library release (Simple DirectMedia Layer), aimed at simplifying the writing of games and multimedia applications. The SDL library provides tools such as hardware-accelerated output for 2D and 3D graphics, input processing, sound playback, and 3D rendering via OpenGL/OpenGL ES, along with many other related operations. The library is written in C and is distributed under the zlib license. Bindings are provided to use SDL's capabilities in projects written in various programming languages.
In the new release:
- Support for Nintendo GameCube game controllers has been added to the HIDAPI driver, along with the SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE hint to determine their usage. The support for Xbox 360 and Xbox One controllers has also been improved in HIDAPI.
- Support for game controllers has been added:
- 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
- Functions SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() have been added to retrieve and set the scaling mode used for textures.
- The SDL_LockTextureToSurface() function has been added, which is similar to SDL_LockTexture() but treats the locked area as an SDL Surface.
- A new blending mode SDL_BLENDMODE_MUL has been added.
- In the function SDL_GameControllerTypeForIndex(), the type of game controller (Xbox 360, Xbox One, PS3, PS4, Nintendo Switch Pro) is now outputted.
- Functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerSetPlayerIndex(), and SDL_GameControllerFromPlayerIndex() have been added to identify and set the device associated with the player index.
- The SDL_zeroa() macro has been added for zeroing out an array of elements.
- The SDL_HasARMSIMD() function has been added to determine the support for ARM SIMD instructions in ARMv6+ CPUs.
- For Linux systems, the SDL_HINT_VIDEO_X11_WINDOW_VISUALID hint has been implemented (to determine the output identifier for new X11 windows) and SDL_HINT_VIDEO_X11_FORCE_EGL (to choose between GLX or EGL for X11).
- For Android, the ability to capture audio using OpenSL-ES has been added, along with support for using the Bluetooth Steam Controller as a game controller.
Source: opennet.ru
