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SDL2: updated to 2.30.4 2.30.4 This is a stable bugfix release, with the following changes: Android rotation will respect user rotation lock preferences Fixed spurious Left-Ctrl key input when the Right Alt key (AltGr) is pressed on Windows Added support for the Saitek Cyborg V.3 Rumble Pad in PS3 mode Added support for the Razer Kitsune in PS5 mode Added Linux bindings for the Qanba Drone 2 Arcade Joystick Leave Nintendo Online controllers in simple report mode so they work with DirectInput games Enable using libusb for GameCube controllers when available
devel/SDL2/buildlink3.mk: Expose sdl2-config to cross-builds. Although sdl2-config is part of the cross-built package, we execute it out of the cross-destdir nevertheless because it's a shell script and it provides the necessary configuration relative to the sysroot for building dependencies. No change to native builds because this is conditional on USE_CROSS_COMPILE.
* recursive bump for libxkbcommon 1.7.0 Marc Baudoin reported problems with using old binary packages with the new libkxbcommon, so force everything to 1.7.0
*: Recursive revbump from audio/pulseaudio-17.0
import SDL2-2.0.3 as devel/SDL2-legacy-darwin This is the version of SDL2 from TigerPorts and TigerBrew. 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. This package is based on an older version of SDL2 suitable for use with legacy platforms such as PowerPC versions of Mac OS X. Features such as synchronous audio are unavailable. It may also be useful for developers seeking to target a wide range of SDL2 versions.
*: Recursive revbump from audio/libopus 1.4
*: bump PKGREVISION for flac shlib bump
SDL2: Fix pkg-config .pc file and fix pulseaudio option * Bump PKGREVISION. * sdl2.pc has -liconv in Libs.private and it is incorrect. Detect iconv function in libc. * Fix pulseaudio option by disabling shared link. * Add pulseaudio support to buildlink3.mk to fix fonts/SDL2_ttf when pulseaudio option is enable in devel/SDL2.
Bump all dependent packages of wayland (belatedly) The package changed with the addition of its libepoll-shim dependency. Otherwise, we can get: ERROR: libepoll-shim>=0.0.20210418 is not installed; can't buildlink files.
{c,d,e}*/*: revbump(1) for libsndfile
Recursive revbump for audio/jack
*: revbump for libsndfile
SDL2: include jack in buildlink
SDL2: add missing pkg-build-options snippet for alsa and de-lint
SDL2: update buildlink3
*: recursive bump for libffi
SDL2: handle wayland properly in buildlink3
SDL2: updated to 2.0.9 2.0.9: General: * Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h * Added an event SDL_SENSORUPDATE which is sent when a sensor is updated * Added SDL_GetDisplayOrientation() to return the current display orientation * Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes * Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support) * Added support for many other popular game controllers * Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller. * Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API * Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time * Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels * Added SDL_HasColorKey() to return whether a surface has a colorkey active * Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features * Added SDL_IsTablet() to return whether the application is running on a tablet * Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority Mac OS X: * Fixed black screen at start on Mac OS X Mojave Linux: * Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available. iOS: * Fixed Asian IME input Android: * Updated required Android SDK to API 26, to match Google's new App Store requirements * Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers * Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0) * Added support for custom mouse cursors on Android 7.0 and newer * Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK * Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application * Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime * Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
xorgproto: use xorgproto instead of separate *proto packages Remove now obsolete packages.
Recursive revbump following MesaLib update, categories a through f.
enable Raspberry Pi native video driver if "rpi" option is set
Switch SDL2 to the standard autotools build system. Upstream considers the CMake build system to be experimental. This gets us working joystick support on NetBSD, avoids installing bogus headers, and moves us to a sane library major (which is highly unlikely to ever change again). Bump PKGREVISION to 5 and set BUILDLINK_ABI_DEPENDS accordingly. Recursive revbump coming up. While here, tidy up this package's options a bit: - instead of providing six (!) options for standard modern X libraries, simply lump them all into the existing x11 option - provide a dbus option
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.