library release (Simple Direct Layer), aimed at simplifying the development of games and multimedia applications. The library provides features such as hardware-accelerated output of 2D and 3D graphics, input handling, sound playback, 3D output via OpenGL/OpenGL ES, and many other related operations. The library is written in C and is distributed under the zlib license. To utilize SDL capabilities in projects written in various programming languages, bindings are provided.
In the new release:
- The driver for working with the Mir display server has been removed in favor of the driver for working through Wayland;
- SDL_RW* macros have been converted into a separate set of functions;
- Functions SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree() have been added for memory allocation for SIMD operations;
- Functions SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF(), and SDL_RenderCopyExF() have been added for using floating-point calculations within the SDL rendering API;
- The function SDL_GetTouchDeviceType() has been added to determine the type of touch device (trackpad or touchscreen with relative or absolute coordinates);
- The SDL rendering API has been switched by default to batch rendering mode, allowing for higher performance. An option SDL_HINT_RENDER_BATCHING has been added to control the use of batch mode;
- To force the execution of queued batch commands, the call SDL_RenderFlush() has been added, which can be useful when combining SDL rendering and direct rendering;
- An option SDL_HINT_EVENT_LOGGING has been added to enable logging of SDL events for debugging purposes;
- An option SDL_HINT_GAMECONTROLLERCONFIG_FILE has been added to specify the filename for game controller layouts;
- An option SDL_HINT_MOUSE_TOUCH_EVENTS has been added to manage the synthesis of touch events based on mouse events;
- Improved handling of improperly formatted WAVE and BMP files to block potential ;
- Support for wireless Xbox and PS4 controllers has been added for iOS 13 and tvOS 13, as well as support for text input using Bluetooth keyboards;
- A low-latency audio processing mode has been implemented for Android using OpenSL ES. An option, SDL_HINT_ANDROID_BLOCK_ON_PAUSE, has been added to control the blocking of the event processing loop when the application is paused.
Source: opennet.ru
