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===============================================================================
Universal Doom Map Format Sonic Robo Blast 2 extensions v1.0 19.06.2024
Copyright (c) 2024 Sonic Team Junior
uses Universal Doom Map Format Specification v1.1 as a template,
original document Copyright (c) 2009 James Haley.
Permission is granted to copy, distribute and/or modify this document
under the terms of the GNU Free Documentation License, Version 1.2
or any later version published by the Free Software Foundation;
with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
===============================================================================
This document discusses the UDMF implementation found in Sonic Robo Blast 2's engine.
=======================================
I. Grammar / Syntax
=======================================
No changes.
=======================================
II. Implementation Semantics
=======================================
------------------------------------
II.A : Storage and Retrieval of Data
------------------------------------
No changes.
-----------------------------------
II.B : Storage Within Archive Files
-----------------------------------
No changes.
--------------------------------
II.C : Implementation Dependence
--------------------------------
The SRB2 engine only supports the following namespace:
"srb2"
The engine is allowed to refuse maps with an unsupported namespace,
or emit a warning.
=======================================
III. Standardized Fields
=======================================
The SRB2 engine ignores any user-defined fields.
All boolean fields default to false unless mentioned otherwise.
Sonic Robo Blast 2 defines the following standardized fields:
vertex
{
x = <float>; // X coordinate. No valid default.
y = <float>; // Y coordinate. No valid default.
zfloor = <float>; // Floor height at this vertex. Only applies to triangular sectors
zceiling = <float>; // Ceiling height at this vertex. Only applies to triangular sectors
}
linedef
{
id = <integer>; // ID of line. Interpreted as tag.
moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
v1 = <integer>; // Index of first vertex. No valid default.
v2 = <integer>; // Index of second vertex. No valid default.
blocking = <bool>; // Line blocks things.
blockmonsters = <bool>; // Line blocks enemies.
twosided = <bool>; // Line is 2S.
dontpegtop = <bool>; // Upper texture unpegged.
dontpegbottom = <bool>; // Lower texture unpegged.
skewtd = <bool>; // Upper and lower textures are skewed.
noclimb = <bool>; // Line is not climbable.
noskew = <bool>; // Middle texture is not skewed.
midpeg = <bool>; // Middle texture is pegged.
midsolid = <bool>; // Middle texture is solid.
wrapmidtex = <bool>; // Line's mid textures are wrapped.
nonet = <bool>; // Special only takes effect in singleplayer games.
netonly = <bool>; // Special only takes effect in multiplayer games.
bouncy = <bool>; // Line is bouncy.
transfer = <bool>; // In 3D floor sides, uses the sidedef properties of the control sector.
alpha = <float>; // Translucency of this line. Default is 1.0
renderstyle = <string>; // Render style. Can be:
// - "translucent"
// - "add"
// - "subtract"
// - "reversesubtract"
// - "modulate"
// - "fog"
// Default is "translucent".
special = <integer>; // Linedef action. Default = 0.
arg0 = <integer>; // Argument 0. Default = 0.
arg1 = <integer>; // Argument 1. Default = 0.
arg2 = <integer>; // Argument 2. Default = 0.
arg3 = <integer>; // Argument 3. Default = 0.
arg4 = <integer>; // Argument 4. Default = 0.
arg5 = <integer>; // Argument 5. Default = 0.
arg6 = <integer>; // Argument 6. Default = 0.
arg7 = <integer>; // Argument 7. Default = 0.
arg8 = <integer>; // Argument 8. Default = 0.
arg9 = <integer>; // Argument 9. Default = 0.
stringarg0 = <string>; // String argument 0.
stringarg1 = <string>; // String argument 1.
sidefront = <integer>; // Sidedef 1 index. No valid default.
sideback = <integer>; // Sidedef 2 index. Default = -1.
comment = <string>; // A comment. Implementors should attach no special
// semantic meaning to this field.
