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Subject: CVS commit: pkgsrc/devel/SDL2
From: Thomas Klausner
Date: 2022-08-22 12:51:11
Message id: 20220822105112.10D11FB1A@cvs.NetBSD.org
Log Message:
SDL2: update to 2.24.0.
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2.24.0:
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General:
* New version numbering scheme, similar to GLib and Flatpak.
* An even number in the minor version (second component) indicates a \
production-ready stable release such as 2.24.0, which would have been 2.0.24 \
under the old system.
* The patchlevel (micro version, third component) indicates a bugfix-only \
update: for example, 2.24.1 would be a bugfix-only release to fix bugs in \
2.24.0, without adding new features.
* An odd number in the minor version indicates a prerelease such as 2.23.0. \
Stable distributions should not use these prereleases.
* The patchlevel indicates successive prereleases, for example 2.23.1 and \
2.23.2 would be prereleases during development of the SDL 2.24.0 stable release.
* Added SDL_GetPointDisplayIndex() and SDL_GetRectDisplayIndex() to get the \
display associated with a point and rectangle in screen space
* Added SDL_bsearch(), SDL_crc16(), and SDL_utf8strnlen() to the stdlib routines
* Added SDL_CPUPauseInstruction() as a macro in SDL_atomic.h
* Added SDL_size_mul_overflow() and SDL_size_add_overflow() for better size \
overflow protection
* Added SDL_ResetHint() to reset a hint to the default value
* Added SDL_ResetKeyboard() to reset SDL's internal keyboard state, generating \
key up events for all currently pressed keys
* Added the hint SDL_HINT_MOUSE_RELATIVE_WARP_MOTION to control whether mouse \
warping generates motion events in relative mode. This hint defaults off.
* Added the hint SDL_HINT_TRACKPAD_IS_TOUCH_ONLY to control whether trackpads \
are treated as touch devices or mice. By default touchpads are treated as mouse \
input.
* The hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS now defaults on
* Added support for mini-gamepad mode for Nintendo Joy-Con controllers using the \
HIDAPI driver
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS to control whether \
Joy-Con controllers are automatically merged into a unified gamepad when using \
the HIDAPI driver. This hint defaults on.
* The hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED can be set to a floating \
point value to set the brightness of the Home LED on Nintendo Switch controllers
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED to set the Home LED \
brightness for the Nintendo Joy-Con controllers. By default the Home LED is not \
modified.
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED to control whether \
the player LED should be lit on the Nintendo Joy-Con controllers
* Added support for Nintendo Online classic controllers using the HIDAPI driver
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC to control whether \
the HIDAPI driver for Nintendo Online classic controllers should be used
* Added support for the NVIDIA Shield Controller to the HIDAPI driver, \
supporting rumble and battery status
* Added support for NVIDIA SHIELD controller to the HIDAPI driver, and a hint \
SDL_HINT_JOYSTICK_HIDAPI_SHIELD to control whether this is used
* Added functions to get the platform dependent name for a joystick or game \
controller:
* SDL_JoystickPathForIndex()
* SDL_JoystickPath()
* SDL_GameControllerPathForIndex()
* SDL_GameControllerPath()
* Added SDL_GameControllerGetFirmwareVersion() and \
SDL_JoystickGetFirmwareVersion(), currently implemented for DualSense(tm) \
Wireless Controllers using HIDAPI
* Added SDL_JoystickAttachVirtualEx() for extended virtual controller support
* Added joystick event SDL_JOYBATTERYUPDATED for when battery status changes
* Added SDL_GUIDToString() and SDL_GUIDFromString() to convert between SDL GUID \
and string
* Added SDL_HasLSX() and SDL_HasLASX() to detect LoongArch SIMD support
* Added SDL_GetOriginalMemoryFunctions()
* Added SDL_GetDefaultAudioInfo() to get the name and format of the default \
audio device, currently implemented for PipeWire, PulseAudio, WASAPI, and \
DirectSound
* Added HIDAPI driver for the NVIDIA SHIELD controller (2017 model) to enable \
support for battery status and rumble
* Added support for opening audio devices with 3 or 5 channels (2.1, 4.1). All \
channel counts from Mono to 7.1 are now supported.
* Rewrote audio channel converters used by SDL_AudioCVT, based on the channel \
matrix coefficients used as the default for FAudio voices
* SDL log messages are no longer limited to 4K and can be any length
* Fixed a long-standing calling convention issue with dynapi affecting \
OpenWatcom or OS/2 builds
Windows:
* Added initial support for building for Windows and Xbox with Microsoft's Game \
Development Kit (GDK), see docs/README-gdk.md for details
* Added a D3D12 renderer implementation and SDL_RenderGetD3D12Device() to \
retrieve the D3D12 device associated with it
* Added the hint SDL_HINT_WINDOWS_DPI_AWARENESS to set whether the application \
is DPI-aware. This hint must be set before initializing the video subsystem
* Added the hint SDL_HINT_WINDOWS_DPI_SCALING to control whether the SDL \
coordinates are in DPI-scaled points or pixels
* Added the hint SDL_HINT_DIRECTINPUT_ENABLED to control whether the DirectInput \
driver should be used
* Added support for SDL_GetAudioDeviceSpec to the DirectSound backend
Linux:
* Support for XVidMode has been removed, mode changes are only supported using \
the XRandR extension
* Added the hint SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION to control whether to \
expose a set of emulated modes in addition to the native resolution modes \
available on Wayland
* Added the hint SDL_HINT_KMSDRM_DEVICE_INDEX to specify which KMSDRM device to \
use if the default is not desired
* Added the hint SDL_HINT_LINUX_DIGITAL_HATS to control whether to treat hats as \
digital rather than checking to see if they may be analog
* Added the hint SDL_HINT_LINUX_HAT_DEADZONES to control whether to use \
deadzones on analog hats
macOS:
* Bumped minimum OS deployment version to macOS 10.9
* Added SDL_GL_FLOATBUFFERS to allow Cocoa GL contexts to use EDR
* Added the hint SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH to control whether \
dispatching OpenGL context updates should block the dispatching thread until the \
main thread finishes processing. This hint defaults to blocking, which is the \
safer option on modern macOS.
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