All Versions
30
Latest Version
Avg Release Cycle
166 days
Latest Release
-

Changelog History
Page 2

  • v2.4.0.1 Changes

    March 11, 2018
    • Raise upper bounds for exceptions to <0.11
  • v2.3.0 Changes

    August 16, 2017
    • Windows builds now use -D_SDL_main_h. See https://github.com/haskell-game/sdl2/issues/139 for more discussion.
    • ๐Ÿ‘€ Some basic support for game controller events have been added. See SDL.Input.GameController and changes to ControllerDeviceEventData.
    • ๐Ÿ‘Œ Support for event watching: addEventWatch and delEventWatch.
    • High-level bindings now distinguish between finger down / motion / up. See SDL.Event.TouchFingerEvent and SDL.Event.TouchFingerMotionEvent.
    • ๐Ÿ›ฐ Several event payloads now have their Window fields modified to use Maybe Window, substituting Nothing for null pointers.
    • High-level structure for controller button state: ControllerButtonState.
    • High-level structure for controller buttons: ControllerButton.
    • High-level structure for controller connection: ControllerDeviceConnection.
    • High-level structure for joystick device connection: JoyDeviceConnection.
    • High-level structure for joystick button state: JoyButtonState.
    • ๐Ÿ‘Œ Support for user defined events: registerEvent, pushRegisteredEvent, and getRegisteredEvent.
    • ๐ŸŽ‰ Initial window visibility can be specified in WindowConfig for createWindow function.
    • WarpMouseOrigin is now fully exported and can warp to global coordinates.
    • It's possible to retrieve palette information with paletteNColors, paletteColors and palletColor.
  • v2.3.0.1

    February 26, 2018
  • v2.2.0 Changes

    August 16, 2017
    • ๐Ÿ”– Version 2.0.4 of the SDL2 C library is now required:

      • SDL.Event:
      • Add AudioDeviceEvent constructor to Event
      • Add KeymapChangedEvent constructor to EventPayload
      • Add mouseWheelEventDirection field to MouseWheelEventData
      • SDL.Input.Mouse:
      • Add MouseScrollDirection enumeration
      • SDL.Raw.Audio:
      • Add clearQueuedAudio function
      • Add getQueuedAudioSize function
      • Add queueAudio function
      • SDL.Raw.Enum:
      • Add SDL_GL_CONTEXT_RELEASE_BEHAVIOR pattern synonym
      • Add JoystickPowerLevel pattern synonyms
      • Add SDL_MOUSEWHEEL_NORMAL and SDL_MOUSEWHEEL_FLIPPED pattern synonyms
      • Add SDL_KEYMAPCHANGED, SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED, SDL_RENDER_TARGETS_RESET, and SDL_RENDER_DEVICE_RESET pattern synonyms
      • Add SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE and SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH pattern synonyms
      • Add SDL_WINDOW_MOUSE_CAPTURE pattern synonym
      • SDL.Raw.Event:
      • Add captureMouse function
      • Add getGlobalMouseState function
      • Add warpMouseGlobal function
      • Add joystickCurrentPowerLevel function
      • Add joystickFromInstanceID function
      • Add gameControllerFromInstanceID function
      • SDL.Raw.Event:
      • Add AudioDeviceEvent constructor to Event
      • Add KeymapChangedEvent constructor to Event
      • Add mouseWheelEventDirection field to MouseMotionEvent constructor
    • โž• Add SDL.Exception module, exposing SDLException

    • โž• Add new function, createSoftwareRenderer, to render onto a surface

    • โž• Add joystick POV hat support

    • โœ‚ Remove deprecated functionality:

      • InitEverything enumeration in SDL.Init
      • mapRGB in SDL.Video.Renderer
      • setRelativeMouseMode in SDL.Input.Mouse
      • getRelativeMouseMode in SDL.Input.Mouse
      • getMouseLocation in SDL.Input.Mouse
    • โœ‚ Remove ClipboardUpdateEventData

    • ๐Ÿ”€ Merge isScreenSaverEnabled, enableScreenSaver, and disableScreenSaver into a screenSaverEnabled StateVar.

    • ๐Ÿ‘‰ Make function surfaceBlit in SDL.Video.Renderer return final blit rectangle post-clipping.

    • ๐Ÿ‘‰ Make all fields in EventData constructors strict

    • ๐Ÿ›  Fix issue with setWindowMode transitions not working properly between fullscreen and windowed modes.

  • v2.1.3 Changes

    September 06, 2016
    • ๐Ÿšš Cabal flag no-linear removes dependency on linear (and thus, transiently, lens). See SDL.Vect for details.
    • โœ‚ Remove 'lens' dependency from all examples.
    • โž• Add Cabal flag opengl-example to separate that target from examples, because it is now the only example with an extra dependency (OpenGL).
    • ๐Ÿ‘• Make hlint happy with examples.
    • โž• Add updateTexture wrapper for native SDL_UpdateTexture.
    • ๐Ÿ”ฆ Expose glGetDrawableSize (can differ from window size in some environments).
    • Correct hintToString output to match SDL hint tokens, rather than the names of the CPP macros defining them.
    • โœ‚ Removed ghc-options: -Wall until we drop support for GHC 7.8. (>1300 warnings!)
    • ๐Ÿ“š Various documentation updates.
  • v2.1.3.1 Changes

    January 31, 2017
    • Raise upper bounds for vector to <0.13
  • v2.1.2 Changes

    • ๐Ÿ“š Revise some documentation examples to be more idomatic
    • โšก๏ธ Update .gitignore to cover stack and other tools
    • Raise upper bounds for transformers to <0.6
    • Lower required SDL2 version to 2.0.2.
    • ๐Ÿ›  Fix decoding of TextEditingEvent where the Raw bindings failed to stop reading character data past the null terminator.
  • v2.1.2.1 Changes

    • Raise upper bounds for lens to <4.15 (affects examples only)
  • v2.1.1 Changes

    January 01, 2016
    • SDL.Input.Mouse new has a new API for fetching the location of the mouse. This API gives you greater control over finding the mouse position with respect to the various "modes" a mouse can be in. The old API still exists, but will be removed at some point in the future.
    • SDL.Raw now has a binding to SDL_free.
  • v2.1.0 Changes

    • ๐Ÿ—„ Introduce initializeAll and deprecate InitEverything. To fix this deprecation warning, change initialize [InitEverything] to initializeAll.
    • surfaceColorKey, surfaceFillRect and surfaceFillRects now all operate on on RGBA V4 Word8 values. They all implicitly map and unmap (using SDL_MapRGBA and SDL_GetRGBA respectively).
    • ๐Ÿ—„ SDL.mapRGB is now deprecated, as this conversion is always done for you. If you still need this routine, use SDL.Raw.mapRGB.
    • ๐Ÿ›  Fix a runtime crash when reading the current BlendMode of a texture. Thanks to @seppeljordan for discovering and fixing this bug.