}
sidedef
{
offsetx = <integer>; // X offset. Default = 0.
offsety = <integer>; // Y offset. Default = 0.
texturetop = <string>; // Upper texture. Default = "-".
texturebottom = <string>; // Lower texture. Default = "-".
texturemiddle = <string>; // Middle texture. Default = "-".
repeatcnt = <integer>; // Number of middle texture repetitions. Default = 0.
sector = <integer>; // Sector index. No valid default.
scalex_top = <float>; // X scale for upper texture. Default = 1.0.
scaley_top = <float>; // Y scale for upper texture. Default = 1.0.
scalex_mid = <float>; // X scale for mid texture. Default = 1.0.
scaley_mid = <float>; // Y scale for mid texture. Default = 1.0.
scalex_bottom = <float>; // X scale for lower texture. Default = 1.0.
scaley_bottom = <float>; // Y scale for lower texture. Default = 1.0.
offsetx_top = <float>; // X offset for upper texture. Default = 0.0.
offsety_top = <float>; // Y offset for upper texture. Default = 0.0.
offsetx_mid = <float>; // X offset for mid texture. Default = 0.0.
offsety_mid = <float>; // Y offset for mid texture. Default = 0.0.
offsetx_bottom = <float>; // X offset for lower texture. Default = 0.0.
offsety_bottom = <float>; // Y offset for lower texture. Default = 0.0.
light = <integer>; // Light level, relative to 'sector' light level. Default = 0.
lightabsolute = <bool>; // true = 'light' is an absolute value, ignoring 'sector' light level.
comment = <string>; // A comment. Implementors should attach no special
// semantic meaning to this field.
}
sector
{
heightfloor = <integer>; // Floor height. Default = 0.
heightceiling = <integer>; // Ceiling height. Default = 0.
texturefloor = <string>; // Floor flat. No valid default.
textureceiling = <string>; // Ceiling flat. No valid default.
lightlevel = <integer>; // Light level. Default = 255.
lightfloor = <integer>; // The floor's light level. Default is 0.
lightceiling = <integer>; // The ceiling's light level. Default is 0.
lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
// relative to the owning sector's light level.
lightceilingabsolute = <bool>; // true = 'lightceiling' is an absolute value. Default is
// relative to the owning sector's light level.
special = <integer>; // Sector special. Default = 0.
id = <integer>; // Sector tag/id. Default = 0.
moreids = <string>; // Additional sector IDs/tags, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
xpanningfloor = <float>; // X texture offset of floor texture. Default = 0.0.
ypanningfloor = <float>; // Y texture offset of floor texture. Default = 0.0.
xpanningceiling = <float>; // X texture offset of ceiling texture. Default = 0.0.
ypanningceiling = <float>; // Y texture offset of ceiling texture. Default = 0.0.
xscalefloor = <float>; // X texture scale of floor texture. Default = 1.0.
yscalefloor = <float>; // Y texture scale of floor texture. Default = 1.0.
xscaleceiling = <float>; // X texture scale of ceiling texture. Default = 1.0.
yscaleceiling = <float>; // Y texture scale of ceiling texture. Default = 1.0.
rotationfloor = <float>; // Rotation of floor texture in degrees. Default = 0.0.
rotationceiling = <float>; // Rotation of ceiling texture in degrees. Default = 0.0.
ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
ceilingplane_d = <float>; // The plane is defined as a*x + b*y + c*z + d = 0 with the normal vector pointing downward.
floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
floorplane_d = <float>; // The plane is defined as a*x + b*y + c*z + d = 0 with the normal vector pointing upward.
lightcolor = <integer>; // Sector's light color as RRGGBB value. Default = 0x000000.
lightalpha = <integer>; // Sector's light opacity. Default = 25.
fadecolor = <integer>; // Sector's fog color as RRGGBB value. Default = 0x000000.
fadealpha = <integer>; // Sector's fog opacity. Default = 25.
fadestart = <integer>; // Sector's fading range start. Default = 0.
fadeend = <integer>; // Sector's fading range end. Default = 31.
colormapfog = <bool>; // Sector's colormap uses fog lighting.
colormapfadesprites = <bool>; // Sector's colormap affects full-bright sprites.
colormapprotected = <bool>; // Sector's colormap is not affected by colormap change specials.
