./devel/SDL2, Simple DirectMedia Layer is a cross-platform multimedia library

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Branch: CURRENT, Version: 2.0.9nb2, Package name: SDL2-2.0.9nb2, Maintainer: pkgsrc-users

Simple DirectMedia Layer is a cross-platform development library designed to
provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog and many
Humble Bundle games.

SDL officially supports Windows, Mac OS X, Linux, iOS, and Android. Support for
other platforms may be found in the source code.

SDL is written in C, works natively with C++, and there are bindings available
for several other languages, including C# and Python.

SDL 2.0 is distributed under the zlib license. This license allows you to use
SDL freely in any software.

Required to run:
[graphics/MesaLib] [x11/libXScrnSaver] [x11/xcursor] [x11/liboldXrandr] [devel/libusb-compat]

Required to build:
[pkgtools/x11-links] [x11/fixesproto4] [pkgtools/cwrappers] [x11/xorgproto]

Package options: opengl, oss, x11

Master sites:

SHA1: 4354c6baad9a48486182656a7506abfb63e9bff5
RMD160: db2efabf55af41cddf015db0b5213b11ef22b9d0
Filesize: 5123.967 KB

Version history: (Expand)

CVS history: (Expand)

   2018-12-30 15:47:04 by Maya Rashish | Files touched by this commit (3)
Log message:
SDL2: make sdl2-config DTRT if the X11 libraries are not in ${PREFIX}/lib

Because SDL2 uses dlopen for these libraries, it's hard to tell what
is failing.

Example test case in http://daemonforums.org/showthread.php?t=10360

reported by oliv3 on IRC, thanks!
   2018-12-24 17:25:30 by Nia Alarie | Files touched by this commit (1)
Log message:
SDL2: Disable ESD properly.
   2018-12-24 17:24:35 by Nia Alarie | Files touched by this commit (1)
Log message:
SDL2: Revert previous since the Raspberry Pi problems are fixed.
   2018-12-23 15:27:15 by Nia Alarie | Files touched by this commit (2)
Log message:
devel/SDL2: Use the GLESv2+EGL video driver instead of the RPI video driver
on Raspberry Pi.

This allows RetroArch to be used on ARM NetBSD again (seemingly, when the
rgui menu driver is used). Previously, SDL2 would fail to produce shared
libraries when linked against the Broadcom libraries, which would cause
problems when linking against certain applications (notably RetroArch).

While here, disable options properly.
   2018-12-05 11:46:15 by Benny Siegert | Files touched by this commit (3)
Log message:
Fix SDL2 rendering on macOS Mojave.

Patch from Jonathan Schleifer in PR pkg/53759.
   2018-11-01 22:08:28 by Adam Ciarcinski | Files touched by this commit (5) | Package updated
Log message:
SDL2: updated to 2.0.9


* 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

* Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of \ 
native threads using RealtimeKit if available.

* Fixed Asian IME input

* Updated required Android SDK to API 26, to match Google's new App Store \ 
* 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 \ 
* 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
   2018-07-06 17:06:52 by Ryo ONODERA | Files touched by this commit (136)
Log message:
Recursive revbump from audio/pulseaudio
   2018-03-02 08:49:58 by Adam Ciarcinski | Files touched by this commit (3) | Package updated
Log message:
SDL2: updated to 2.0.8


* 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

* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 \ 
* 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- … 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

* 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 \ 

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 \ 

* 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.

* 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)