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

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Branch: CURRENT, Version: 2.0.8nb1, Package name: SDL2-2.0.8nb1, 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: 959ec6ded277821995d2e3cafd973f6ab9f48ab7
RMD160: 131abebf4e693df09b7ee09cba89809b539f7fe5
Filesize: 4793.962 KB

Version history: (Expand)

CVS history: (Expand)

   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)
   2018-02-28 00:56:10 by Pierre Pronchery | Files touched by this commit (25)
Log message:
Revbump for packages depending on devel/libusb{,compat}
   2018-02-10 14:53:49 by Pierre Pronchery | Files touched by this commit (39)
Log message:
Import global switch for libusb's implementation [2/2]

This switch is meant to be used by packages requiring an implementation of the
former libusb (as in devel/libusb). The original implementation can be
chosen by setting LIBUSB_TYPE to "native".

The alternative implementation libusb-compat (as in devel/libusb-compat) wraps
libusb1 (in devel/libusb1). This implementation can be chosen by setting
LIBUSB_TYPE to "compat". On NetBSD, it has the advantage of not \ 
requiring root
privileges to locate and use USB devices without a kernel driver.

This second part switches packages using libusb to this framework. It does not
change compilation options or dependencies at this point.

Compile-tested on most packages affected and available on NetBSD/amd64.
   2018-01-28 21:11:10 by Thomas Klausner | Files touched by this commit (462) | Package updated
Log message:
Bump PKGREVISION for gdbm shlib major bump
   2017-12-25 01:18:40 by Ryo ONODERA | Files touched by this commit (4)
Log message:
Include dev/hid/hid.h for recent NetBSD-current to fix build
   2017-10-23 22:48:43 by Adam Ciarcinski | Files touched by this commit (3) | Package updated
Log message:
SDL2: updated to 2.0.7


* Added audio stream conversion functions:
* Added functions to query and set the SDL memory allocation functions:
* Added locking functions for multi-threaded access to the joystick and game \ 
controller APIs:
* The following functions are now thread-safe:
   2017-09-26 15:10:56 by Adam Ciarcinski | Files touched by this commit (9) | Package updated
Log message:
SDL2: update to 2.0.6

Changes 2.0.6:

* Added cross-platform Vulkan graphics support in SDL_vulkan.h
  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 \ 
* 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:
* Added functions to return information about an open joystick:
* Added functions to return information about an open game controller:
* 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