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2020-06-09SDL2: don't assume ARM is rpinia1-2/+2
2020-04-16SDL2: Fix build on NetBSD 8nia1-2/+2
2020-04-08SDL2: Update SDL_netbsdaudio to use the device's preferred sample rate.nia1-2/+2
This should allow for higher quality sample rate conversion via libsamplerate in userspace. Sent upstream. Bump PKGREVISION.
2020-04-05SDL2: Update with the latest round of patches sent to bugzillania1-1/+2
- Drop patches that are no longer relevant. - Add support for 32-bit LPCM audio on NetBSD. - Fix a wayland protocol handling issue.
2020-03-17SDL2: Update to 2.0.12nia1-20/+17
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
2020-03-15SDL2: Disable OSS audio on NetBSDnia1-2/+5
2020-03-08*: recursive bump for libffiwiz1-2/+2
2020-02-24SDL2: Apply upstream patch for wayland protocol errornia1-2/+2
2020-01-26all: migrate homepages from http to httpsrillig1-2/+2
pkglint -r --network --only "migrate" As a side-effect of migrating the homepages, pkglint also fixed a few indentations in unrelated lines. These and the new homepages have been checked manually.
2020-01-20SDL[2]: Remove esound supportnia1-1/+2
2020-01-04SDL2: enable wayland where supportednia1-3/+2
2019-09-18Recursive revbump from audio/pulseaudioryoon1-1/+2
2019-08-18SDL2: Add support for Wayland in options.mk.nia1-4/+4
While here, resolve some pkglint problems. Builds on NetBSD with Wayland support...
2019-07-27SDL2: Update to 2.0.10nia1-3/+2
Changes: * Fixed bug 4347 - Keyboard LEDs don't work on linux console * Fixed bug 4349 - SDL_CreateWindow fails with KMS/DRM after upgrading Mesa to 18.2.3 * Fix crash when GL_LoadFunctions()/GLES2_LoadFunctions() fails * fix NetBSD C90 build failure * joystick: Add Linux mappings for "Xbox One Wireless Controller (Model 1708)" * Closing SDL-ryan-batching-renderer branch. * Merge SDL-ryan-batching-renderer branch to default. * merge fallout: Patched to compile, fixed some compiler warnings, etc. * fix build using Watcom : * metal: remove an obsolete section of a constant buffer. * metal: avoid an extra buffer allocation and GPU data copy in RunCommandQueue, it's not needed. Improves overall performance. * Remove machine-specific IncludePath from SDL.vcxproj * Fixed bug 4315 - little Warning in Android_JNI_CaptureAudioBuffer * Fixed bug 4319 - Android remove reflection for PointerIcon * Fixed bug 4320 - Android remove reflection for HIDDeviceBLESteamController * Fixed bug 4308 - Prebuilt SDL.dll files not compiled with ASLR support (DYNAMICBASE) * mir: Removed mir client support. * metal: fix the size of the buffer used for constant data. * metal: fix the SDL_RENDERER_PRESENTVSYNC flag not being set on the renderer info on macOS, when vsync is used. * metal: SDL_RenderReadPixels on macOS synchronizes the render target's texture data if it's managed, before reading from it. * fix bug #4362 - SDL_syswm.h with SDL_PROTOTYPES_ONLY broken in C++ mode * close_code.h: #error if included without matching begin_code.h * close_code.h: #error if included without matching begin_code.h * wayland: fix resizing and fullscreen toggling * Added Vulkan headers version 1.1.91 * The Debian maintainers aren't using these rules, so enable dynamic loading of shared libraries by default for the Steam Linux Runtime * Used confflags +=, so each option can be enabled individually, if desired * Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id). * cocoa: fix building with the macOS 10.7 SDK (thanks Riccardo!) * Fixed bug 4367 - compatibility version decreased between 2.0.8 and 2.0.9 * Fixed bug 4366 - Compile throws a warning on RPI (Raspbian Stretch) * Fixed bug 4377 - SDL_PIXELFORMAT enum is anonymous, which prevents its use in a templated function * revert commit aad2440e3d61 for consistency (c.f. bug #4367.) * Fixed bug 3193 - Dualshock 3's motion sensors overwrite analog stick * software: fix blits with color mods that change during a command queue run. * fix permissions * The default draw blendmode is SDL_BLENDMODE_NONE * Fixed a few compiler warnings. * Back out change initializing renderer blend mode incorrectly. * opengles: Fixed compiler warnings. * libm: Watcom defines huge=__huge: undefine it to fix build using Watcom. * os/2 bits for SDL_malloc.c -- from libffi * Fixed bug 4391 - hid_enumerate() sometimes causes game to freeze for a few seconds * Fixed bug 4392 - SDL_cpuinfo.h breaks compilation with C bool type * Fixed bug 4394 - Crash in SDL_PumpEvents() after SDL_DestroyWindow() * wayland: ask xdg-decoration protocol extension to use server-side decorations if possible. * metal: SDL_RenderFillRects uses one draw call per 16k rectangles (within the given FillRects call), instead of one draw call per rectangle. Reduces CPU usage when drawing many rectangles. * metal: Fix an incorrect division. * Do a second pass to find libraries without a single version digit after the .so * Added