SDL 2.0.14 released!

Thanks to all the people who contributed code and feedback, SDL 2.0.14 is now available!

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

General:

  • Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver
  • Added game controller button constants for paddles and new buttons
  • Added game controller functions to get additional information:
    • SDL_GameControllerGetSerial()
    • SDL_GameControllerHasAxis()
    • SDL_GameControllerHasButton()
    • SDL_GameControllerGetNumTouchpads()
    • SDL_GameControllerGetNumTouchpadFingers()
    • SDL_GameControllerGetTouchpadFinger()
    • SDL_GameControllerHasSensor()
    • SDL_GameControllerSetSensorEnabled()
    • SDL_GameControllerIsSensorEnabled()
    • SDL_GameControllerGetSensorData()
    • SDL_GameControllerRumbleTriggers()
    • SDL_GameControllerHasLED()
    • SDL_GameControllerSetLED()
  • Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used.
  • Added joystick functions to get additional information:
    • SDL_JoystickGetSerial()
    • SDL_JoystickRumbleTriggers()
    • SDL_JoystickHasLED()
    • SDL_JoystickSetLED()
  • Added an API to allow the application to create virtual joysticks:
    • SDL_JoystickAttachVirtual()
    • SDL_JoystickDetachVirtual()
    • SDL_JoystickIsVirtual()
    • SDL_JoystickSetVirtualAxis()
    • SDL_JoystickSetVirtualButton()
    • SDL_JoystickSetVirtualHat()
  • Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list
  • Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
  • Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size
  • The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers
  • Added SDL_GetPreferredLocales() to get the application’s current locale setting
  • Added the hint SDL_HINT_PREFERRED_LOCALES to override your application’s default locale setting
  • Added SDL_OpenURL() to open a URL in the system’s default browser
  • Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding
  • Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
  • Added SDL_GetErrorMsg() to get the last error in a thread-safe way
  • Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf()
  • Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc.

Windows:

  • Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously
  • Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used
  • 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.

macOS:

  • Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view
  • Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view
  • Added SDL_Metal_GetDrawableSize() to get the size of a window’s drawable, in pixels

Linux:

  • Added Vulkan support to the KMSDRM video driver
  • Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application
  • Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream
  • Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux
  • Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy
  • Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy

Android:

  • Added SDL_AndroidRequestPermission() to request a specific system permission
  • Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background

OS/2:

  • Added support for OS/2, see docs/README-os2.md for details

Emscripten (running in a web browser):

  • Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally
4 Likes

SDL_CONTROLLER_BUTTON_PADDLE2 and SDL_CONTROLLER_BUTTON_PADDLE3 seem to have their docs flipped in SDL_gamecontroller.h