Revisions of mingw32-SDL2
Ralf Habacker (rhabacker)
committed
(revision 11)
- Fix building with Tumbleweed - Add patches: * fix-building-with-mingw-header-12.patch
Jan Engelhardt (jengelh)
accepted
request 1144388
from
Martin Hauke (mnhauke)
(revision 10)
- Update to new upstream release 2.30.0 https://www.libsdl.org/tmp/SDL/WhatsNew.txt
Jan Engelhardt (jengelh)
committed
(revision 9)
implement sr 1060000 for win32
Jan Engelhardt (jengelh)
committed
(revision 8)
- Update to new upstream release 2.0.16 https://www.libsdl.org/tmp/SDL/WhatsNew.txt
Fridrich Strba (fstrba)
committed
(revision 7)
Jan Engelhardt (jengelh)
committed
(revision 6)
- Update to new upstream release 2.0.8 Compact the 2.0.7 log, it's supposed to be an overview not an exhaustive list. (reuse games/SDL2 2.0.7 log).
Fridrich Strba (fstrba)
accepted
request 561752
from
John Spartan (SpartanJ)
(revision 5)
- Update to new upstream release 2.0.7 In addition to audio resampling improvements and fixed D-BUS support, here are the major changes in this release: Added audio stream conversion functions: SDL_NewAudioStream SDL_AudioStreamPut SDL_AudioStreamGet SDL_AudioStreamAvailable SDL_AudioStreamFlush SDL_AudioStreamClear SDL_FreeAudioStream Added functions to query and set the SDL memory allocation functions: SDL_GetMemoryFunctions() SDL_SetMemoryFunctions() SDL_GetNumAllocations() Added locking functions for multi-threaded access to the joystick and game controller APIs: SDL_LockJoysticks() SDL_UnlockJoysticks() The following functions are now thread-safe: SDL_SetEventFilter() SDL_GetEventFilter() SDL_AddEventWatch() SDL_DelEventWatch()
Jan Engelhardt (jengelh)
committed
(revision 4)
trim changelog like was done for games/SDL2
Jan Engelhardt (jengelh)
accepted
request 530207
from
John Spartan (SpartanJ)
(revision 3)
-------- 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 Windows: * The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device * The old XAudio2 audio driver is deprecated and will be removed in the next release * Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows * The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers * Updated the GUID format for game controller mappings, older mappings will be automatically converted on load * Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows Linux: * Added an experimental KMS/DRM video driver for embedded development iOS: * Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio -------- 2.0.5: -------- General: * Implemented audio capture support for some platforms * Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture * Added events for dragging and dropping text * Added events for dragging and dropping multiple items * By default the click raising a window will not be delivered to the SDL application. You can set the hint SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to "1" to allow that click through to the window. * Saving a surface with an alpha channel as a BMP will use a newer BMP format that supports alpha information. You can set the hint SDL_HINT_BMP_SAVE_LEGACY_FORMAT to "1" to use the old format. * Added SDL_GetHintBoolean() to get the boolean value of a hint * Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output * Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format * Added SDL_GetDisplayUsableBounds() which returns the area usable for windows. For example, on Mac OS X, this subtracts the area occupied by the menu bar and dock. * Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area * Added a window event SDL_WINDOWEVENT_HIT_TEST when a window had a hit test that wasn't SDL_HITTEST_NORMAL (e.g. in the title bar or window frame) * Added SDL_SetWindowResizable() to change whether a window is resizable * Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency * Added SDL_SetWindowModalFor() to set a window as modal for another window * Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat() * Fixed flipped images when reading back from target textures when using the OpenGL renderer * Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer * Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases Windows: * Added a hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to prevent SDL from raising a debugger exception to name threads. This exception can cause problems with .NET applications when running under a debugger. * The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows * Fixed XBox controller triggers automatically being pulled at startup * The first icon from the executable is used as the default window icon at runtime * Fixed SDL log messages being printed twice if SDL was built with C library support * Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications. Mac OS X: * Fixed selecting the dummy video driver * The caps lock key now generates a pressed event when pressed and a released event when released, instead of a press/release event pair when pressed. * Fixed mouse wheel events on Mac OS X 10.12 * The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X Linux: * Added support for the Fcitx IME * Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus. * Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59. * Added initial support for touchscreens on Raspberry Pi OpenBSD: * SDL_GetBasePath() is now implemented on OpenBSD iOS: * Added support for dynamically loaded objects on iOS 8 and newer tvOS: * Added support for Apple TV * Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote. Android: * Fixed SDL not resizing window when Android screen resolution changes * Corrected the joystick Z axis reporting for the accelerometer Emscripten (running in a web browser): * Many bug fixes and improvements -------- 2.0.4: -------- General: * Added support for web applications using Emscripten, see docs/README-emscripten.md for more information * Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information * Added an API to queue audio instead of using the audio callback: SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio() * Added events for audio device hot plug support: SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED * Added SDL_PointInRect() * Added SDL_HasAVX2() to detect CPUs with AVX2 support * Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas) * Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any * Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer * Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window * Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space * Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window * Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not * Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension) * Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms * Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers * Added a Vivante video driver that is used on various SoC platforms * Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated * Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling * Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads * Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines * Improved support for WAV and BMP files with unusual chunks in them * Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState * Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden * Added SDL_GetDisplayDPI() to get the DPI information for a display * Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick * Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to. * Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to. Windows: * Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform) * Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint * SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds * Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage() * Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop * You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field * SDL_SysWMinfo now contains the window HDC * Added support for Unicode command line options * Prevent beeping when Alt-key combos are pressed * SDL_SetTextInputRect() re-positions the OS-rendered IME * Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed * Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated) Mac OS X: * Implemented drag-and-drop support * Improved joystick hot-plug detection * The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations * Fixed relative mouse mode when the application loses/regains focus * Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode * Fixed the refresh rate of display modes * SDL_SysWMInfo is now ARC-compatible * Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process Linux: * Enabled building with Mir and Wayland support by default. * Added IBus IME support * Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events * Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow() * Added support for multiple audio devices when using Pulseaudio * Fixed duplicate mouse events when using relative mouse motion iOS: * Added support for iOS 8 * The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels * SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior) * Added native resolution support for the iPhone 6 Plus * Added support for MFi game controllers * Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK * Added sRGB OpenGL ES context support on iOS 7+ * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER * SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view * Fixed various rotation and orientation issues * Fixed memory leaks Android: * Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events * Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION * Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER * Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox() Raspberry Pi: * Added support for the Raspberry Pi 2 - libspe2 only exists for ppc and ppc64 - Drop old arts/esound soundserver support. - Remove SDL2 obsoletes (we never had packages of that name). Copy current Provides to baselibs.conf. - Update to new upstream release 2.0.3 * This is a minor bugfix release to take care of creating an OpenGL context on Mac OS X. - Added missing build dependencies * arts * dbus * udev * tslib - Removed unrecognized options: --disable-video-svga, --disable-video-ps3 - Use pkgconfig everywhere - Fix the build on SLE using prjconf - Update to 2.0.2 * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values * Added an API to load a database of game controller mappings from a file: SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW() * Added game controller mappings for the PS4 and OUYA controllers * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler() * Added SDL_DetachThread() * Added SDL_HasAVX() to determine if the CPU has AVX features * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc. * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior. * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping. * testgl2 does not need to link with libGL anymore * Added testgles2 test program to demonstrate working with OpenGL ES 2.0 * Added controllermap test program to visually map a game controller * Fixed fullscreen and focused behavior when receiving NotifyGrab events * Added experimental Wayland and Mir support, disabled by default - Added SDL2-devel provides - Update to version 2.0.1: * Added an API to get common filesystem paths in SDL_filesystem.h: SDL_GetBasePath(), SDL_GetPrefPath() * Added an API to do optimized YV12 and IYUV texture updates: SDL_UpdateYUVTexture() * Added an API to get the amount of RAM on the system: SDL_GetSystemRAM() * Added a macro to perform timestamp comparisons with SDL_GetTicks(): SDL_TICKS_PASSED() * Dramatically improved OpenGL ES 2.0 rendering performance * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE * Fixed float audio support with the PulseAudio driver * Fixed missing line endpoints in the OpenGL renderer on some drivers * X11 symbols are no longer defined to avoid collisions when linking statically - add SDL2 provides - Some metadata spruce-up: add current URLs, softer wildcarding in the files list, more robust make install call - Reduce build dependencies - Optional signature verification in local builds - created package (version 2.0.0) - based on SDL package
Jan Engelhardt (jengelh)
accepted
request 514802
from
John Spartan (SpartanJ)
(revision 2)
Updated SDL2 to SDL 2.0.5
Jan Engelhardt (jengelh)
committed
(revision 1)
mingw32-SDL2-2.0.3
Displaying all 11 revisions