atomics support for armv8-a (Raspberry Pi 3) * metal: use a staging texture in SDL_UpdateTexture, to make sure it doesn't stomp texture data being drawn in a previous frame on the GPU. * SDL_touch.h (SDL_TouchDeviceType): remove comma at end of enumerator list. * Fixed bug changing cursors on Raspberry Pi * Fixed the hotspot for cursors on Raspberry Pi * Added support for the Razer Raiju Mobile * Patched to compile on Linux with --disable-threads. * Patched to compile on Linux with threads enabled. (whoops!) * Added some detail to a Doxygen comment (thanks, Sylvain!). * android: use cpufeatures to support SDL_HasNEON() (thanks, Sylvain!). * kmsdrm: uninitialized KMSDRM fixes * kmsdrm: Check for resources when validating KMSDRM device in check_modesetting. * directfb: Updated render backend to new internal API. * cmake: Comment out some debug logging that can upset build environments. * Patched to compile on C89 compilers. * render: fix some static analysis warnings. * android: use __ARM_NEON instead of __ARM_NEON__ to include <arm_neon.h> * Windows: NEON detection and intrinsic includes on Visual Studio * Update comment URL of USB document (HID Usage Tables 1.12) * Fix comment and end of lines * Fixed the PS4 motion controls showing up as a separate game controller on Linux * Warnings: fix a documentation warning and missing prototypes * wayland: Send SDL_TOUCH_MOUSEID mouse events for touches. * linux: Move SDL_LinuxSetThreadPriority() elsewhere to fix build. * egl: Don't force X11 support when testing for EGL. * joystick: Added controller config for IMS Passenger Control Unit Devices. * Fixed the ROCCAT Tyon mouse showing up as a joystick on Windows * Whoops, forgot to add a new source file. :/ * joystick: Removed unused variable. * Fix warnings detected on Android build * opengles2: fix prototype of glDeleteBuffers * Fix warnings detected on Android build * wayland: Do not try to lock on an invalid pointer * Made it more clear that the values being compared are floats * Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file to load at initialization containing SDL game controller mappings * Fixed bug 4415 - SDL menu bar is nonstandard on Mac * Fixed bug 4379 - fix parallel build with slibtool * Linux Haptic: Fix periodic.magnitude value * Rename _SDL_sensor_h in public header, not to trigger Wreserved-id-macro * Handle both "Sony Interactive Intertainment" and "Sony Computer Entertainment" when ignoring motion sensors * Fixed building with the 10.10 SDK * Fixed bug 4425 - promote to alpha format, palette surface with alpha values. * emscripten: SDL_PrivateJoystickAdded() wants an instance id, not device index. * Fixed bug 4426 - allows re-creation of software renderer * cocoa: Implement OpenGL swap interval support with CVDisplayLink. * testgl2: Press 'o' or 'p' to decrease/increase OpenGL swap interval. * Gesture: remove warnings when ENABLE_DOLLAR is undefined. * metal: Implement SDL_LockTexture for non-YUV textures. * metal: Implement SDL_LockTexture for YUV formats. * render: Prefer the Metal renderer over OpenGL. * render: Fix internal state getting out of sync when destroying a texture that was just rendered and then creating a new one, in the GL and GLES2 backends. Fixes bug #4433. * opengles 1: use color from 'draw' union in SetDrawState() * opengles 1: same fix as in bug #4433 * PSP renderer: use colors from 'draw' union (very likely, but un-tested) * Fixed bug 3511 - documentation to end an Android application * Fixed bug 3186 - Android SW keyboard not restored when app becomes foreground. * Android: fixed comments and spaces * Android: on rare occasion, prevent Android_JNI_GetNativeWindow() from crashing * Fixed bug 4424 - Android windowed mode is broken (Thanks Jonas Thiem!) * Android: make sure surfaceChanged try to enter into 'resumed' state. * Fixed bug 3250 - Wrong backbuffer pixel format on Android, keep getting RGB_565 * Android: preparation bug 4142, reduce usage of global variable Android_Window * Android: minor preparation for bug 4142 (concurrency issues) * Fixed bug 4142 - Concurrency issues in Android backend * Android: prevent the error message from SDL_EGL_CreateSurface() to be masked. * Android: use Mutex instead of Semphore for bug 4142 * Android: concurrency issue with egl_surface EGL_BAD_SURFACE - (bug 4142) * Android: make Android_PumpEvents() more readable * Android: fixed immediate transition to pause and resume. * Updated copyright for 2019 * Fixed bug 4255 - SDL_GetGlobalMouseState() returns incorrect Y on secondary display * Android: fix wrong state after immediate sequence pause() / resume() / pause() * Android: un-needed check of "isPausing" and minor typos * Android: remove SURFACE_TYPE_GPU, deprecated in API level 5. * Android: allow multiple calls to nativeResume() * Android: better fix for bug 3186. Run those commands from SDL thread. * Android: some robustness