from SDL 2.0](README-migration.md)
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- [Supported Platforms](README-platforms.md)
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- [Touch](README-touch.md)
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- [Versions](README-versions.md)
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- [Windows](README-windows.md)
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- [WinRT](README-winrt.md)
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- [Visual Studio](README-visualc.md)
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- [Android](README-android.md)
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- [Emscripten](README-emscripten.md)
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- [iOS](README-ios.md)
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- [KMSDRM support on BSD](README-kmsbsd.md)
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- [Linux](README-linux.md)
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- [macOS](README-macos.md)
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- [Nintendo 3DS](README-n3ds.md)
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- [PS2](README-ps2.md)
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- [PSP](README-psp.md)
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- [PSVita](README-vita.md)
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- [Nokia N-Gage](README-ngage.md)
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- [Raspberry Pi](README-raspberrypi.md)
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- [RISC OS](README-riscos.md)
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- [Windows GDK](README-gdk.md)
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- [Windows UWP](README-winrt.md)
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- [Windows](README-windows.md)
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If you need help with the library, or just want to discuss SDL related
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issues, you can join the [SDL Discourse](https://discourse.libsdl.org/),
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