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SDL 2.0.2 has been releasing bringing with it tons of changes from major features right down to nitty gritty bug fixes.

It's really good to see both Mir & Wayland supported at the toolkit level, so for developers using SDL who stay up-to-date it shouldn't be a problem in future.

SDL is a cross-platform development library used by a lot of developers, including Valve.

QuoteIn addition to numerous bug fixes, here are the major changes since 2.0.1:
General:
* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default
values
* Added an API to load a database of game controller mappings from a file:
SDL_GameControllerAddMappingsFromFile(),
SDL_GameControllerAddMappingsFromRW()
* Added game controller mappings for the PS4 and OUYA controllers
* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
* Added SDL_DetachThread()
* Added SDL_HasAVX() to determine if the CPU has AVX features
* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
* Added a field "clicks" to the mouse button event which records whether
the event is a single click, double click, etc.
* The screensaver is now disabled by default, and there is a hint
SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse
relative mode should be emulated using mouse warping.
* testgl2 does not need to link with libGL anymore
* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
* Added controllermap test program to visually map a game controller

Windows:
* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
the driver or emulated through ANGLE)
* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader
compiler to use for OpenGL ES 2 support through ANGLE
* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when
creating multiple windows that should share the same OpenGL context.
* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render
targets are reset after the device has been restored.

Mac OS X:
* Fullscreen desktop mode now uses spaces for a more fluid Mac experience.
* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control
whether Ctrl+click should be treated as a right click on Mac OS X. This is
off by default.

Linux:
* Fixed fullscreen and focused behavior when receiving NotifyGrab events
* Added experimental Wayland and Mir support, disabled by default

Android:
* Joystick support (minimum SDK version required to build SDL is now 12,
the required runtime version remains at 10, but on such devices joystick
support won't be available).
* Hotplugging support for joysticks
* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the
accelerometer should be listed as a 3 axis joystick, which it will by
default.

Source Article taken from GamingOnLinux.com.
Tags: Toolkit
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. You can also follow my personal adventures on Bluesky.
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