flipspecial_nofloor = <bool>; // Trigger effects that require a plane touch are not executed when the floor is touched.
flipspecial_ceiling = <bool>; // Trigger effects that require a plane touch are executed when the ceiling is touched.
triggerspecial_touch = <bool>; // Trigger effects are executed anywhere in the sector.
triggerspecial_headbump = <bool>; // Trigger effects are executed if the top of the triggerer object touches a plane.
triggerline_plane = <bool>; // Trigger effects require a plane touch to be executed.
triggerline_mobj = <bool>; // Trigger effects can be executed by non-pushable objects.
invertprecip = <bool>; // Inverts the precipitation effect; if the sector is considered to be indoors,
// precipitation is generated, and if the sector is considered to be outdoors,
// precipitation is not generated.
gravityflip = <bool>; // Sector flips any objects in it, if the sector has negative gravity.
heatwave = <bool>; // Sector has the heat wave effect.
noclipcamera = <bool>; // Sector is not tangible to the camera.
outerspace = <bool>; // Sector has the space countdown effect.
doublestepup = <bool>; // Sector has half the vertical height needed for objects to walk into it.
nostepdown = <bool>; // Sector has the staircase effect disabled.
speedpad = <bool>; // Sector is a speed pad.
starpostactivator = <bool>; // Sector activates any Star Posts in it when walked into by a plyer.
exit = <bool>; // Sector is an exit sector.
specialstagepit = <bool>; // Sector is a Special Stage pit.
returnflag = <bool>; // Sector returns any Capture the Flag flags that come in contact with it to their respective bases.
redteambase = <bool>; // Sector is a Red Team base.
blueteambase = <bool>; // Sector is Blue Team base.
fan = <bool>; // Sector is a fan sector.
supertransform = <bool>; // Sector transforms any players that come in contact with it into their 'super' mode.
forcespin = <bool>; // Sector forces any players that come in contact with it to roll.
zoomtubestart = <bool>; // Sector is the starting point of a zoom tube path.
zoomtubeend = <bool>; // Sector is the ending point of a zoom tube path.
finishline = <bool>; // Sector is a Circuit finish line.
ropehang = <bool>; // Sector is a rope hang. Must be applied to a 3D floor.
jumpflip = <bool>; // Sector flips the gravity of players who jump from it.
gravityoverride = <bool>; // Reverse gravity effect is only applied when an object is in the sector.
nophysics_floor = <bool>; // Disables floor slope physics if created through a plane equation.
nophysics_ceiling = <bool>; // Disables ceiling slope physics if created through a plane equation.
friction = <float>; // Sector's friction factor.
gravity = <float>; // Sector's gravity. Default is 1.0.
damagetype = <integer>; // Damage type for sector damage. Can be:
// - "None"
// - "Generic"
// - "Water"
// - "Fire"
// - "Lava"
// - "Electric"
// - "Spike"
// - "DeathPitTilt"
// - "DeathPitNoTilt"
// - "Instakill"
// - "SpecialStage"
// Default = "None".
triggertag = <integer>; // Tag to trigger when this sector is entered. Default = 0.
triggerer = <string>; // Who can execute the trigger tag when this sector is entered. Can be:
// - "Player"
// - "AllPlayers"
// - "Mobj"
// Default = "Player".
comment = <string>; // A comment. Implementors should attach no special
// semantic meaning to this field.
}
thing
{
id = <integer>; // Thing ID. Default = 0.
moreids = <string>; // Additional thing IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
x = <float>; // X coordinate. No valid default.
y = <float>; // Y coordinate. No valid default.
height = <float>; // Z height relative to floor.
// Relative to ceiling if flip = true.
// Absolute if absolutez = true.
