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36 lines
3.3 KiB
Plaintext
36 lines
3.3 KiB
Plaintext
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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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---------------------------------------------------------------------------
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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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