pkgsrc/devel/SDL2/Makefile

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# $NetBSD: Makefile,v 1.26 2018/01/28 20:10:45 wiz Exp $
DISTNAME= SDL2-2.0.7
PKGREVISION= 1
CATEGORIES= devel
MASTER_SITES= http://www.libsdl.org/release/
MAINTAINER= pkgsrc-users@NetBSD.org
HOMEPAGE= http://www.libsdl.org/
COMMENT= Simple DirectMedia Layer is a cross-platform multimedia library
LICENSE= zlib
SDL2: update to 2.0.6 Changes 2.0.6: General: * Added cross-platform Vulkan graphics support in SDL_vulkan.h SDL_Vulkan_LoadLibrary() SDL_Vulkan_GetVkGetInstanceProcAddr() SDL_Vulkan_GetInstanceExtensions() SDL_Vulkan_CreateSurface() SDL_Vulkan_GetDrawableSize() SDL_Vulkan_UnloadLibrary() This is all the platform-specific code you need to bring up Vulkan on all SDL platforms. You can look at an example in test/testvulkan.c * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support * Added support for many game controllers, including the Nintendo Switch Pro Controller * Added support for inverted axes and separate axis directions in game controller mappings * Added functions to return information about a joystick before it's opened: SDL_JoystickGetDeviceVendor() SDL_JoystickGetDeviceProduct() SDL_JoystickGetDeviceProductVersion() SDL_JoystickGetDeviceType() SDL_JoystickGetDeviceInstanceID() * Added functions to return information about an open joystick: SDL_JoystickGetVendor() SDL_JoystickGetProduct() SDL_JoystickGetProductVersion() SDL_JoystickGetType() SDL_JoystickGetAxisInitialState() * Added functions to return information about an open game controller: SDL_GameControllerGetVendor() SDL_GameControllerGetProduct() SDL_GameControllerGetProductVersion() * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory * Added SDL_DuplicateSurface() to make a copy of a surface * Added an experimental JACK audio driver * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize(): "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default) "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen * Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read from raw mouse input * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
2017-09-26 15:10:56 +02:00
USE_LANGUAGES= c c++
USE_LIBTOOL= yes
USE_TOOLS+= gmake pkg-config autoconf automake autoreconf
GNU_CONFIGURE= yes
PKGCONFIG_OVERRIDE+= sdl2.pc.in
SDL2: update to 2.0.6 Changes 2.0.6: General: * Added cross-platform Vulkan graphics support in SDL_vulkan.h SDL_Vulkan_LoadLibrary() SDL_Vulkan_GetVkGetInstanceProcAddr() SDL_Vulkan_GetInstanceExtensions() SDL_Vulkan_CreateSurface() SDL_Vulkan_GetDrawableSize() SDL_Vulkan_UnloadLibrary() This is all the platform-specific code you need to bring up Vulkan on all SDL platforms. You can look at an example in test/testvulkan.c * Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering * Added SDL_HasNEON() which returns whether the CPU has NEON instruction support * Added support for many game controllers, including the Nintendo Switch Pro Controller * Added support for inverted axes and separate axis directions in game controller mappings * Added functions to return information about a joystick before it's opened: SDL_JoystickGetDeviceVendor() SDL_JoystickGetDeviceProduct() SDL_JoystickGetDeviceProductVersion() SDL_JoystickGetDeviceType() SDL_JoystickGetDeviceInstanceID() * Added functions to return information about an open joystick: SDL_JoystickGetVendor() SDL_JoystickGetProduct() SDL_JoystickGetProductVersion() SDL_JoystickGetType() SDL_JoystickGetAxisInitialState() * Added functions to return information about an open game controller: SDL_GameControllerGetVendor() SDL_GameControllerGetProduct() SDL_GameControllerGetProductVersion() * Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory * Added SDL_DuplicateSurface() to make a copy of a surface * Added an experimental JACK audio driver * Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize(): "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default) "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen * Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read from raw mouse input * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
2017-09-26 15:10:56 +02:00
CHECK_PORTABILITY_SKIP+=build-scripts/androidbuildlibs.sh
CHECK_PORTABILITY_SKIP+=build-scripts/iosbuild.sh
.include "../../mk/bsd.prefs.mk"
.if ${OPSYS} != "Linux"
BUILDLINK_TRANSFORM+= rm:-ldl
.endif
SUBST_CLASSES+= vc
SUBST_STAGE.vc= pre-configure
SUBST_MESSAGE.vc= Fixing path to VideoCore libraries.
SUBST_FILES.vc= configure
SUBST_SED.vc+= -e 's;/opt/vc;${PREFIX};g'
CFLAGS+= -DPREFIX=\"${PREFIX}\"
.include "options.mk"
.include "../../converters/libiconv/buildlink3.mk"
.include "../../devel/libusb/buildlink3.mk"
.include "../../mk/dlopen.buildlink3.mk"
.include "../../mk/pthread.buildlink3.mk"
.include "../../mk/bsd.pkg.mk"