// Default = 0.
angle = <integer>; // Map angle of thing in degrees. Default = 0 (East).
pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
roll = <integer>; // Roll of thing in degrees. Default = 0.
scalex = <float>; // Horizontal visual scaling on thing. Default = 1.0.
scaley = <float>; // Vertical visual scaling on thing. Default = 1.0.
scale = <float>; // Vertical and horizontal visual scaling on thing. Default = 1.0.
mobjscale = <float>; // Physical scale of the thing. Default = 1.0.
type = <integer>; // Thing type. No valid default.
flip = <bool>; // Thing spawns flipped, on the ceiling.
absolutez = <bool>; // If true, the thing height is absolute, instead of being relative to the floor or ceiling.
arg0 = <integer>; // Argument 0. Default = 0.
arg1 = <integer>; // Argument 1. Default = 0.
arg2 = <integer>; // Argument 2. Default = 0.
arg3 = <integer>; // Argument 3. Default = 0.
arg4 = <integer>; // Argument 4. Default = 0.
arg5 = <integer>; // Argument 5. Default = 0.
arg6 = <integer>; // Argument 6. Default = 0.
arg7 = <integer>; // Argument 7. Default = 0.
arg8 = <integer>; // Argument 8. Default = 0.
arg9 = <integer>; // Argument 9. Default = 0.
stringarg0 = <string>; // String argument 0.
stringarg1 = <string>; // String argument 1.
comment = <string>; // A comment. Implementors should attach no special
// semantic meaning to this field.
}
=======================================
Changelog
=======================================
1.0: 19.02.2024
Initial version.
===============================================================================
EOF
===============================================================================
\ No newline at end of file
......@@ -41,7 +41,7 @@ linetagindicatesectors = true;
// The format interface handles the map data format - DoomMapSetIO for SRB2DB2, SRB2MapSetIO for Zone Builder
formatinterface = "SRB2MapSetIO";
//Maximum safe map size check (0 means skip check)
safeboundary = 0;
......@@ -502,7 +502,7 @@ gen_sectortypes
{
0 = "Normal";
512 = "Wind/Current <deprecated>";
1024 = "Conveyor Belt <deprecated>";
1024 = "Conveyor Belt <deprecated>";
1280 = "Speed Pad";
1536 = "Flip Gravity on Jump";
}
......@@ -3730,7 +3730,7 @@ thingtypes
3328 = "3D Mode Start";
}
starts
{
color = 1; // Blue
......
......@@ -39,8 +39,11 @@ common
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
scaledtextureoffsets = true;
scaledflatoffsets = true;
// Colormap/fade related options
maxcolormapalpha = 25;
// TODO: change to 255;
// Thing number for start position in 3D Mode
start3dmode = 3328;
......@@ -93,18 +96,30 @@ mapformat_udmf
{
include("SRB222_misc.cfg", "universalfields");
}
// Disable Doom-related modes that don't make sense for SRB2
soundsupport = false;
automapsupport = false;
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = false;
// Enables support for individual offsets of upper/middle/lower sidedef textures
localsidedeftextureoffsets = true;
distinctfloorandceilingbrightness = true;
// Enables support for plane equation slopes
planeequationsupport = true;
// Enables support for vertex heights
vertexheightsupport = true;
// Enables setting distinct brightness for floor, ceiling, and walls
distinctfloorandceilingbrightness = true;
distinctwallbrightness = true;
// Enables setting distinct brightness for upper, middle, and lower sidedef parts
distinctsidedefpartbrightness = false;
// Special linedefs
include("SRB222_misc.cfg", "speciallinedefs_udmf");
