Created a static library configuration for the Visual Studio 2010 project
Added a hint to create the Direct3D device with support for
multi-threading:
SDL_HINT_RENDER_DIRECT3D_THREADSAFE
Added a function to get the D3D9 adapter index for a display:
SDL_Direct3D9GetAdapterIndex()
Added a function to get the D3D9 device for a D3D9 renderer:
SDL_RenderGetD3D9Device()
Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
Fixed crash when using two XInput controllers at the same time
Fixed detecting a mixture of XInput and DirectInput controllers
Fixed clearing a D3D render target larger than the window
Improved support for format specifiers in SDL_snprintf()
Mac OS X:
Added support for retina displays:
Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use
SDL_GL_GetDrawableSize() to find the actual drawable size. You are
responsible for scaling mouse and drawing coordinates appropriately.
Fixed mouse warping in fullscreen mode
Right mouse click is emulated by holding the Ctrl key while left clicking
Linux:
Fixed float audio support with the PulseAudio driver
Fixed missing line endpoints in the OpenGL renderer on some drivers
X11 symbols are no longer defined to avoid collisions when linking
statically
iOS:
Fixed status bar visibility on iOS 7
Flipped the accelerometer Y axis to match expected values
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C 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
Raspberry Pi:
Added support for the Raspberry Pi, see README-raspberrypi.txt for details
Hey all - there’s a bug in SDL I’d really like to see fixed for 2.0.1, but I don’t have the knowledge to create a patch for it. Perhaps someone else does?
In Windows, if a window is fullscreen and SDL_SetWindowFullscreen(window, SDL_FALSE) is called, the window will not properly resize to its original resolution when going back to windowed mode.
every time with the recent hg due to certain subsystems not being
initialized. This worked flawlessly beforehand. It should be documented
that SDL_Quit() is not supposed to be called anymore, if you did not use
SDL_INIT_EVERYTHING in SDL_Init().
The Linux version of SDL_GetPrefPath ignores the organization
parameter… I’d file a bug report, but judging by the comments in
SDL_filesystem.h it seems to be intentional?
I think Linux should use organization, like Windows (and probably Mac
should, too?). Any extra namespace you can get in $XDG_DATA_HOME is
good. There’s less chance of name collisions that way, and potentially
less clutter, too. Also, if someone doesn’t want to use an organization
dir for their game’s saves, they could just pass NULL there.
FWIW, of the games with saves in my ~/.local/share currently, about half
use an organization dir: The Cave, Closure, Runner2, SpaceChem, and my
own DROD ports =)
-g
Den 22. okt. 2013 07:32, skrev Sam Lantinga:> Hey everybody, we plan on releasing SDL 2.0.1 this week and would like
Created a static library configuration for the Visual Studio 2010 project
Added a hint to create the Direct3D device with support for
multi-threading:
SDL_HINT_RENDER_DIRECT3D_THREADSAFE
Added a function to get the D3D9 adapter index for a display:
SDL_Direct3D9GetAdapterIndex()
Added a function to get the D3D9 device for a D3D9 renderer:
SDL_RenderGetD3D9Device()
Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
Fixed crash when using two XInput controllers at the same time
Fixed detecting a mixture of XInput and DirectInput controllers
Fixed clearing a D3D render target larger than the window
Improved support for format specifiers in SDL_snprintf()
Mac OS X:
Added support for retina displays:
Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then
use SDL_GL_GetDrawableSize() to find the actual drawable size. You are
responsible for scaling mouse and drawing coordinates appropriately.
Fixed mouse warping in fullscreen mode
Right mouse click is emulated by holding the Ctrl key while left clicking
Linux:
Fixed float audio support with the PulseAudio driver
Fixed missing line endpoints in the OpenGL renderer on some drivers
X11 symbols are no longer defined to avoid collisions when linking
statically
iOS:
Fixed status bar visibility on iOS 7
Flipped the accelerometer Y axis to match expected values
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C 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
Raspberry Pi:
Added support for the Raspberry Pi, see README-raspberrypi.txt for details
every time with the recent hg due to certain subsystems not being
initialized. This worked flawlessly beforehand. It should be documented
that SDL_Quit() is not supposed to be called anymore, if you did not use
SDL_INIT_EVERYTHING in SDL_Init().
Yes, but not for 2.0.1. Are you just discarding the joystick pointer after
you open it?On Mon, Oct 21, 2013 at 11:25 PM, Sik the hedgehog < sik.the.hedgehog at gmail.com> wrote:
Can we get a way to close a joystick out of the data from the joystick
remove event? Or at least something to clean up easily?
The Linux version of SDL_GetPrefPath ignores the organization parameter…
I’d file a bug report, but judging by the comments in SDL_filesystem.h it
seems to be intentional?
