WhatsNew.txt 3.3 KB

12345678910111213141516171819202122232425262728293031323334
  1. This is a list of major changes in SDL's version history.
  2. ---------------------------------------------------------------------------
  3. 3.2.0:
  4. ---------------------------------------------------------------------------
  5. General:
  6. * SDL headers should now be included as `#include <SDL3/SDL.h>`
  7. * Many functions and symbols have changed since SDL 2.0, see the [migration guide](docs/README-migration.md) for details
  8. * The preprocessor symbol __MACOSX__ has been renamed SDL_PLATFORM_MACOS
  9. * The preprocessor symbol __IPHONEOS__ has been renamed SDL_PLATFORM_IOS
  10. * SDL_stdinc.h no longer includes stdio.h, stdlib.h, etc., it only provides the SDL C runtime functionality
  11. * SDL_intrin.h now includes the intrinsics headers that were in SDL_cpuinfo.h
  12. * 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
  13. * Added SDL_GetDisplays() to return a list of connected displays
  14. * Added SDL_GetPrimaryDisplay() to get the instance ID of the primary display
  15. * Added SDL_GetWindowParent() to get the parent of popup windows
  16. * Added SDL_CreateSurface() and SDL_CreateSurfaceFrom() which replace SDL_CreateRGBSurface*(), and can also be used to create YUV surfaces
  17. * Added SDL_FlipSurface() to flip a surface vertically or horizontally
  18. * 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
  19. * 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
  20. * Added SDL_GetSensors(), SDL_GetSensorInstanceName(), SDL_GetSensorInstanceType(), and SDL_GetSensorInstanceNonPortableType() to directly query the list of available sensors
  21. * Added SDL_GetJoystickCaps() and SDL_GetGamepadCaps() to get the capabilities of controllers
  22. * SDL_GetTicks() now returns a 64-bit value and the tick values should be directly compared instead of using the SDL_TICKS_PASSED macro
  23. * Added SDL_GetTicksNS() to return the number of nanoseconds since the SDL library initialized
  24. * Added SDL_DelayNS() to specify a delay in nanoseconds, to the highest precision the system will support
  25. * 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
  26. * Added SDL_modf() and SDL_modff() to separate the whole and fractional portions of a floating point number
  27. * Added SDL_aligned_alloc() and SDL_aligned_free() to allocate and free memory with a given alignment
  28. * Added SDL_GetRenderVSync() to get vsync of the given renderer
  29. * Added SDL_PlayAudioDevice() to start audio playback
  30. * Added SDL_ConvertAudioSamples() to convert audio samples from one format to another
  31. * Added the hint SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY to control re-creation of Android SDL activity.