......@@ -180,4 +195,4 @@ mapformat_udmf
{
include("SRB222_linedefs.cfg", "udmf");
}
}
\ No newline at end of file
}
......@@ -78,6 +78,8 @@ sectorflags
ropehang = "Rope Hang";
jumpflip = "Flip Gravity on Jump";
gravityoverride = "Make Reverse Gravity Temporary";
nophysics_floor = "Disable Floor Slope Physics";
nophysics_ceiling = "Disable Ceiling Slope Physics";
flipspecial_nofloor = "No Trigger on Floor Touch";
flipspecial_ceiling = "Trigger on Ceiling Touch";
triggerspecial_touch = "Trigger on Edge Touch";
......@@ -114,6 +116,8 @@ sectorflagscategories
ropehang = "special";
jumpflip = "special";
gravityoverride = "special";
nophysics_floor = "special";
nophysics_ceiling = "special";
flipspecial_nofloor = "trigger";
flipspecial_ceiling = "trigger";
triggerspecial_touch = "trigger";
......@@ -229,20 +233,369 @@ Field data types:
*/
universalfields
{
sector
{
}
linedef
{
alpha
{
type = 1;
default = 1.0;
}
comment
{
type = 2;
default = "";
}
renderstyle
{
type = 2;
default = "";
}
stringarg0
{
type = 2;
default = "";
}
stringarg1
{
type = 2;
default = "";
}
executordelay
{
type = 0;
default = 0;
}
}
sidedef
{
comment
{
type = 2;
default = "";
}
light
{
type = 0;
default = 0;
}
lightabsolute
{
type = 3;
default = false;
}
//light_top
//{
// type = 0;
// default = 0;
//}
//
//lightabsolute_top
//{
// type = 3;
// default = false;
//}
//
//light_mid
//{
// type = 0;
// default = 0;
//}
//
//lightabsolute_mid
//{
// type = 3;
// default = false;
//}
//
//light_bottom
//{
// type = 0;
// default = 0;
//}
//
//lightabsolute_bottom
//{
// type = 3;
// default = false;
//}
offsetx_bottom
{
type = 1;
default = 0.0;
}
offsetx_mid
{
type = 1;
default = 0.0;
}
offsetx_top
{
type = 1;
default = 0.0;
}
offsety_bottom
{
type = 1;
default = 0.0;
}
offsety_mid
{
type = 1;
default = 0.0;
}
offsety_top
{
type = 1;
default = 0.0;
}
scalex_bottom
{
type = 1;
default = 1.0;
}
scalex_mid
{
type = 1;
default = 1.0;
}
scalex_top
{
type = 1;
default = 1.0;
}
scaley_bottom
{
type = 1;
default = 1.0;
}
scaley_mid
{
type = 1;
default = 1.0;
}
scaley_top
{
type = 1;
default = 1.0;
}
}
thing
{
comment
{
type = 2;
default = "";
}
pitch
{
type = 0;
}
roll
{
type = 0;
}
scalex
{
type = 1;
default = 1.0;
}
scaley
{
type = 1;
default = 1.0;
}
stringarg0
{
type = 2;
default = "";
}
stringarg1
{
type = 2;
default = "";
}
mobjscale
{
type = 1;
default = 1.0;
managed = false;
}
}
sector
{
comment
{
type = 2;
default = "";
}
damagetype
{
type = 2;
default = "";
}
gravity
{
type = 1;
default = 1.0;
}
lightcolor
{
type = 0;
default = 0;
}
fadecolor
{
type = 0;
default = 0;
}
lightalpha
{
type = 0;
default = 25;
}
fadealpha
{
type = 0;
default = 25;
}
fadestart
{
type = 0;
default = 0;
}
fadeend
{
type = 0;
default = 31;
}
xpanningfloor
{
type = 1;
default = 0.0;
}
ypanningfloor
{
type = 1;
default = 0.0;
}
rotationfloor
{
type = 1;
default = 0.0;
}
xscalefloor
{
type = 1;
default = 1.0;
}
yscalefloor
{
type = 1;
default = 1.0;
}
lightfloor
{
type = 0;
default = 0;
}
lightfloorabsolute
{
type = 3;
default = false;
}
xpanningceiling
{
type = 1;
default = 0.0;
}
ypanningceiling
{
type = 1;
default = 0.0;
}
rotationceiling
{
type = 1;
default = 0.0;
}
xscaleceiling
{
type = 1;
default = 1.0;
}
yscaleceiling
{
type = 1;
default = 1.0;
}
lightceiling
{
type = 0;
default = 0;
}
lightceilingabsolute
{
type = 3;
default = false;
}
triggertag
{
type = 0;
default = 0;
}
}
}
......
This diff is collapsed.
