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CVS log for pkgsrc/devel/SDL2/options.mk

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Default branch: MAIN


Revision 1.17 / (download) - annotate - [select for diffs], Mon Mar 30 10:18:48 2020 UTC (2 months, 1 week ago) by nia
Branch: MAIN
CVS Tags: HEAD
Changes since 1.16: +1 -2 lines
Diff to previous 1.16 (colored)

SDL2: Remove CONFIGURE_ARGS duplicate

Revision 1.16 / (download) - annotate - [select for diffs], Tue Mar 17 12:49:29 2020 UTC (2 months, 2 weeks ago) by nia
Branch: MAIN
CVS Tags: pkgsrc-2020Q1-base, pkgsrc-2020Q1
Changes since 1.15: +3 -1 lines
Diff to previous 1.15 (colored)

SDL2: Update to 2.0.12

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

   General:

     * Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get
       and set the scaling mode used for a texture
     * Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the
       locked area is exposed as a SDL surface.
     * Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and
       blend operation
     * Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results
       of SDL_GetDisplayUsableBounds() for display index 0.
     * Added the window underneath the finger to the SDL_TouchFingerEvent
     * Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to
       return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or
       Nintendo Switch Pro)
     * Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic
       game controller type detection
     * Added SDL_JoystickFromPlayerIndex() and
       SDL_GameControllerFromPlayerIndex() to get the device associated with
       a player index
     * Added SDL_JoystickSetPlayerIndex() and
       SDL_GameControllerSetPlayerIndex() to set the player index associated
       with a device
     * Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify
       whether Nintendo Switch Pro controllers should use the buttons as
       labeled or swapped to match positional layout. The default is to use
       the buttons as labeled.
     * Added support for Nintendo GameCube controllers to the HIDAPI driver,
       and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this
       is used.
     * Improved support for Xbox 360 and Xbox One controllers when using the
       HIDAPI driver
     * Added support for many game controllers, including:
          * 8BitDo FC30 Pro
          * 8BitDo M30 GamePad
          * BDA PS4 Fightpad
          * HORI Fighting Commander
          * Hyperkin Duke
          * Hyperkin X91
          * MOGA XP5-A Plus
          * NACON GC-400ES
          * NVIDIA Controller v01.04
          * PDP Versus Fighting Pad
          * Razer Raion Fightpad for PS4
          * Razer Serval
          * Stadia Controller
          * SteelSeries Stratus Duo
          * Victrix Pro Fight Stick for PS4
          * Xbox One Elite Series 2
     * Fixed blocking game controller rumble calls when using the HIDAPI
       driver
     * Added SDL_zeroa() macro to zero an array of elements
     * Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD
       (ARMv6+) features

   Windows:

     * Fixed crash when using the release SDL DLL with applications built
       with gcc
     * Fixed performance regression in event handling introduced in 2.0.10
     * Added support for SDL_SetThreadPriority() for UWP applications

   Linux:

     * Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the
       visual chosen for new X11 windows
     * Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11
       should use GLX or EGL by default

   iOS / tvOS / macOS:

     * Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create
       CAMetalLayer-backed NSView/UIView and attach it to the specified
       window.

   iOS/ tvOS:

     * Added support for Bluetooth Steam Controllers as game controllers

   tvOS:

     * Fixed support for surround sound on Apple TV

   Android:

     * Added SDL_GetAndroidSDKVersion() to return the API level of the
       current device
     * Added support for audio capture using OpenSL-ES
     * Added support for Bluetooth Steam Controllers as game controllers
     * Fixed rare crashes when the app goes into the background or terminates

Revision 1.15 / (download) - annotate - [select for diffs], Mon Jan 20 21:13:16 2020 UTC (4 months, 2 weeks ago) by nia
Branch: MAIN
Changes since 1.14: +2 -8 lines
Diff to previous 1.14 (colored)

SDL[2]: Remove esound support

Revision 1.14 / (download) - annotate - [select for diffs], Sat Jan 4 01:52:23 2020 UTC (5 months ago) by nia
Branch: MAIN
Changes since 1.13: +9 -10 lines
Diff to previous 1.13 (colored)

SDL2: enable wayland where supported

Revision 1.13 / (download) - annotate - [select for diffs], Sun Aug 18 16:16:24 2019 UTC (9 months, 2 weeks ago) by nia
Branch: MAIN
CVS Tags: pkgsrc-2019Q4-base, pkgsrc-2019Q4, pkgsrc-2019Q3-base, pkgsrc-2019Q3
Changes since 1.12: +12 -2 lines
Diff to previous 1.12 (colored)

SDL2: Add support for Wayland in options.mk.

While here, resolve some pkglint problems.

Builds on NetBSD with Wayland support...

Revision 1.12 / (download) - annotate - [select for diffs], Mon May 27 17:21:01 2019 UTC (12 months, 1 week ago) by nia
Branch: MAIN
CVS Tags: pkgsrc-2019Q2-base, pkgsrc-2019Q2
Changes since 1.11: +1 -2 lines
Diff to previous 1.11 (colored)

SDL2: Always --disable-x11-shared so X11 is linked the normal way.

This fixes creating a GL context with r600_dri (and probably other drivers)
on NetBSD with native X, where otherwise missing libxcb symbol errors
happen.

Programs this unbreaks include fasttracker2, mednafen. Programs this
doesn't unbreak include nestopia (uses libepoxy).

This is a workaround, but we're already doing the same in the SDL1
package...

Bump PKGREVISION.

Revision 1.11 / (download) - annotate - [select for diffs], Fri May 24 18:13:36 2019 UTC (12 months, 1 week ago) by nia
Branch: MAIN
Changes since 1.10: +17 -10 lines
Diff to previous 1.10 (colored)

SDL2: Audio changes!

