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Subject: CVS commit: pkgsrc/devel/SDL2
From: Adam Ciarcinski
Date: 2017-09-26 15:10:56
Message id: 20170926131056.F1474FA9C@cvs.NetBSD.org
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
Files: