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Update SDL to version 2.0.14.
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@@ -1,6 +1,143 @@
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This is a list of major changes in SDL's version history.
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---------------------------------------------------------------------------
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2.0.14:
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---------------------------------------------------------------------------
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General:
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* Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver
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* Added game controller button constants for paddles and new buttons
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* Added game controller functions to get additional information:
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* SDL_GameControllerGetSerial()
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* SDL_GameControllerHasAxis()
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* SDL_GameControllerHasButton()
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* SDL_GameControllerGetNumTouchpads()
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* SDL_GameControllerGetNumTouchpadFingers()
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* SDL_GameControllerGetTouchpadFinger()
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* SDL_GameControllerHasSensor()
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* SDL_GameControllerSetSensorEnabled()
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* SDL_GameControllerIsSensorEnabled()
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* SDL_GameControllerGetSensorData()
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* SDL_GameControllerRumbleTriggers()
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* SDL_GameControllerHasLED()
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* SDL_GameControllerSetLED()
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* Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used.
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* Added joystick functions to get additional information:
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* SDL_JoystickGetSerial()
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* SDL_JoystickRumbleTriggers()
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* SDL_JoystickHasLED()
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* SDL_JoystickSetLED()
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* Added an API to allow the application to create virtual joysticks:
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* SDL_JoystickAttachVirtual()
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* SDL_JoystickDetachVirtual()
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* SDL_JoystickIsVirtual()
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* SDL_JoystickSetVirtualAxis()
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* SDL_JoystickSetVirtualButton()
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* SDL_JoystickSetVirtualHat()
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* Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list
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* Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
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* Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size
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* The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers
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* Added SDL_GetPreferredLocales() to get the application's current locale setting
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* Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's default locale setting
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* Added SDL_OpenURL() to open a URL in the system's default browser
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* Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding
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* Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
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* Added SDL_GetErrorMsg() to get the last error in a thread-safe way
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* Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf()
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* Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc.
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Windows:
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* Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously
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* Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used
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* Added the hint SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT to control whether XInput and WGI should be used to for complete controller functionality with the RAWINPUT driver.
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macOS:
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* Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view
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* Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view
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* Added SDL_Metal_GetDrawableSize() to get the size of a window's drawable, in pixels
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Linux:
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* Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application
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* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream
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* Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux
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* Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy
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* Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy
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Android:
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* Added SDL_AndroidRequestPermission() to request a specific system permission
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* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background
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OS/2:
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* Added support for OS/2, see docs/README-os2.md for details
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Emscripten (running in a web browser):
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* Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally
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---------------------------------------------------------------------------
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2.0.12:
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---------------------------------------------------------------------------
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General:
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* Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
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* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
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* Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
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* Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
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* Added the window underneath the finger to the SDL_TouchFingerEvent
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* Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
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* Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
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* Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
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* Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
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* Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled.
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* Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
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* Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
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* Added support for many game controllers, including:
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* 8BitDo FC30 Pro
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* 8BitDo M30 GamePad
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* BDA PS4 Fightpad
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* HORI Fighting Commander
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* Hyperkin Duke
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* Hyperkin X91
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* MOGA XP5-A Plus
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* NACON GC-400ES
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* NVIDIA Controller v01.04
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* PDP Versus Fighting Pad
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* Razer Raion Fightpad for PS4
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* Razer Serval
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* Stadia Controller
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* SteelSeries Stratus Duo
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* Victrix Pro Fight Stick for PS4
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* Xbox One Elite Series 2
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* Fixed blocking game controller rumble calls when using the HIDAPI driver
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* Added SDL_zeroa() macro to zero an array of elements
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* Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
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Windows:
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* Fixed crash when using the release SDL DLL with applications built with gcc
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* Fixed performance regression in event handling introduced in 2.0.10
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* Added support for SDL_SetThreadPriority() for UWP applications
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Linux:
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* Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
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* Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
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iOS / tvOS / macOS:
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* Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
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iOS/ tvOS:
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* Added support for Bluetooth Steam Controllers as game controllers
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tvOS:
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* Fixed support for surround sound on Apple TV
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Android:
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* Added SDL_GetAndroidSDKVersion() to return the API level of the current device
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* Added support for audio capture using OpenSL-ES
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* Added support for Bluetooth Steam Controllers as game controllers
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* Fixed rare crashes when the app goes into the background or terminates
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---------------------------------------------------------------------------
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2.0.10:
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---------------------------------------------------------------------------
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