pkgsrc/devel/SDL2/distinfo

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SDL2: updated to 2.0.8 2.0.8: General: * Added SDL_fmod() and SDL_log10() * Each of the SDL math functions now has the corresponding float version * Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709 Windows: * Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation * Added resampling support on WASAPI on Windows 7 and above Windows UWP: * Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on Mac OS X: * Added support for the Vulkan SDK for Mac: https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/ * Added support for OpenGL ES using ANGLE when it's available Mac OS X / iOS / tvOS: * Added a Metal 2D render implementation * Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation iOS: * Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications. iOS / Android: * Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default) Android: * SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant * SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1) * Added SDL_IsAndroidTV() to tell whether the application is running on Android TV Android / tvOS: * Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events. Linux: * Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1" * Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
2018-03-02 08:49:58 +01:00
$NetBSD: distinfo,v 1.29 2018/03/02 07:49:58 adam Exp $
SDL2: updated to 2.0.8 2.0.8: General: * Added SDL_fmod() and SDL_log10() * Each of the SDL math functions now has the corresponding float version * Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709 Windows: * Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation * Added resampling support on WASAPI on Windows 7 and above Windows UWP: * Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on Mac OS X: * Added support for the Vulkan SDK for Mac: https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/ * Added support for OpenGL ES using ANGLE when it's available Mac OS X / iOS / tvOS: * Added a Metal 2D render implementation * Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation iOS: * Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications. iOS / Android: * Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default) Android: * SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant * SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1) * Added SDL_IsAndroidTV() to tell whether the application is running on Android TV Android / tvOS: * Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events. Linux: * Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1" * Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
2018-03-02 08:49:58 +01:00
SHA1 (SDL2-2.0.8.tar.gz) = 959ec6ded277821995d2e3cafd973f6ab9f48ab7
RMD160 (SDL2-2.0.8.tar.gz) = 131abebf4e693df09b7ee09cba89809b539f7fe5
SHA512 (SDL2-2.0.8.tar.gz) = 673c6058b8692a36b4a3594456b10ef6051efe79e4fb644421fc5c76b11fd68b895840a2c8b72413418c378733e2993d33f19767d0d7ed101eda6310bd70c869
Size (SDL2-2.0.8.tar.gz) = 4909017 bytes
SHA1 (patch-configure) = 5637a66f8890586026034f5324829e61c94ac5be
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
SHA1 (patch-src_audio_netbsd_SDL__netbsdaudio.c) = 7a1f32ea7029f8dc99aecfaead7c68f2fd6cb230
SHA1 (patch-src_joystick_bsd_SDL__sysjoystick.c) = 152b5df76a91c7e7acde126b1464fdd464cf1ba2
SHA1 (patch-src_video_x11_SDL__x11opengl.c) = 70b63021c12c52760c0811c673b259844bdfcdc0