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Update SDL2 to the latest hg revision of 2.0.4.
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+10
-1
@@ -32,9 +32,13 @@ General:
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* Improved support for WAV and BMP files with unusual chunks in them
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* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
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* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
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* Added SDL_GetDisplayDPI() to get the DPI information for a display
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* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
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* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
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* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
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Windows:
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* Added support for Windows Phone 8.1
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* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
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* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
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* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
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* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
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@@ -61,14 +65,17 @@ Linux:
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* Enabled building with Mir and Wayland support by default.
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* Added IBus IME support
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* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
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* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
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* Added support for multiple audio devices when using Pulseaudio
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* Fixed duplicate mouse events when using relative mouse motion
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iOS:
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* Added support for iOS 8
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* Added support for MFi game controllers
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* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
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* Added sRGB OpenGL ES context support on iOS 7+
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* Added native resolution support for the iPhone 6 Plus
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* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
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* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
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* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" coordinate space rather than pixels (matches OS X behavior)
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* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
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@@ -78,6 +85,8 @@ iOS:
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Android:
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* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
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* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
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* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
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* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
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Raspberry Pi:
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* Added support for the Raspberry Pi 2
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