I think Linux should use organization, like Windows (and probably Mac
should, too?). Any extra namespace you can get in $XDG_DATA_HOME is good.
There’s less chance of name collisions that way, and potentially less
clutter, too. Also, if someone doesn’t want to use an organization dir for
their game’s saves, they could just pass NULL there.
FWIW, of the games with saves in my ~/.local/share currently, about half
use an organization dir: The Cave, Closure, Runner2, SpaceChem, and my own
DROD ports =)
I think this roots in the folder name “share”. If you look under
"/usr/share/" and “/usr/local/share"
you will find that it’s only ever application names, not “Gnome
Foundation/galculator” but just
"galculator”. I think that’s fine.
Oh, and passing in NULL for the org wouldn’t work as you would then lose
the correct behavior
where it does form the path, such as Windows.
Added an API to get common filesystem paths in SDL_filesystem.h:
SDL_GetBasePath(), SDL_GetPrefPath()
Great addictions! I’ll add some examples about SD_GetPrefPath in iOS and
Android and the other supported platforms not documented, since it’s not
obvious where the files are places on every platform, and it should be
since the programmer should be able to find the file he just wrote for
debugging purposes
I find GetBasePath() particulary helpful on OSX where I always have to add
some not-cross-platform “glue” to find the resources inside the application
bundle…
Added an API to do optimized YV12 and IYUV texture updates:
SDL_UpdateYUVTexture()
I’ve just updated the HG to head, and looking at the function documentation
in SDL_render.h I cannot understand if the preferred method to update a
LIVE YUV texture is using this function or allocating a streaming texture
in YUV format and updating it with lock/unlock surface.
I’m doing this way to update 24 CIF live H.264 videos in the same full HD
full screen window and works without a glitch (no frame skips) at 25fps on
a i5, using SDL_UpdateYUVTexture can I gain something or it’s better to
stick to the actual streaming surface code considering that I have to
update a lot of textures, and possibly 25 times per second?
iOS:
Fixed status bar visibility on iOS 7
Great, I was waiting for this to release the 1.1 version of my soccer game
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
Sigh, I find really annoying the fact SDLActivity changes in SDL require
changes to my application, I remember someone posted a method to avoid
"touching" SDL activity, but I don’t find the post, can someone give me a
pointer?–
Bye,
Gabry
Gabry, re: SDLActivity. Do you mean using a native activity or do you mean
keeping your Java out of SDLActivity.java so you don’t have to redo your
personal edits?
Jonny DOn Tue, Oct 22, 2013 at 9:01 AM, Gabriele Greco <gabriele.greco at darts.it>wrote:
General:
Added an API to get common filesystem paths in SDL_filesystem.h:
SDL_GetBasePath(), SDL_GetPrefPath()
Great addictions! I’ll add some examples about SD_GetPrefPath in iOS and
Android and the other supported platforms not documented, since it’s not
obvious where the files are places on every platform, and it should be
since the programmer should be able to find the file he just wrote for
debugging purposes
I find GetBasePath() particulary helpful on OSX where I always have to add
some not-cross-platform “glue” to find the resources inside the application
bundle…
Added an API to do optimized YV12 and IYUV texture updates:
SDL_UpdateYUVTexture()
I’ve just updated the HG to head, and looking at the function
documentation in SDL_render.h I cannot understand if the preferred method
to update a LIVE YUV texture is using this function or allocating a
streaming texture in YUV format and updating it with lock/unlock surface.
I’m doing this way to update 24 CIF live H.264 videos in the same full HD
full screen window and works without a glitch (no frame skips) at 25fps on
a i5, using SDL_UpdateYUVTexture can I gain something or it’s better to
stick to the actual streaming surface code considering that I have to
update a lot of textures, and possibly 25 times per second?
iOS:
Fixed status bar visibility on iOS 7
Great, I was waiting for this to release the 1.1 version of my soccer
game
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
Sigh, I find really annoying the fact SDLActivity changes in SDL require
changes to my application, I remember someone posted a method to avoid
"touching" SDL activity, but I don’t find the post, can someone give me a
pointer?
This it is nice feature list. Congrats. I will provide feedback on iOS 7.0.2 (already reported status bar visibility bug in other thread).
I also wanted to note that shared GL context creation (to be used on second thread) is still broken on iOS. Same code works fine on WIndows but causes a crash on iOS. Will try to provide more details.