SDL_netbsdaudio.c:

* Rework the NetBSD audio driver significantly. Use blocking i/o as
suggested on the SDL bug tracker. Rework the intialization steps
since they were very wrong. All calls to Delay now removed.

* Fixes the horrible stuttering on my system.

* Performance now approximately matches SDL_AUDIODRIVER=dsp. Code
is also closer to SDL_dspaudio.

* Tested with multimedia/mpv, games/etlegacy, emulators/retroarch,
wip/tesseract-game, using SDL audio outputs.

options.mk:

* Add "jack" option, disabled by default.
* Enable ALSA by default on Linux.
* Fix some whitespace problems.

Bump PKGREVISION.

Revision 1.10 / (download) - annotate - [select for diffs], Mon Dec 24 16:25:30 2018 UTC (17 months, 1 week ago) by nia
Branch: MAIN
CVS Tags: pkgsrc-2019Q1-base, pkgsrc-2019Q1, pkgsrc-2018Q4-base, pkgsrc-2018Q4
Changes since 1.9: +3 -1 lines
Diff to previous 1.9 (colored)

SDL2: Disable ESD properly.

Revision 1.9 / (download) - annotate - [select for diffs], Mon Dec 24 16:24:35 2018 UTC (17 months, 1 week ago) by nia
Branch: MAIN
Changes since 1.8: +6 -12 lines
Diff to previous 1.8 (colored)

SDL2: Revert previous since the Raspberry Pi problems are fixed.

Revision 1.8 / (download) - annotate - [select for diffs], Sun Dec 23 14:27:15 2018 UTC (17 months, 1 week ago) by nia
Branch: MAIN
Changes since 1.7: +22 -3 lines
Diff to previous 1.7 (colored)

devel/SDL2: Use the GLESv2+EGL video driver instead of the RPI video driver
on Raspberry Pi.

This allows RetroArch to be used on ARM NetBSD again (seemingly, when the
rgui menu driver is used). Previously, SDL2 would fail to produce shared
libraries when linked against the Broadcom libraries, which would cause
problems when linking against certain applications (notably RetroArch).

While here, disable options properly.

Revision 1.7 / (download) - annotate - [select for diffs], Thu Nov 1 21:08:28 2018 UTC (19 months ago) by adam
Branch: MAIN
Changes since 1.6: +4 -3 lines
Diff to previous 1.6 (colored)

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

Revision 1.6 / (download) - annotate - [select for diffs], Tue Sep 26 13:10:56 2017 UTC (2 years, 8 months ago) by adam
Branch: MAIN
CVS Tags: pkgsrc-2018Q3-base, pkgsrc-2018Q3, pkgsrc-2018Q2-base, pkgsrc-2018Q2, pkgsrc-2018Q1-base, pkgsrc-2018Q1, pkgsrc-2017Q4-base, pkgsrc-2017Q4
Changes since 1.5: +2 -6 lines
Diff to previous 1.5 (colored)

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

Revision 1.5 / (download) - annotate - [select for diffs], Wed Feb 11 20:32:20 2015 UTC (5 years, 3 months ago) by snj
Branch: MAIN
CVS Tags: pkgsrc-2017Q3-base, pkgsrc-2017Q3, pkgsrc-2017Q2-base, pkgsrc-2017Q2, pkgsrc-2017Q1-base, pkgsrc-2017Q1, pkgsrc-2016Q4-base, pkgsrc-2016Q4, pkgsrc-2016Q3-base, pkgsrc-2016Q3, pkgsrc-2016Q2-base, pkgsrc-2016Q2, pkgsrc-2016Q1-base, pkgsrc-2016Q1, pkgsrc-2015Q4-base, pkgsrc-2015Q4, pkgsrc-2015Q3-base, pkgsrc-2015Q3, pkgsrc-2015Q2-base, pkgsrc-2015Q2, pkgsrc-2015Q1-base, pkgsrc-2015Q1
Changes since 1.4: +1 -5 lines
Diff to previous 1.4 (colored)

remove some redundant X11 includes

Revision 1.4 / (download) - annotate - [select for diffs], Wed Feb 11 14:00:45 2015 UTC (5 years, 3 months ago) by jmcneill
Branch: MAIN
Changes since 1.3: +19 -3 lines
Diff to previous 1.3 (colored)

enable Raspberry Pi native video driver if "rpi" option is set

Revision 1.3 / (download) - annotate - [select for diffs], Mon Feb 9 08:27:07 2015 UTC (5 years, 3 months ago) by snj
Branch: MAIN
Changes since 1.2: +12 -59 lines
Diff to previous 1.2 (colored)

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

Revision 1.2 / (download) - annotate - [select for diffs], Tue Feb 3 08:50:44 2015 UTC (5 years, 4 months ago) by snj
Branch: MAIN
Changes since 1.1: +3 -5 lines
Diff to previous 1.1 (colored)

- Work around NetBSD libGL versioning mess.
- Enable opengl option by default on all platforms, not just Darwin.
- Bump PKGREVISION to 4.

Revision 1.1 / (download) - annotate - [select for diffs], Thu Aug 15 10:26:16 2013 UTC (6 years, 9 months ago) by adam
Branch: MAIN
CVS Tags: pkgsrc-2014Q4-base, pkgsrc-2014Q4, pkgsrc-2014Q3-base, pkgsrc-2014Q3, pkgsrc-2014Q2-base, pkgsrc-2014Q2, pkgsrc-2014Q1-base, pkgsrc-2014Q1, pkgsrc-2013Q4-base, pkgsrc-2013Q4, pkgsrc-2013Q3-base, pkgsrc-2013Q3

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.

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