when quitting application from onDestroy() * Android: don't allow multiple instance of SDLActivity * Android: concurrency issue for Android_SetWindowFullscreen() * Android: native_window validity is guaranteed between surfaceCreated and Destroyed * Android: add some SetError for Android_SetWindowFullscreen * Android: prevent a dummy error message sending SDL_DISPLAYEVENT_ORIENTATION * Android: un-needed transition to Pause state. * Android: only send Quit event to SDLThread if it's not already terminated * Android: nativeQuit for SDLActivity thread * Android: some simplification, don't need mExitCalledFromJava * Android: remove deprecated PixelFormat in surfaceChanged() * Fixed bug 3930 - Android, set thread priorities and names * Android: add name for Touch devices and simplification, from bug 3958 * Android: fix prototype of Android_JNI_InitTouch * Android: fix bad merge from previous commit * Android: don't call Android_JNI_ThreadDestroyed() for Java SDLThread * Android: use pthread_once for creating thread key 'mThreadKey' * Android: Audio thread is already setup for the JVM * Android: use the same naming for JNI env local variables * Android: change the way JNIEnv is retrieved * Android: move and group JNIEnv helper functions * Fixed bug 4453 - GLES / GLES2: first white renderer clear cmd is drawn as black * Updated minimum supported Android version to API 16, to match latest NDK toolchain * Fixed compiler warning * Initial Android OpenSL ES implementation, contributed by ANTA * Android/openslES: some space and indentation to match SDL conventions * Android/openslES: register and use CloseDevice function. * Android/openslES: move a few static variables to SDL_PrivateAudioData structure * Android/openslES: set audio in paused/resumed state for Android event loop * Android/openslES: start playing, after creating ressources * Android/openslES: check for non NULL variable, some intialization. * Android: minor, remove static attributes, move mIsSurfaceReady to SDLSurface * Android/openslES: fix Pause/ResumeDevices when openslES is not used * Android: create Pause/ResumeSem semaphore at higher level than CreateWindow() * evdev: Add touchscreen mouse emulation and pressure support (thanks, Zach!). * evdev: don't debug log on a BTN_TOUCH from a non-touch device. * Android: remove old code after Android-16 has been set as minimum requirement * Android: remove trailing spaces * Android: merge SDLJoystickHandler_API12 and SDLJoystickHandler_API16 * Android: move static variable isPaused/isPausing to SDL_VideoData structure * Android: add mutex protection to onNativeOrientationChanged * Fixed bug 4024 - remove trailing comma of Controller mappings * Android: also update APP_PLATFORM to android-16 in Application.mk * Android: prevent concurrency in Android_SetScreenResolution() when exiting * Android: remove hard-coded constant for Samsung DeX (no op!) * Android: minor change in the evaluation of SOURCE_CLASS_JOYSTICK (no op!) * Android: remove another hard-coded constant for Samsung DeX (no op!) * Android: remove duplicate code in SDLGenericMotionListener_API24 * Fixed bug 3657 - Color-key doesn't work when an alpha channel is present * Fixed compiler warning on Android * Android: automatically attach to the JVM non-SDL threads * Android: some typos * Fixed compiler warning * Fixed bug 3827 - issue with MapRGB, palette and colorkey * Fixed bug 3827 - issue with MapRGB, palette and colorkey * Revert SDL_gamecontrollerdb.h and sort_controllers.py from bug 4024 * Fixed bug 4024 - GameController error "Unexpected controller element" * Fixed bug 4290 - add fastpaths for format conversion in BlitNtoN * Add explicit unsigned int and char types in (for bug 4290) * Fixed failing SDL_ConvertSurface() when blit has failed. * Fix blit with blending (Blit_A) to RGB332 which has no palette * Add fast paths in BlitNtoNKey * Add SDL_MEMALIGNED flag for SDL_Surface using aligned memory. * iOS/tvOS: fix support for SDL_GameControllerGetButton(controller, GUIDE) with MFi controllers (thanks Caleb!) * Rename surface aligned memory flag to SDL_SIMD_ALIGNED * Fix include path compilation * Fixed bug 4484 - use SIMD aligned memory for SDL_Surface * render: Fix OpenGL draw state cache for various points of texture binding. * opengles1: keep cached texturing state correct. * opengles2: keep cached texturing state correct. * opengles2: patched to compile. * Android/openslES: prevent to run out of buffers if Enqueue() fails. * Android/openslES: set number of buffers of DATALOCATOR to internal NUM_BUFFER * Android/openslES: fix warnings, comment out un-used interface * Faster blit when using CopyAlpha + ColorKey * Fix pointer warnings * Faster blit when using No Alpha or Set Alpha, + ColorKey * Faster blit with no ColorKey * Fix wrong comment * Code factorization of the pixel format permutation * Faster blit with CopyAlpha, no ColorKey * Some