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

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Branch: CURRENT, Version: 2.0.7, Package name: SDL2-2.0.7, 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] [devel/libusb] [x11/libXScrnSaver] [x11/xcursor] [x11/liboldXrandr]

Required to build:
[pkgtools/x11-links] [x11/scrnsaverproto] [x11/glproto] [x11/renderproto] [x11/xproto] [x11/xf86vidmodeproto] [x11/xf86driproto] [x11/damageproto] [x11/inputproto] [x11/xextproto] [x11/randrproto] [x11/dri2proto] [x11/fixesproto4] [pkgtools/cwrappers]

Package options: opengl, oss, x11

Master sites:

SHA1: 0a530ccdab99cbfe906dba912049e26e3c7219d6
RMD160: 454b5be25528c43751f4e21d76a1ca18450b8bb4
Filesize: 4328.612 KB

Version history: (Expand)


CVS history: (Expand)


   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

2.0.7:

General:
* Added audio stream conversion functions:
        SDL_NewAudioStream
        SDL_AudioStreamPut
        SDL_AudioStreamGet
        SDL_AudioStreamAvailable
        SDL_AudioStreamFlush
        SDL_AudioStreamClear
        SDL_FreeAudioStream
* Added functions to query and set the SDL memory allocation functions:
        SDL_GetMemoryFunctions()
        SDL_SetMemoryFunctions()
        SDL_GetNumAllocations()
* Added locking functions for multi-threaded access to the joystick and game \ 
controller APIs:
        SDL_LockJoysticks()
        SDL_UnlockJoysticks()
* The following functions are now thread-safe:
        SDL_SetEventFilter()
        SDL_GetEventFilter()
        SDL_AddEventWatch()
        SDL_DelEventWatch()
   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:

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
   2017-09-08 04:38:46 by Ryo ONODERA | Files touched by this commit (132)
Log message:
Recursive revbump from audio/pulseaudio-11.0
   2017-09-05 11:02:18 by Havard Eidnes | Files touched by this commit (2)
Log message:
Add a patch to move active code after declarations in the altivec case.
No PKGREVISION bump, since this is a build fix only.
   2017-01-26 04:46:20 by Nathanial Sloss | Files touched by this commit (6)
Log message:
For bsd audio backend, use correct prinfo for play and record.
Inform upper layer of blocksize in bsd audio backend.

Bump PKGVERSION.
   2017-01-21 21:06:55 by Ryo ONODERA | Files touched by this commit (157)
Log message:
Recursive revbump from audio/pulseaudio-10.0
   2016-12-11 20:42:46 by Sebastian Wiedenroth | Files touched by this commit (3)
Log message:
add patch to work around -Werror=declaration-after-statement on SunOS