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

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Branch: CURRENT, Version: 2.0.16nb1, Package name: SDL2-2.0.16nb1, Maintainer: nia

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] [audio/libsamplerate] [x11/libXScrnSaver] [x11/xcursor] [x11/liboldXrandr]

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

Package options: opengl, x11

Master sites:

Filesize: 7057.873 KB

Version history: (Expand)

CVS history: (Expand)

   2021-10-26 12:20:11 by Nia Alarie | Files touched by this commit (3016)
Log message:
archivers: Replace RMD160 checksums with BLAKE2s checksums

All checksums have been double-checked against existing RMD160 and
SHA512 hashes

Could not be committed due to merge conflict:

The following distfiles were unfetchable (note: some may be only fetched

./devel/pvs/distinfo pvs-3.2-solaris.tgz
./devel/eclipse/distinfo eclipse-sourceBuild-srcIncluded-3.0.1.zip
   2021-10-07 15:44:44 by Nia Alarie | Files touched by this commit (3017)
Log message:
devel: Remove SHA1 hashes for distfiles
   2021-09-08 23:05:16 by Nia Alarie | Files touched by this commit (213)
Log message:
Recursive revbump for audio/jack
   2021-08-11 22:12:25 by Nia Alarie | Files touched by this commit (4) | Package updated
Log message:
SDL2: update to 2.0.16


    Added SDL_FlashWindow() to get a user’s attention
    Added SDL_GetAudioDeviceSpec() to get the preferred audio format of a device
    Added SDL_SetWindowAlwaysOnTop() to dynamically change the \ 
SDL_WINDOW_ALWAYS_ON_TOP flag for a window
    Added SDL_SetWindowKeyboardGrab() to support grabbing the keyboard \ 
independently of the mouse
    Added SDL_SoftStretchLinear() to do bilinear scaling between 32-bit software \ 
    Added SDL_UpdateNVTexture() to update streaming NV12/21 textures
    Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow \ 
sending custom trigger effects to the DualSense controller
    Added SDL_GameControllerGetSensorDataRate() to get the sensor data rate for \ 
PlayStation and Nintendo Switch controllers
    Added support for the Amazon Luna game controller
    Added rumble support for the Google Stadia controller using the HIDAPI driver
    Added SDL_GameControllerType constants for the Amazon Luna and Google Stadia \ 
    Added analog rumble for Nintendo Switch Pro controllers using the HIDAPI driver
    Reduced CPU usage when using SDL_WaitEvent() and SDL_WaitEventTimeout()
   2021-07-30 14:27:14 by Ryo ONODERA | Files touched by this commit (366)
Log message:
*: Recursive revbump from audio/pulseaudio-15.0
   2021-03-09 21:41:08 by matthew green | Files touched by this commit (3)
Log message:
check return value of ioctl() and return an error if it fails.

stops mpv continuing thinking it has a valid setup audio
device that makes it seem to have hung.

bump pkg version.
   2021-02-07 07:30:42 by Ryo ONODERA | Files touched by this commit (357)
Log message:
*: Recursive revbump from audio/pulseaudio-14.2.nb1
   2021-01-02 16:54:03 by Nia Alarie | Files touched by this commit (10) | Package removed
Log message:
SDL2: Update to 2.0.14

  Simple DirectMedia Layer - SDL version 2.0.14 (stable)

   In addition to lots of bug fixes, here are the major changes in this


     * Added support for PS5 DualSense and Xbox Series X controllers to the
       HIDAPI controller driver
     * Added game controller button constants for paddles and new buttons
     * Added game controller functions to get additional information:
          * SDL_GameControllerGetSerial()
          * SDL_GameControllerHasAxis()
          * SDL_GameControllerHasButton()
          * SDL_GameControllerGetNumTouchpads()
          * SDL_GameControllerGetNumTouchpadFingers()
          * SDL_GameControllerGetTouchpadFinger()
          * SDL_GameControllerHasSensor()
          * SDL_GameControllerSetSensorEnabled()
          * SDL_GameControllerIsSensorEnabled()
          * SDL_GameControllerGetSensorData()
          * SDL_GameControllerRumbleTriggers()
          * SDL_GameControllerHasLED()
          * SDL_GameControllerSetLED()
     * Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the
       HIDAPI driver for PS5 controllers should be used.
     * Added joystick functions to get additional information:
          * SDL_JoystickGetSerial()
          * SDL_JoystickRumbleTriggers()
          * SDL_JoystickHasLED()
          * SDL_JoystickSetLED()
     * Added an API to allow the application to create virtual joysticks:
          * SDL_JoystickAttachVirtual()
          * SDL_JoystickDetachVirtual()
          * SDL_JoystickIsVirtual()
          * SDL_JoystickSetVirtualAxis()
          * SDL_JoystickSetVirtualButton()
          * SDL_JoystickSetVirtualHat()
     * Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive
       access to the sensor list
     * Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
     * Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether
       relative motion is scaled by the screen DPI or renderer logical size
     * The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now
       false for better compatibility with modern window managers
     * Added SDL_GetPreferredLocales() to get the application’s current
       locale setting
     * Added the hint SDL_HINT_PREFERRED_LOCALES to override your
       application’s default locale setting
     * Added SDL_OpenURL() to open a URL in the system’s default browser
     * Added SDL_HasSurfaceRLE() to tell whether a surface is currently using
       RLE encoding
     * Added SDL_SIMDRealloc() to reallocate memory obtained from
     * Added SDL_GetErrorMsg() to get the last error in a thread-safe way
     * Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(),
     * Added clearer names for RGB pixel formats, e.g.


     * Added the RAWINPUT controller driver to support more than 4 Xbox
       controllers simultaneously
     * Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the
       RAWINPUT driver should be used
     * Added the hint SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT to control
       whether XInput and WGI should be used to for complete controller
       functionality with the RAWINPUT driver.


     * Added the SDL_WINDOW_METAL flag to specify that a window should be
       created with a Metal view
     * Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal
     * Added SDL_Metal_GetDrawableSize() to get the size of a window’s
       drawable, in pixels


     * Added Vulkan support to the KMSDRM video driver
     * Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that
       shows up in PulseAudio for your application
     * Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name
       that shows up in PulseAudio associated with your audio stream
     * Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether
       HID defined dead zones should be respected on Linux
     * Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread
       scheduler policy
       time critical threads to use a realtime scheduling policy


     * Added SDL_AndroidRequestPermission() to request a specific system
     * Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control
       whether audio will pause when the application goes intot he background


     * Added support for OS/2, see docs/README-os2.md for details

   Emscripten (running in a web browser):

     * Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL
       should call emscripten_sleep internally