pkgsrc/devel/SDL2/options.mk

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2020-06-09 21:36:52 +02:00
# $NetBSD: options.mk,v 1.18 2020/06/09 19:36:52 nia Exp $
PKG_OPTIONS_VAR= PKG_OPTIONS.SDL2
PKG_OPTIONS_REQUIRED_GROUPS= gl
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PKG_SUPPORTED_OPTIONS= alsa dbus nas jack pulseaudio wayland x11
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PKG_SUGGESTED_OPTIONS.Linux= alsa
PKG_OPTIONS_GROUP.gl= opengl
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PKG_SUGGESTED_OPTIONS+= opengl
SDL2: Update to 2.0.12 In addition to lots of bug fixes, here are the major changes in this release: General: * Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture * Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface. * Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation * Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0. * Added the window underneath the finger to the SDL_TouchFingerEvent * Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro) * Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection * Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index * Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device * Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled. * Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used. * Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver * Added support for many game controllers, including: * 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 * Fixed blocking game controller rumble calls when using the HIDAPI driver * Added SDL_zeroa() macro to zero an array of elements * Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features Windows: * Fixed crash when using the release SDL DLL with applications built with gcc * Fixed performance regression in event handling introduced in 2.0.10 * Added support for SDL_SetThreadPriority() for UWP applications Linux: * Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows * Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default iOS / tvOS / macOS: * Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window. iOS/ tvOS: * Added support for Bluetooth Steam Controllers as game controllers tvOS: * Fixed support for surround sound on Apple TV Android: * Added SDL_GetAndroidSDKVersion() to return the API level of the current device * Added support for audio capture using OpenSL-ES * Added support for Bluetooth Steam Controllers as game controllers * Fixed rare crashes when the app goes into the background or terminates
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.include "../../mk/bsd.fast.prefs.mk"
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.if ${OPSYS} == "NetBSD" && !empty(MACHINE_ARCH:Mearm*)
PKG_OPTIONS_GROUP.gl+= rpi
.endif
.if ${OPSYS} != "Darwin"
PKG_SUGGESTED_OPTIONS+= x11
.endif
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.include "../../devel/wayland/platform.mk"
.if ${PLATFORM_SUPPORTS_WAYLAND} == "yes"
PKG_SUGGESTED_OPTIONS+= wayland
.endif
.include "../../mk/bsd.options.mk"
.if !empty(PKG_OPTIONS:Malsa)
.include "../../audio/alsa-lib/buildlink3.mk"
.else
CONFIGURE_ARGS+= --disable-alsa
.endif
.if !empty(PKG_OPTIONS:Mdbus)
.include "../../sysutils/dbus/buildlink3.mk"
.else
CONFIGURE_ARGS+= --disable-dbus
.endif
.if !empty(PKG_OPTIONS:Mjack)
.include "../../audio/jack/buildlink3.mk"
.else
CONFIGURE_ARGS+= --disable-jack
.endif
.if !empty(PKG_OPTIONS:Mnas)
.include "../../audio/nas/buildlink3.mk"
.else
CONFIGURE_ARGS+= --disable-nas
.endif
.if !empty(PKG_OPTIONS:Mopengl)
. if ${OPSYS} != "Darwin"
.include "../../graphics/MesaLib/buildlink3.mk"
. endif
.else
CONFIGURE_ARGS+= --disable-video-opengl
.endif
.if !empty(PKG_OPTIONS:Mpulseaudio)
.include "../../audio/pulseaudio/buildlink3.mk"
.else
CONFIGURE_ARGS+= --disable-pulseaudio
.endif
.if !empty(PKG_OPTIONS:Mx11)
SDL2: updated to 2.0.9 2.0.9: General: * Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h * Added an event SDL_SENSORUPDATE which is sent when a sensor is updated * Added SDL_GetDisplayOrientation() to return the current display orientation * Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes * Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support) * Added support for many other popular game controllers * Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller. * Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API * Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels * Added SDL_HasColorKey() to return whether a surface has a colorkey active * Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features * Added SDL_IsTablet() to return whether the application is running on a tablet * Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority Mac OS X: * Fixed black screen at start on Mac OS X Mojave Linux: * Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available. iOS: * Fixed Asian IME input Android: * Updated required Android SDK to API 26, to match Google's new App Store requirements * Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers * Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0) * Added support for custom mouse cursors on Android 7.0 and newer * Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK * Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application * Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime * Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
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.include "../../x11/libXScrnSaver/buildlink3.mk"
.include "../../x11/libXcursor/buildlink3.mk"
.include "../../x11/libXi/buildlink3.mk"
.include "../../x11/libXinerama/buildlink3.mk"
.include "../../x11/libXrandr/buildlink3.mk"
.else
SDL2: updated to 2.0.9 2.0.9: General: * Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h * Added an event SDL_SENSORUPDATE which is sent when a sensor is updated * Added SDL_GetDisplayOrientation() to return the current display orientation * Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes * Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support) * Added support for many other popular game controllers * Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller. * Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API * Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels * Added SDL_HasColorKey() to return whether a surface has a colorkey active * Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features * Added SDL_IsTablet() to return whether the application is running on a tablet * Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority Mac OS X: * Fixed black screen at start on Mac OS X Mojave Linux: * Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available. iOS: * Fixed Asian IME input Android: * Updated required Android SDK to API 26, to match Google's new App Store requirements * Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers * Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0) * Added support for custom mouse cursors on Android 7.0 and newer * Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK * Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application * Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime * Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
2018-11-01 22:08:28 +01:00
CONFIGURE_ARGS+= --disable-video-x11
.endif
.if !empty(PKG_OPTIONS:Mrpi)
LOWER_VENDOR= raspberry
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"
.include "../../misc/raspberrypi-userland/buildlink3.mk"
.endif
.if !empty(PKG_OPTIONS:Mwayland)
CONFIGURE_ARGS+= --enable-video-wayland
.include "../../devel/wayland/buildlink3.mk"
.include "../../devel/wayland-protocols/buildlink3.mk"
.include "../../x11/libxkbcommon/buildlink3.mk"
.else
CONFIGURE_ARGS+= --disable-video-wayland
.endif