simplification of previous commit * Fix wrong access and simplify * Faster blit colorkey or not, applied to bpp: 3->4 and 4->3 * Better naming for the blit permutation variables * Fix invalid memory access and optimise Blit_3or4_to_3or4__* * Fixed bug 4500 - Heap-Buffer Overflow in Map1toN pertaining to SDL_pixels.c * Fixed bug 4500 - Heap-Buffer Overflow in Map1toN pertaining to SDL_pixels.c * Fix bug 4053: Blit issues on Big Endian CPU * Fix windows build * raspberry: expose second display. * BlitNtoN BlitNtoNKey: remove non-aligned word read/store (bpp 3<->4) (Bug 4503) * Un-activate some routine on mips because they are slowers (Bug 4503) * KMSDRM: change calls free() to SDL_free() (Bug 4529) * KMSDRM: missing return value in VideoInit() (Bug 4530) * SDL_MouseQuit(): clear mouse->cur_cursor (Bug 4530) * Fixed bug 4542 - Image flipped vertically when rendering on texture * SDL_EVDEV_kbd_init: uninitialized data for ioctl (Bug 4530) * Fixed bug 4513 - Wayland, fix crash when remove event is sent (from Sebastian Krzyszkowiak) * HIDAPI: fix bug that caused non-HID class parts of composite devices to have windows HID functions called on them. * Fixed initial display orientation at Android app start * [iOS DAC] Fix touch events getting from SDL2 to source2. * Android: check SDL is initialized before sending the event * Android: minor comment update * KMSDRM: valid file descriptors could positive or 0. -1 is invalid. (Bug 4530) * events: Make debug logging of the event queue a hint instead of an #ifdef. * events: Let arbitrary signals to simulate iOS/Android backgrounding events. * events: Disable all the signal-handling code on platforms without support. * test: Moved testgesture.c over to the common SDLtest framework. * testgesture: minor cleanups. * testgesture: cleaned up code formatting, etc. * testgesture: Add dependency to SDLtest to Visual Studio project. * Fix compiler warnings. * Use host system pkg-config when (cross-)compiling and convert to PKG_CHECK_MODULES * Added missing PKG_CONFIG macros * Fixed bug 4452 - Please replace AC_HELP_STRING with AS_HELP_STRING * Fix DirectInput error codes being lost * Fix polling left trigger reporting right trigger's values. * Fixed CVE-2019-7635 and bug 4498 - Heap-Buffer Overflow in Blit1to4 pertaining to SDL_blit_1.c * @@ -, +, @@ * Reject 2, 3, 5, 6, 7-bpp BMP images * Fixed bug 4544 - SDL2.m4 SDL2.framework patch made it impossible to fail detection * Fixed bug 4525 - Fix crash in ALSA_HotplugThread caused by bad return value check * Fixed DualShock 3 mapping * Fixed bug 4511 - SDL_gamecontrollerdb Mapping for Sony Playstation USB controller * Fixed bug 4450 - SDL_mouse.c fails to compile with CMake generated Visual Studio files if SDL_VIDEO_VULKAN 0/undefined * emscripten: force resize event when pixel ratio changes * CVE-2019-7637: Fix in integer overflow in SDL_CalculatePitch * Fixed configure error if pkg modules aren't available * Fixed Mac OS X build * Fixed iOS build * Fixed Visual Studio build * testgesture: Make the background gray. * Added support for building SDL as a dynamic library on iOS * Added support for building SDL as a dynamic library on tvOS * Fixed declaration of SDL_main_func for C++ * Fixed building with C++ * Fixed building with C++ * Fixed archiving the SDL dynamic library on iOS and tvOS * Fixed Windows RT build * Didn't need to add SDL_windows.h include, that was already included * Fixed Visual Studio build * Hopefully fixed the mingw32 build * opengles2: Fix static analysis warning. * Backed out changeset ffd52bb02bcc * coreaudio: Set audio callback thread priority. * Handle potentially calling SDL_JoystickUpdate() and SDL_JoystickQuit() at the same time. * configure.in: Rename to configure.ac to fix an 'aclocal' warning * docs: Replace references to configure.in with configure.ac * configure.in: Rename configure.ac to fix an 'aclocal' warning * Bug 4576: handle mapping of TouchEvents to MouseEvents at higher level * Bug 4576: remove touch/mouse duplication for Windows * Bug 4576: remove touch/mouse duplication for linux/EVDEV * Bug 4576: remove touch/mouse duplication for Wayland * Bug 4576: remove touch/mouse duplication for Android * Bug 4576: fix warning and compile * Bug 4576: one more warning * Bug 4576: fix wrong scaling * Bug 4576: track both FingerId and TrackId * Add hint SDL_HINT_MOUSE_TOUCH_EVENTS for mouse events to generate touch events * Android: remove SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH * Update WhatsNew.txt * Update WhatsNew.txt * Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour * Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE * https://bugzilla.libsdl.org/show_bug.cgi?id=4577 * Set SDL_HINT_MOUSE_TOUCH_EVENTS for iPhone and iPad as well * Fixed bug 4579 - SDL_android.c s_active not being atomic * Bug 4581: move tracking appart so it doesn't require the window to have focus * SDL_HINT_MOUSE_TOUCH_EVENTS: move tracking appart in case of 'window' is null * Fixed bug 4582 - Maximize/Resize not working on Windows 10 * Fixed bug 4581 - mouse events with SDL_TOUCH_MOUSEID make window lost focus * Fixed bug 4581 - generate synthetic mouse events at window boundaries * Fix disabling OpenGL vsync on macOS 10.14.4+ (bug #4575). * Android: when event loop is not blocking in pause, backup EGL context (Bug 4578) * hidapi: Add GCN L/R buttons, just in case someone wants them... * Explicitly load hidapi as a dependency of the SDL library * macOS: Fix compilation when using the 10.9 SDK or older. * iOS: Remove code trying to support compilation on the iOS 7 SDK, the deployment target has been set to iOS 8 for years and there's other unconditionally compiled code that depends on newer SDKs so that code is useless. * configure: Cleaned up audio/video summaries when building for Windows. * Fixed bug 4580 - Android 8: immersive fullscreen notification causes flickering between fullscreen and non-fullscreen and app is unresponsive * Only leave fullscreen mode if we're actually going to minimize * Added a helper function to tell whether or not a window can be minimized * Android: add static variable initialization in non blocking event loop * Add a configure option allowing users to choose whether to install sdl2-config * Use _Exit() when available * Fix compile errors I hit when building org.libsdl in source2 (part 1 of 2) * Fix compile errors I hit when building org.libsdl in source2 (part 2 of 2) @saml * Created Xcode schemes for building on iOS and tvOS * Change my previous fix based on feedback from dev @saml * Don't redefine __SSE__ and related macros if they're already defined * Fixed bug 4566 - Hot-plugging Bluetooth controller causes force-quit on Android * Remove initial declaration from for loop * Remove duplicate case value * Fixed bug 4608 - Android: not getting SDL_WINDOWEVENT_FOCUS_GAINED on start of our app * Patched to compile. * [SDL] ios Touch Fix. * [SDL] iOS fix bug with audio interrupted by a phone call not restoring. * Windows are not in a minimized state when they are shown * test: configure/make shouldn't build GL/GLES1/GLES2 programs if unsupported. * test: added SDLTest_CommonDefaultArgs() * video: Add Vulkan support for vivante fb * Fixed bug 3911 - SYSWM generic X11 events missing event data * Fixed bug 4025 - SDL_Renderer OpenGL : add support for textures ABGR, RGB, BGR * Fixed bug 4401 - SDL_GetWindowPosition() wrong after SDL_SetWindowPosition() until window is moved on macOS * Fix WORKING_DIR parameter * Fixed bug 4436 - [OpenBSD] fix D-pad * Fixed bug 4469 - make SDL_CreateTextureFromSurface pick a more appropriate format * Fixed bug 4474 - Add support for an ASUS Gamepad variation * Patched to compile in C89 mode. * vulkan: Patched to compile on Visual Studio. * vulkan: Swapped out a free() that should have been an SDL_free(). * Fixed mouse focus for touch events on iOS * Added support for Bluetooth keyboards on iOS * Fix use-after-free when pumping the event loop after SDL_DestroyWindow() * Fixed bug 4639 - CMake build does not generate libhidapi.so for Android * Use Supexec() to query EdDI version. Fixes for Coldfire CPU build. * Fix SHIFT + Fx reporting in GEM. Contributed by Miro Kropacek * Improved iOS Bluetooth keyboard support * Android: minimum size for IME, so that it takes focus * Fixed hiding the Android virtual keyboard when the return key is pressed * Return an error if both mouse relative mode and mouse warping are unavailable, instead of asserting. * Fixed static and buzzing when trying to use floating point audio on the OpenSL ES audio driver. * Use the OpenSL ES audio driver by default on Android, as it has the lowest latency. * Added a function to get the current Android SDK version at runtime * iOS: return SDL_GetWindowSize from SDL_GL_GetDrawableSize if there's no GLES view in the window (matches the behaviour of SDL_GL_GetDrawableSize on other platforms). Addresses bug #4629. * test: unify all the command line usage logging. * Fixed bug 4171 - SDL_GetQueuedAudioSize is broken with WASAPI * Fixed bug 4656 - SDL_evdev.c uses Linux specific integer types * Use SDL sized types * Fixed bug 4655 - evdev is available on FreeBSD, check in 'configure' limited to Linux * Added support for the Rotor Riot gamepad, and upcoming Xbox and PS4 controller support on iOS and tvOS * Potential fix for a crash we're seeing on Android that should in theory never happen. * Protect against NULL device in the Android hidapi implementation * Fixed surround sound channel setup for Android OpenSL ES audio driver * OpenSL ES audio cleanup and added a note with low latency audio discussion * Fixed Android build warning * Ignore Xbox One S gamepads with older firmware in HIDAPI * Fixed bug 4443 - Incorrect scan code reported for numpad 5 * Fixed bug 4642 - Rework SDL_netbsdaudio