@sezero and @Sackzement, for dotting all our i’s and crossing all our t’s
… and literally hundreds of other people who have contributed feedback, pull requests, and bug reports, helping make SDL what it is today.
If you’re migrating from SDL2, we’ve put a comprehensive list of changes and migration tips here:
Here are some of the highlights of what’s new in SDL 3.0:
More consistent API naming conventions. Everything is named consistently across the API now, instead of different subsystems taking different approaches. Also, we’ve tended toward more descriptive names for things in SDL3.
Main Callbacks: optionally run your program from callbacks instead of main().
GPU API: access to modern 3D rendering and GPU compute in a cross-platform way.
Dialog API: access to system file dialogs (file and folder selection UI for opening/saving).
Filesystem API: simple directory management and globbing, access to topic-specific user folders.
Storage API: Abstract interface to platform-specific storage.
Fixed setting the position of X11 windows before they’re shown
I just tried it with 3.2.4 and the developer version. In both cases the window pops up briefly in a different location before moving.
Tested with Linux Mint 64bit and X11.
The default state for newly created windows is shown, so it’s showing it with an initial position and then you’re moving it. If you want to create it hidden, add SDL_WINDOW_HIDDEN to your creation flags.
The default state for newly created windows is shown, so it’s showing it with an initial position and then you’re moving it. If you want to create it hidden, add SDL_WINDOW_HIDDEN to your creation flags.
I’ve tried it with Hidden, but it still pops up briefly. If I add SDL_Delay, the window still pops up briefly in the wrong place, albeit delayed by a second.
Hey I just wanted to say thanks to all the SDL developers for this release.
I’ve been working on a game with SDL2 for almost a year now. Recently switched my rendering code from SDL Renderer to OpenGL, and when I did it created a pretty nasty fullscreen bug that happened only on some machines. Couldn’t figure it out for the life of me, so I figured I’d try and see if SDL3 has the same problem.
Migrating to SDL3 not only fixed my issue, but was also very easy to do. The new API changes are great, and I’ve noticed an improvement to my game’s startup speed (loading textures / fonts and packing them into a texture atlas is faster now).
So again, thanks for the hard work and for keeping SDL alive.