Sdl 2.0.12 released!

Thanks to all the people who contributed code and feedback, SDL 2.0.12 is now available!

In addition to lots of bug fixes, here are the major changes in this release:


  • Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
  • Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
  • Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
  • Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
  • Added the window underneath the finger to the SDL_TouchFingerEvent
  • Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
  • Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
  • Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
  • Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
  • 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.
  • Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
  • Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
  • Added support for many game controllers, including:
    • 8BitDo FC30 Pro
    • 8BitDo M30 GamePad
    • BDA PS4 Fightpad
    • HORI Fighting Commander
    • Hyperkin Duke
    • Hyperkin X91
    • MOGA XP5-A Plus
    • NACON GC-400ES
    • NVIDIA Controller v01.04
    • PDP Versus Fighting Pad
    • Razer Raion Fightpad for PS4
    • Razer Serval
    • Stadia Controller
    • SteelSeries Stratus Duo
    • Victrix Pro Fight Stick for PS4
    • Xbox One Elite Series 2
  • Fixed blocking game controller rumble calls when using the HIDAPI driver
  • Added SDL_zeroa() macro to zero an array of elements
  • Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features


  • Fixed crash when using the release SDL DLL with applications built with gcc
  • Fixed performance regression in event handling introduced in 2.0.10
  • Added support for SDL_SetThreadPriority() for UWP applications


  • Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
  • Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default

iOS / tvOS / macOS:

  • Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.

iOS/ tvOS:

  • Added support for Bluetooth Steam Controllers as game controllers


  • Fixed support for surround sound on Apple TV


  • Added SDL_GetAndroidSDKVersion() to return the API level of the current device
  • Added support for audio capture using OpenSL-ES
  • Added support for Bluetooth Steam Controllers as game controllers
  • Fixed rare crashes when the app goes into the background or terminates

Do Re Mi Fa So La Minooor Si :grinning: Goog Job. Thanks Dev Team

How come the default behavior for switch pro controllers is to use buttons as labeled? doesn’t that work against the point of the game controller API (for consistent bindings regardless of controllers)?

Edit: using it seemed to keep the button layouts like how they usually are. was this a typo in the announcement?

Because that’s the layout that people who use those controllers natively are used to, and matches on-screen button prompts. Also, for those reasons, that’s the default behavior of Steam.

If your application needs to use the buttons by position rather than label, you can just set SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to 0.

FYI, GameCube controllers and NES/SNES controllers are affected by this hint as well.

Just bought a USB PowerA Switch controller, but it doesn’t appear to be working on SDL, but does in Chrome/Steam.

The Blend_MUL effect is pretty nice by the way.

When does SDL3 will come out ?

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Are there more details available on the Windows note:

Fixed performance regression in event handling introduced in 2.0.10

Could this explain possible ‘laggy’ mouse events and stuttering in window redraws – at worst apparently freezing for a few seconds?

Why should we need SDL3? Do you think a major API revamp is needed? Any non solvable issues with actual architecture?