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First post, by akula65

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Source: https://discourse.libsdl.org/t/sdl-2-0-18-released/33768

SDL 2.0.18 released! SDL Announcements slouken […]
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SDL 2.0.18 released!
SDL Announcements
slouken

Thanks to all the people who contributed code and feedback, SDL 2.0.18 is now available!

http://www.libsdl.org/download-2.0.php

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

General:

The SDL wiki documentation and development headers are automatically kept in sync
Each function has information about in which version of SDL it was introduced
SDL-specific CMake options are now prefixed with ‘SDL_’. Be sure to update your CMake build scripts accordingly!
Added the hint SDL_HINT_APP_NAME to let SDL know the name of your application for various places it might show up in system information
Added SDL_RenderGeometry() and SDL_RenderGeometryRaw() to allow rendering of arbitrary shapes using the SDL 2D render API
Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate application data with an SDL texture
Added SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() to convert between window coordinates and logical render coordinates
Added SDL_RenderSetVSync() to change whether a renderer present is synchronized with vblank at runtime
Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
Added a window event SDL_WINDOWEVENT_DISPLAY_CHANGED which is sent when a window changes what display it’s centered on
Added SDL_GetWindowICCProfile() to query a window’s ICC profile, and a window event SDL_WINDOWEVENT_ICCPROF_CHANGED that is sent when it changes
Added the hint SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY to allow EGL windows to be transparent instead of opaque
SDL_WaitEvent() has been redesigned to use less CPU in most cases
Added SDL_SetWindowMouseRect() and SDL_GetWindowMouseRect() to confine the mouse cursor to an area of a window
You can now read precise mouse wheel motion using ‘preciseX’ and ‘preciseY’ event fields
Added SDL_GameControllerHasRumble() and SDL_GameControllerHasRumbleTriggers() to query whether a game controller supports rumble
Added SDL_JoystickHasRumble() and SDL_JoystickHasRumbleTriggers() to query whether a joystick supports rumble
SDL’s hidapi implementation is now available as a public API in SDL_hidapi.h

Windows:

Improved relative mouse motion over Windows Remote Desktop
Added the hint SDL_HINT_IME_SHOW_UI to show native UI components instead of hiding them (defaults off)

Windows/UWP:

WGI is used instead of XInput for better controller support in UWP apps

Linux:

Added the hint SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME to set the activity that’s displayed by the system when the screensaver is disabled
Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices
Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices that will be opened in addition to the normal joystick detection
Added SDL_LinuxSetThreadPriorityAndPolicy() for more control over a thread priority on Linux

Android:

Added support for audio output and capture using AAudio on Android 8.1 and newer
Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to “1” before calling SDL_Init()

Apple Arcade:

Added SDL_GameControllerGetAppleSFSymbolsNameForButton() and SDL_GameControllerGetAppleSFSymbolsNameForAxis() to support Apple Arcade titles

iOS:

Added documentation that the UIApplicationSupportsIndirectInputEvents key must be set to true in your application’s Info.plist in order to get real Bluetooth mouse events.
Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to “1” before calling SDL_Init(