Release of the SDL 2.0.12 multimedia library.

Took place library release SDL 2.0.12 (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

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