to improve performance * Fixed bug 4605 - WASAPI_WaitDevice hang * Fixed bug 4603 - The iOS Test Xcode project file needs to add the metal framework * Fixed bug 4600 - Dualshock 4 touchpad press is not detectable with SDL_JoystickGetButton * Fixed bug 4594 - Fix install location of CMake targets on Apple platforms * Fixed bug 4593 - Respect CMake's BUILD_SHARED_LIBS default behavior * Fixed bug 4583 - PollAllValues appears to use an incorrect index for all axes above 0x18 * Fixed bug 4557 - SDL_SIMDAlloc and *Free should be in the public interface * Add mapping for Chinese-made Xbox Controller * Backed out Ben's chinese Xbox controller patch, as the generic catch-all for Xbox controllers should handle it. * cocoa: Fix assert to use SDL_assert * Fixed bug 4533 - Update ANGLE to load d3dcompiler_47.dll instead of d3dcompiler_46.dll * Fixed bug 4526 - replace SDL_RW* macros with functions for using in bindings * CVE-2019-7572: Fix a buffer overread in IMA_ADPCM_nibble * CVE-2019-7578: Fix a buffer overread in InitIMA_ADPCM * CVE-2019-7578: Fix a buffer overread in InitIMA_ADPCM * Fixed bug 4294 - Audio: perform more validation on conversion request * Temporary fix for bug 4254 - a _lot_ of strict aliasing warnings * Fixed bug 4041 - Android, SDL_Renderer OpenGLES 1 is loading GLESv2 library * Fixed bug 3894 - Fuzzing crashes for SDL_LoadWAV * Fixed build * Fixed compiler warning * Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV * Add notes for SDL_WinRTRunApp and SDL2-WinRTResources for non-C++ projects * Fixed bug 4658 - iOS 12 fullscreen flag and SDL_HINT_IOS_HIDE_HOME_INDICATOR not working * cocoa: report proper input IDs for mouse/touch events. * Fixed bug 4641 - clang and clang-cl builds on windows create -Wpragma-pack warnings * Fixed bug 4662 - SDL failed to build due to error LNK2019: unresolved external symbol _memset referenced in function _IMA_ADPCM_Decode with MSVC on Windows * CVE-2019-7574: Fix a buffer overread in IMA_ADPCM_decode * CVE-2019-7577: Fix a buffer overread in MS_ADPCM_decode * CVE-2019-7577: Fix a buffer overread in MS_ADPCM_nibble and MS_ADPCM_decode * CVE-2019-7572: Fix a buffer overwrite in IMA_ADPCM_decode * CVE-2019-7573, CVE-2019-7576: Fix buffer overreads in InitMS_ADPCM * Add mapping for Chinese-made Xbox Controller * CVE-2019-7575: Fix a buffer overwrite in MS_ADPCM_decode * Android: fix typo calling onBackPressed() (Bug 4657) * Android: add MinimizeWindow function (Bug 4580, 4657) * windows: Drop WM_ACTIVATE when window is hidden, but only if being activated. * windows: Don't let Visual Studio insert an implicit dependency on memset(). * video: fixed compiler warning on Visual Studio. * testoverlay2: Changed some C runtime calls to be SDL equivalents. * Android: revert wrong fix typo calling onBackPressed() (Bug 4657) * Android: fix coordinates for Surface.ROTATION_180 * CVE-2019-7635: Reject BMP images with pixel colors out the palette * Fix build with the 10.10 SDK * software: Correctly track viewport and cliprect. * Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically * Fixed bug 4615 - RPM Build fails due to unpackaged files * cocoa: Backed out CVDisplayLink code for macOS vsync. * assert: mark SDL_ExitProcess as SDL_NORETURN again. * SDL_Wave: missing field 'length' initializer * fix permissions * wayland: HiDPI support * Fixed bug 4665 - Add support for single touch evdev devices * Fixed bug 4486 - Segfault when pressing a trigger on the Steam Controller (Linux) * The hat index passed to the application should be zero-based with no holes * Better patch to make it more clear what's going on * assert: Fixed some compiler warnings. * vulkan: Fixed use-after-free bug. * wave: Fixed static analysis warning about dead assignment. * macOS: Fix the coordinate space of SDL_GetDisplayUsableBounds (thanks Tim!) * cocoa: Revised synthesized mouse/touch event strategy. * cocoa: Another attempt at synthesized mouse/touch events. * Check src alignment for S32_to_F32 conversions * audio: patched to compile. * audio: Fix ARM NEON audio converter bugs. * audio: Attempt to fix build on ARM versions of Visual Studio. * Worked around "Undefined symbol: ___isPlatformVersionAtLeast()" link error on Xcode 11 beta * Added support for Xbox and PS4 wireless controllers on iOS and tvOS * A few minor changes to placate static analysis. * cocoa: ignore compiler warnings about OpenGL being deprecated. * assert: Possibly fixing compiler warning on Android. * assert: Another attempt to quiet compiler warnings. * iOS: remove some code which could affect the state of UIViews that aren't owned by SDL. * Fix synthetically generated mouse events getting lost forever after the device orientation changes (or the window is otherwise resized) while a finger is touching the screen. * Fixed bug 4667 - Build errors on Linux when building without Threads support * Updated version to 2.0.10 * Removed