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141 results
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This is a list of major changes in SDL's version history. This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.30.0:
---------------------------------------------------------------------------
General:
* Added support for 2 bits-per-pixel indexed surface formats
* Added the function SDL_GameControllerGetSteamHandle() to get the Steam API handle for a controller, if available
* Added the event SDL_CONTROLLERSTEAMHANDLEUPDATED which is sent when the Steam API handle for a controller changes. This could also change the name, VID, and PID of the controller.
* Added the environment variable SDL_LOGGING to control default log output
macOS:
* Added the hint SDL_HINT_JOYSTICK_IOKIT to control whether the IOKit controller driver should be used
* Added the hint SDL_HINT_JOYSTICK_MFI to control whether the GCController controller driver should be used
* Added the hint SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE to choose whether high or low power GPU should be used for rendering, in the case where there are multiple GPUs available
Xbox:
* Added the function SDL_GDKGetDefaultUser()
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
2.28.2: 2.28.2:
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
General: General:
* Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers * Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers
......
...@@ -72,7 +72,7 @@ done in the build directory for the app! ...@@ -72,7 +72,7 @@ done in the build directory for the app!
For more complex projects, follow these instructions: For more complex projects, follow these instructions:
1. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT). 1. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT).
(The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.) (The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.)
2. Move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the "YOURPROJECT/app/jni" directory 2. Move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the "YOURPROJECT/app/jni" directory
......
...@@ -35,7 +35,7 @@ SDL now has, internally, a table of function pointers. So, this is what SDL_Init ...@@ -35,7 +35,7 @@ SDL now has, internally, a table of function pointers. So, this is what SDL_Init
now looks like: now looks like:
```c ```c
Uint32 SDL_Init(Uint32 flags) UInt32 SDL_Init(Uint32 flags)
{ {
return jump_table.SDL_Init(flags); return jump_table.SDL_Init(flags);
} }
...@@ -100,7 +100,7 @@ a shared library of its own). If so, it loads that library and looks for and ...@@ -100,7 +100,7 @@ a shared library of its own). If so, it loads that library and looks for and
calls a single function: calls a single function:
```c ```c
Sint32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
``` ```
That function takes a version number (more on that in a moment), the address of That function takes a version number (more on that in a moment), the address of
......
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This diff is collapsed.
...@@ -273,7 +273,7 @@ e.g. ...@@ -273,7 +273,7 @@ e.g.
{ {
... initialize game ... ... initialize game ...
#ifdef __IPHONEOS__ #if __IPHONEOS__
// Initialize the Game Center for scoring and matchmaking // Initialize the Game Center for scoring and matchmaking
InitGameCenter(); InitGameCenter();
......
No preview for this file type
...@@ -43,7 +43,7 @@ while test $# -gt 0; do ...@@ -43,7 +43,7 @@ while test $# -gt 0; do
echo $exec_prefix echo $exec_prefix
;; ;;
--version) --version)
echo 2.30.0 echo 2.28.5
;; ;;
--cflags) --cflags)
echo -I${prefix}/include/SDL2 -Dmain=SDL_main echo -I${prefix}/include/SDL2 -Dmain=SDL_main
......
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
......