Created a static library configuration for the Visual Studio 2010 project
Added a hint to create the Direct3D device with support for multi-threading:
? ? SDL_HINT_RENDER_DIRECT3D_THREADSAFE
Added a function to get the D3D9 adapter index for a display:
? ? SDL_Direct3D9GetAdapterIndex()
Added a function to get the D3D9 device for a D3D9 renderer:
? ? SDL_RenderGetD3D9Device()
Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
Fixed crash when using two XInput controllers at the same time
Fixed detecting a mixture of XInput and DirectInput controllers
Fixed clearing a D3D render target larger than the window
Improved support for format specifiers in SDL_snprintf()
Mac OS X:
Added support for retina displays:
? Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
Fixed mouse warping in fullscreen mode
Right mouse click is emulated by holding the Ctrl key while left clicking
Linux:
Fixed float audio support with the PulseAudio driver
Fixed missing line endpoints in the OpenGL renderer on some drivers
X11 symbols are no longer defined to avoid collisions when linking statically
iOS:
Fixed status bar visibility on iOS 7
Flipped the accelerometer Y axis to match expected values
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C 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
Raspberry Pi:
Added support for the Raspberry Pi, see README-raspberrypi.txt for details
I’m still not entirely sure it is a bug, though, and may be due to
incorrect API usage.
DOn Mon, Oct 21, 2013 at 11:55 PM, Alex Szpakowski wrote:
Hey all - there’s a bug in SDL I’d really like to see fixed for 2.0.1, but I
don’t have the knowledge to create a patch for it. Perhaps someone else
does?
In Windows, if a window is fullscreen and SDL_SetWindowFullscreen(window,
SDL_FALSE) is called, the window will not properly resize to its original
resolution when going back to windowed mode.
The second one, I’ve implemented in-app purchases, ads support and a few
glue functions for .apk resource management and get monitor width/height in
inches and I’ve to “diff” SDLActivity.java to merge them back every time I
update SDL
I’ve seen that now many properties are “protected” and not “private” and
most methods have the “@Override” keyword, so I suppose that now it’s
easier to achieve this through inheritance.On Tue, Oct 22, 2013 at 3:56 PM, Jonathan Dearborn wrote:
Gabry, re: SDLActivity. Do you mean using a native activity or do you
mean keeping your Java out of SDLActivity.java so you don’t have to redo
your personal edits?
Jonny D
On Tue, Oct 22, 2013 at 9:01 AM, Gabriele Greco <@Gabriele_Greco>wrote:
General:
Added an API to get common filesystem paths in SDL_filesystem.h:
SDL_GetBasePath(), SDL_GetPrefPath()
Great addictions! I’ll add some examples about SD_GetPrefPath in iOS and
Android and the other supported platforms not documented, since it’s not
obvious where the files are places on every platform, and it should be
since the programmer should be able to find the file he just wrote for
debugging purposes
I find GetBasePath() particulary helpful on OSX where I always have to
add some not-cross-platform “glue” to find the resources inside the
application bundle…
Added an API to do optimized YV12 and IYUV texture updates:
SDL_UpdateYUVTexture()
I’ve just updated the HG to head, and looking at the function
documentation in SDL_render.h I cannot understand if the preferred method
to update a LIVE YUV texture is using this function or allocating a
streaming texture in YUV format and updating it with lock/unlock surface.
I’m doing this way to update 24 CIF live H.264 videos in the same full HD
full screen window and works without a glitch (no frame skips) at 25fps on
a i5, using SDL_UpdateYUVTexture can I gain something or it’s better to
stick to the actual streaming surface code considering that I have to
update a lot of textures, and possibly 25 times per second?
iOS:
Fixed status bar visibility on iOS 7
Great, I was waiting for this to release the 1.1 version of my soccer
game
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
Sigh, I find really annoying the fact SDLActivity changes in SDL require
changes to my application, I remember someone posted a method to avoid
"touching" SDL activity, but I don’t find the post, can someone give me a
pointer?
Gabry, I’m doing OUYA controller input and purchasing in my app’s named
.java file. So far so good. No changes needed in SDLActivity.java except
for library loading, but only because I haven’t tried that yet.
Jonny DOn Tue, Oct 22, 2013 at 1:55 PM, Edward Rudd wrote:
They provide a jar to make special calls from, but I lack the expertise to
know how different it is from the generic joystick APIs or whether those
work on the OUYA with the official joystick.
It would be nice to treat it on equal footing with the other joysticks or
game controllers.
Jonny DOn Tue, Oct 22, 2013 at 2:55 PM, Ryan C. Gordon wrote:
On 10/22/2013 02:36 PM, Jonathan Dearborn wrote:
Gabry, I’m doing OUYA controller input
Is this different from standard Android joystick support (which I think we
have a patch pending for)? Should we move this into SDL itself?
Whoops, sent empty e-mail by accident (clicked wrong button)
Anyway: maybe it could be possible to actually get joystick events
without having to open a joystick? That could be a good alternative
(then one would never need to close the joystick in the first place).
Not sure if anything could risk breaking though (e.g. something
expecting to not get events from non-opened joysticks).