extraneous fprintf() call * Fixed bug 4669: Android software renderer, black screen when window resizes * Android: revert previous commit (Bug 4669) * Android: prevent using SW_GetOutputSize with software renderer (Bug 4669) * Android: prevent ignoring surfaceChanged() in MultiWindow * Make sure we haven't changed the size of the SDL_Event structure and broken binary compatibility. * Added patch notes for 2.0.10 * Added a patch note about batched rendering * Android: revert commit SW_GetOutputSize, again (Bug 4669) * Android: try to fix resize with software rendering (bug 4669) * Android: resize with software rendering, reverted again (Bug 4669) * Fixed 4669 - Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes * Fixed potential double-free in mouse cleanup code * cocoa: Patched to compile and also handle possible malloc failure. * Fixed bug 4624 - KMS/DRM fails on FreeBSD because /dev/dri/card* nodes are symlinks * Fixed compiler warning * Only warp the mouse to set focus if we're definitely going into relative mode * opengl: Be more robust in failing cases. * Fixed building DMG archive on Mac OS X * wayland: Fixed C99-style variable declaration inside for-loop. * KMSDRM: fix compilation on linux, no d_namlen (Bug 4624) * KMSDRM: fix inverted strcmp, remove useless if test (Bug 4624) * Use SDL C runtime functions * Fixed bug 4672 - Warnings in SDL_LogEvent() * Enable Raspberry Pi video by default * Fixed bug 4684 - GLES1 variables missing under Android with CMake * Android: export Lock/Unlock activity API * fix permissions * update version in os/2 makefile * define __ARM_NEON for Windows only if _M_ARM or _M_ARM64 is defined. fixes Visual Studio builds. * windows: Call GetWindowText() with the correct parameters (thanks, Zebediah!) * cocoa: Check for capslock in -[NSResponder flagsChanged], not with IOKit. * Android: explicitly expand Android_GLES_MakeCurrent/Android_GLES_CreateContext * Add an "error" label in SDL_CreateRenderer (no op) * Android: concurrency issues, make sure Activity is in running State when calling * Fixed bug 4436 - [OpenBSD] fix D-pad * Fixed bug 4683 - SDL_atomic infinite recursion on armv6/armv5 w/ thumb * Limit the compile error to the case where we actually define the memory barrier macro as the function * Fixed memory barrier macro check so it isn't quite so fragile * Documented that the SDL_RW* macros no longer exist, and you can't use an older SDL library if you build with SDL 2.0.10. * Made it more explicit that 2.0.10 and newer are required for the SDL_RW* functions * iOS: Fix the window size not being set properly when Split View is used on an iPad (bug #4586). * dbus: Add org.freedesktop.ScreenSaver.SimulateUserActivity support. * dbus: Don't SimulateUserActivity if we're already inhibiting the screensaver. * raspberry: Fixed missing mouse cursor (thanks, Joe!) * cocoa: Don't report trackpad mouse events as synthesized touches. * raspberry: Actually commit the whole patch. :) (Thanks, Joe!) * Fixed bug 4708 - testdropfile: double-free * Fixed bug 4702 - Android back button does not send SDL_KEYDOWN event * Fixed bug 4707 - SDL_SetRelativeMouseMode fails on Vivante * Fixed bug 4710 - audio/alsa: avoid configuring hardware parameters with only a single period * cocoa: Another attempt at mouse vs touch support. * Ignore synthetic mouse events generated for touchscreens * configure: Windows and macOS now respect --enable-hidapi. * cmake: Added HIDAPI support. * fix permissions * SDL_Mouse/Touch: discard synthetic events when hints are not set. * x11: set some modality things on message boxes with parent windows. * x11: prevent a synthetic mouse event when using a touchscreen * cocoa: Set keyboard mod state correctly when turning off capslock. * cmake: Add setupapi library to Windows build dependencies (hidapi needs it). * ios: Fixed MFi guide button not being detected (thanks, Caleb!). * macOS: Fix SDL_GL_CreateContext/MakeCurrent on non-main threads causing a Main Thread Checker warning when built with Xcode 11 / the macOS 10.15 SDK. * Blacklist Corsair device causing hang * Fixed bug 4723 - Generic Xbox pad controller bindings seem odd/broken * Fixed bug 4704 - SDL_HINT_ANDROID_SEPERATE_MOUSE_AND_TOUCH on Windows? * Allow hotplugging joysticks without udev * Added support for the Victrix Pro Fight Stick for PS4 * Add linked list of opened HID devices to prevent accessing already freed devices in device removal callback that is sometimes called even after being unregistered * Merged latest changes from Steam into controller_type.h * Fixed build error * Fixed bug 4726 - Fix for tvOS GetPrefPath * Copypaste SDL_NSLog to UIKit backend, document it as such * hidapi: Zero out new hid_device_info structs
2019-06-23SDL2: Take MAINTAINER.nia1-2/+2
2019-05-27SDL2: Always --disable-x11-shared so X11 is linked the normal way.nia1-2/+4
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.