This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.28.2:
---------------------------------------------------------------------------
General:
* Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers
---------------------------------------------------------------------------
2.28.0:
---------------------------------------------------------------------------
General:
* Added SDL_HasWindowSurface() and SDL_DestroyWindowSurface() to switch between the window surface and rendering APIs
* Added a display event SDL_DISPLAYEVENT_MOVED which is sent when the primary monitor changes or displays change position relative to each other
* Added the hint SDL_HINT_ENABLE_SCREEN_KEYBOARD to control whether the on-screen keyboard should be shown when text input is active
---------------------------------------------------------------------------
2.26.0:
---------------------------------------------------------------------------
General:
* Updated OpenGL headers to the latest API from The Khronos Group Inc.
* Added SDL_GetWindowSizeInPixels() to get the window size in pixels, which may differ from the window coordinate size for windows with high-DPI support
* Added simulated vsync synchronization for the software renderer
* Added the mouse position to SDL_MouseWheelEvent
* Added SDL_ResetHints() to reset all hints to their default values
* Added SDL_GetJoystickGUIDInfo() to get device information encoded in a joystick GUID
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 to control whether the HIDAPI driver for XBox 360 controllers should be used
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED to control whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS to control whether the HIDAPI driver for XBox 360 wireless controllers should be used
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE to control whether the HIDAPI driver for XBox One controllers should be used
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED to control the brightness of the XBox One guide button LED
* Added support for PS3 controllers to the HIDAPI driver, enabled by default on macOS, controlled by the SDL_HINT_JOYSTICK_HIDAPI_PS3 hint
* Added support for Nintendo Wii controllers to the HIDAPI driver, not enabled by default, controlled by the SDL_HINT_JOYSTICK_HIDAPI_WII hint
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED to control whether the player LED should be lit on the Nintendo Wii controllers
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS to control whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
* Added access to the individual left and right gyro sensors of the combined Joy-Cons controller
* Added a microsecond timestamp to SDL_SensorEvent and SDL_ControllerSensorEvent, when the hardware provides that information
* Added SDL_SensorGetDataWithTimestamp() and SDL_GameControllerGetSensorDataWithTimestamp() to retrieve the last sensor data with the associated microsecond timestamp
* Added the hint SDL_HINT_HIDAPI_IGNORE_DEVICES to have the SDL HID API ignore specific devices
* SDL_GetRevision() now includes more information about the SDL build, including the git commit hash if available
Windows:
* Added the hint SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE to control whether the system mouse acceleration curve is used for relative mouse motion
macOS:
* Implemented vsync synchronization on macOS 12
Linux:
* Added SDL_SetPrimarySelectionText(), SDL_GetPrimarySelectionText(), and SDL_HasPrimarySelectionText() to interact with the X11 primary selection clipboard
* Added the hint SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP to control whether mouse pointer warp emulation is enabled under Wayland
Android:
* Enabled IME soft keyboard input
* Added version checking to make sure the SDL Java and C code are compatible
---------------------------------------------------------------------------
2.24.0:
---------------------------------------------------------------------------
General:
* New version numbering scheme, similar to GLib and Flatpak.
* An even number in the minor version (second component) indicates a production-ready stable release such as 2.24.0, which would have been 2.0.24 under the old system.
* The patchlevel (micro version, third component) indicates a bugfix-only update: for example, 2.24.1 would be a bugfix-only release to fix bugs in 2.24.0, without adding new features.
* An odd number in the minor version indicates a prerelease such as 2.23.0. Stable distributions should not use these prereleases.
* The patchlevel indicates successive prereleases, for example 2.23.1 and 2.23.2 would be prereleases during development of the SDL 2.24.0 stable release.
* Added SDL_GetPointDisplayIndex() and SDL_GetRectDisplayIndex() to get the display associated with a point and rectangle in screen space
* Added SDL_bsearch(), SDL_crc16(), and SDL_utf8strnlen() to the stdlib routines
* Added SDL_CPUPauseInstruction() as a macro in SDL_atomic.h
* Added SDL_size_mul_overflow() and SDL_size_add_overflow() for better size overflow protection
* Added SDL_ResetHint() to reset a hint to the default value
* Added SDL_ResetKeyboard() to reset SDL's internal keyboard state, generating key up events for all currently pressed keys
* Added the hint SDL_HINT_MOUSE_RELATIVE_WARP_MOTION to control whether mouse warping generates motion events in relative mode. This hint defaults off.
