pkgsrc/devel/SDL2/PLIST
nia 9057cb8338 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
2020-03-17 12:49:29 +00:00

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@comment $NetBSD: PLIST,v 1.10 2020/03/17 12:49:29 nia Exp $
bin/sdl2-config
include/SDL2/SDL.h
include/SDL2/SDL_assert.h
include/SDL2/SDL_atomic.h
include/SDL2/SDL_audio.h
include/SDL2/SDL_bits.h
include/SDL2/SDL_blendmode.h
include/SDL2/SDL_clipboard.h
include/SDL2/SDL_config.h
include/SDL2/SDL_cpuinfo.h
include/SDL2/SDL_egl.h
include/SDL2/SDL_endian.h
include/SDL2/SDL_error.h
include/SDL2/SDL_events.h
include/SDL2/SDL_filesystem.h
include/SDL2/SDL_gamecontroller.h
include/SDL2/SDL_gesture.h
include/SDL2/SDL_haptic.h
include/SDL2/SDL_hints.h
include/SDL2/SDL_joystick.h
include/SDL2/SDL_keyboard.h
include/SDL2/SDL_keycode.h
include/SDL2/SDL_loadso.h
include/SDL2/SDL_log.h
include/SDL2/SDL_main.h
include/SDL2/SDL_messagebox.h
include/SDL2/SDL_metal.h
include/SDL2/SDL_mouse.h
include/SDL2/SDL_mutex.h
include/SDL2/SDL_name.h
include/SDL2/SDL_opengl.h
include/SDL2/SDL_opengl_glext.h
include/SDL2/SDL_opengles.h
include/SDL2/SDL_opengles2.h
include/SDL2/SDL_opengles2_gl2.h
include/SDL2/SDL_opengles2_gl2ext.h
include/SDL2/SDL_opengles2_gl2platform.h
include/SDL2/SDL_opengles2_khrplatform.h
include/SDL2/SDL_pixels.h
include/SDL2/SDL_platform.h
include/SDL2/SDL_power.h
include/SDL2/SDL_quit.h
include/SDL2/SDL_rect.h
include/SDL2/SDL_render.h
include/SDL2/SDL_revision.h
include/SDL2/SDL_rwops.h
include/SDL2/SDL_scancode.h
include/SDL2/SDL_sensor.h
include/SDL2/SDL_shape.h
include/SDL2/SDL_stdinc.h
include/SDL2/SDL_surface.h
include/SDL2/SDL_system.h
include/SDL2/SDL_syswm.h
include/SDL2/SDL_test.h
include/SDL2/SDL_test_assert.h
include/SDL2/SDL_test_common.h
include/SDL2/SDL_test_compare.h
include/SDL2/SDL_test_crc32.h
include/SDL2/SDL_test_font.h
include/SDL2/SDL_test_fuzzer.h
include/SDL2/SDL_test_harness.h
include/SDL2/SDL_test_images.h
include/SDL2/SDL_test_log.h
include/SDL2/SDL_test_md5.h
include/SDL2/SDL_test_memory.h
include/SDL2/SDL_test_random.h
include/SDL2/SDL_thread.h
include/SDL2/SDL_timer.h
include/SDL2/SDL_touch.h
include/SDL2/SDL_types.h
include/SDL2/SDL_version.h
include/SDL2/SDL_video.h
include/SDL2/SDL_vulkan.h
include/SDL2/begin_code.h
include/SDL2/close_code.h
lib/cmake/SDL2/sdl2-config-version.cmake
lib/cmake/SDL2/sdl2-config.cmake
lib/libSDL2.la
lib/libSDL2_test.la
lib/libSDL2main.la
lib/pkgconfig/sdl2.pc
share/aclocal/sdl2.m4