* Added the hint SDL_HINT_TRACKPAD_IS_TOUCH_ONLY to control whether trackpads are treated as touch devices or mice. By default touchpads are treated as mouse input.
* The hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS now defaults on
* Added support for mini-gamepad mode for Nintendo Joy-Con controllers using the HIDAPI driver
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS to control whether Joy-Con controllers are automatically merged into a unified gamepad when using the HIDAPI driver. This hint defaults on.
* The hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED can be set to a floating point value to set the brightness of the Home LED on Nintendo Switch controllers
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED to set the Home LED brightness for the Nintendo Joy-Con controllers. By default the Home LED is not modified.
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED to control whether the player LED should be lit on the Nintendo Joy-Con controllers
* Added support for Nintendo Online classic controllers using the HIDAPI driver
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC to control whether the HIDAPI driver for Nintendo Online classic controllers should be used
* Added support for the NVIDIA Shield Controller to the HIDAPI driver, supporting rumble and battery status
* Added support for NVIDIA SHIELD controller to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_SHIELD to control whether this is used
* Added functions to get the platform dependent name for a joystick or game controller:
* SDL_JoystickPathForIndex()
* SDL_JoystickPath()
* SDL_GameControllerPathForIndex()
* SDL_GameControllerPath()
* Added SDL_GameControllerGetFirmwareVersion() and SDL_JoystickGetFirmwareVersion(), currently implemented for DualSense(tm) Wireless Controllers using HIDAPI
* Added SDL_JoystickAttachVirtualEx() for extended virtual controller support
* Added joystick event SDL_JOYBATTERYUPDATED for when battery status changes
* Added SDL_GUIDToString() and SDL_GUIDFromString() to convert between SDL GUID and string
* Added SDL_HasLSX() and SDL_HasLASX() to detect LoongArch SIMD support
* Added SDL_GetOriginalMemoryFunctions()
* Added SDL_GetDefaultAudioInfo() to get the name and format of the default audio device, currently implemented for PipeWire, PulseAudio, WASAPI, and DirectSound
* Added HIDAPI driver for the NVIDIA SHIELD controller (2017 model) to enable support for battery status and rumble
* Added support for opening audio devices with 3 or 5 channels (2.1, 4.1). All channel counts from Mono to 7.1 are now supported.
* Rewrote audio channel converters used by SDL_AudioCVT, based on the channel matrix coefficients used as the default for FAudio voices
* SDL log messages are no longer limited to 4K and can be any length
* Fixed a long-standing calling convention issue with dynapi affecting OpenWatcom or OS/2 builds
Windows:
* Added initial support for building for Windows and Xbox with Microsoft's Game Development Kit (GDK), see docs/README-gdk.md for details
* Added a D3D12 renderer implementation and SDL_RenderGetD3D12Device() to retrieve the D3D12 device associated with it
* Added the hint SDL_HINT_WINDOWS_DPI_AWARENESS to set whether the application is DPI-aware. This hint must be set before initializing the video subsystem
* Added the hint SDL_HINT_WINDOWS_DPI_SCALING to control whether the SDL coordinates are in DPI-scaled points or pixels
* Added the hint SDL_HINT_DIRECTINPUT_ENABLED to control whether the DirectInput driver should be used
* Added support for SDL_GetAudioDeviceSpec to the DirectSound backend
Linux:
* Support for XVidMode has been removed, mode changes are only supported using the XRandR extension
* Added the hint SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION to control whether to expose a set of emulated modes in addition to the native resolution modes available on Wayland
* Added the hint SDL_HINT_KMSDRM_DEVICE_INDEX to specify which KMSDRM device to use if the default is not desired
* Added the hint SDL_HINT_LINUX_DIGITAL_HATS to control whether to treat hats as digital rather than checking to see if they may be analog
* Added the hint SDL_HINT_LINUX_HAT_DEADZONES to control whether to use deadzones on analog hats
macOS:
* Bumped minimum OS deployment version to macOS 10.9
* Added SDL_GL_FLOATBUFFERS to allow Cocoa GL contexts to use EDR
* Added the hint SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH to control whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing. This hint defaults to blocking, which is the safer option on modern macOS.
---------------------------------------------------------------------------
2.0.22:
---------------------------------------------------------------------------
General:
* Added SDL_RenderGetWindow() to get the window associated with a renderer
* Added floating point rectangle functions:
* SDL_PointInFRect()
* SDL_FRectEmpty()
* SDL_FRectEquals()
* SDL_FRectEqualsEpsilon()
* SDL_HasIntersectionF()
* SDL_IntersectFRect()
* SDL_UnionFRect()
* SDL_EncloseFPoints()
* SDL_IntersectFRectAndLine()
* Added SDL_IsTextInputShown() which returns whether the IME window is currently shown
* Added SDL_ClearComposition() to dismiss the composition window without disabling IME input
* Added SDL_TEXTEDITING_EXT event for handling long composition text, and a hint SDL_HINT_IME_SUPPORT_EXTENDED_TEXT to enable it
* Added the hint SDL_HINT_MOUSE_RELATIVE_MODE_CENTER to control whether the mouse should be constrained to the whole window or the center of the window when relative mode is enabled
* The mouse is now automatically captured when mouse buttons are pressed, and the hint SDL_HINT_MOUSE_AUTO_CAPTURE allows you to control this behavior
* Added the hint SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL to let SDL know that a foreign window will be used with OpenGL
* Added the hint SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN to let SDL know that a foreign window will be used with Vulkan
* Added the hint SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE to specify whether an SDL_QUIT event will be delivered when the last application window is closed
* Added the hint SDL_HINT_JOYSTICK_ROG_CHAKRAM to control whether ROG Chakram mice show up as joysticks
Windows:
* Added support for SDL_BLENDOPERATION_MINIMUM and SDL_BLENDOPERATION_MAXIMUM to the D3D9 renderer
Linux:
* Compiling with Wayland support requires libwayland-client version 1.18.0 or later
* Added the hint SDL_HINT_X11_WINDOW_TYPE to specify the _NET_WM_WINDOW_TYPE of SDL windows
* Added the hint SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR to allow using libdecor with compositors that support xdg-decoration
Android:
* Added SDL_AndroidSendMessage() to send a custom command to the SDL java activity
---------------------------------------------------------------------------
2.0.20:
---------------------------------------------------------------------------
......@@ -499,7 +662,7 @@ iOS:
tvOS:
* Added support for Apple TV
* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.
* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.
Android:
* Fixed SDL not resizing window when Android screen resolution changes
......@@ -644,8 +807,8 @@ Linux:
* Added experimental Wayland and Mir support, disabled by default
Android:
* Joystick support (minimum SDK version required to build SDL is now 12,
the required runtime version remains at 10, but on such devices joystick
* Joystick support (minimum SDK version required to build SDL is now 12,
the required runtime version remains at 10, but on such devices joystick
support won't be available).
* Hotplugging support for joysticks
* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
......@@ -698,7 +861,7 @@ iOS:
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
* Moved EGL initialization to native code
* Moved EGL initialization to native code
* Fixed the accelerometer axis rotation relative to the device rotation
* Fixed race conditions when handling the EGL context on pause/resume
* Touch devices are available for enumeration immediately after init
......
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......@@ -2,7 +2,7 @@ Dollar Gestures
===========================================================================
SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
......@@ -42,7 +42,7 @@ Both functions return the number of gestures successfully saved.
Loading:
--------
To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
SDL_LoadDollarTemplates returns the number of templates successfully loaded.
......@@ -51,7 +51,7 @@ SDL_LoadDollarTemplates returns the number of templates successfully loaded.
===========================================================================
Multi Gestures
===========================================================================
SDL provides simple support for pinch/rotate/swipe gestures.
SDL provides simple support for pinch/rotate/swipe gestures.
Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
* event.mgesture.touchId - the Id of the touch on which the gesture was performed.
......
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