2019-05-24SDL2: Audio changes!nia1-2/+2
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.
2018-12-30SDL2: make sdl2-config DTRT if the X11 libraries are not in ${PREFIX}/libmaya1-2/+5
Because SDL2 uses dlopen for these libraries, it's hard to tell what is failing. Example test case in http://daemonforums.org/showthread.php?t=10360 reported by oliv3 on IRC, thanks!
2018-12-23devel/SDL2: Use the GLESv2+EGL video driver instead of the RPI video drivernia1-7/+1
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.
2018-12-05Fix SDL2 rendering on macOS Mojave.bsiegert1-1/+2
Patch from Jonathan Schleifer in PR pkg/53759.
2018-11-01SDL2: updated to 2.0.9adam1-3/+2
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
2018-07-06Recursive revbump from audio/pulseaudioryoon1-1/+2
2018-03-02SDL2: updated to 2.0.8adam1-3/+2
2.0.8: General: * Added SDL_fmod() and SDL_log10() * Each of the SDL math functions now has the corresponding float version * Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709 Windows: * Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation * Added resampling support on WASAPI on Windows 7 and above Windows UWP: * Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on Mac OS X: * Added support for the Vulkan SDK for Mac: https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/ * Added support for OpenGL ES using ANGLE when it's available Mac OS X / iOS / tvOS: * Added a Metal 2D render implementation * Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation iOS: * Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications. iOS / Android: * Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default) Android: * SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant * SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1) * Added SDL_IsAndroidTV() to tell whether the application is running on Android TV Android / tvOS: * Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events. Linux: * Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1" * Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
2018-02-27Revbump for packages depending on devel/libusb{,compat}khorben1-2/+2
2018-02-10Import global switch for libusb's implementation [2/2]khorben1-2/+2
This switch is meant to be used by packages requiring an implementation of the former libusb (as in devel/libusb). The original implementation can be chosen by setting LIBUSB_TYPE to "native". The alternative implementation libusb-compat (as in devel/libusb-compat) wraps libusb1 (in devel/libusb1). This implementation can be chosen by setting LIBUSB_TYPE to "compat". On NetBSD, it has the advantage of not requiring root privileges to locate and use USB devices without a kernel driver. This second part switches packages using libusb to this framework. It does not change compilation options or dependencies at this point. Compile-tested on most packages affected and available on NetBSD/amd64.
2018-01-28Bump PKGREVISION for gdbm shlib major bumpwiz1-1/+2
2017-10-23SDL2: updated to 2.0.7adam1-2/+2
2.0.7: General: * 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()
2017-09-26SDL2: update to 2.0.6adam1-8/+9
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
2017-09-08Recursive revbump from audio/pulseaudio-11.0ryoon1-2/+2
2017-01-26For bsd audio backend, use correct prinfo for play and record.nat1-2/+2
Inform upper layer of blocksize in bsd audio backend. Bump PKGVERSION.
2017-01-21Recursive revbump from audio/pulseaudio-10.0ryoon1-2/+2
2016-12-11add patch to work around -Werror=declaration-after-statement on SunOSwiedi1-2/+2
2016-10-30--enable-new-dtags in sdl2-config output broke packageswiz1-1/+2
using SDL2. Remove it. Bump PKGREVISION.
2016-10-28Changes 2.0.5:adam1-3/+2
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
2016-08-04Recursive revbump from audio/pulseaudioryoon1-1/+2
2016-01-03Update to 2.0.4.wiz1-3/+2
Many pkgsrc patches merged upstream. 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
2015-05-31Remove delay whilst writing audio. Improves latency.nat1-2/+2
Bump PKGREVISION. This commit was approved by wiz@
2015-04-25Recursive revbump following MesaLib update, categories a through f.tnn1-2/+2
2015-02-25flush any pending events from the joystick device when opening on netbsd, ↵jmcneill1-2/+2
bump PKGREVISION
2015-02-21Recursive revbump from audio/pulseaudio.ryoon1-2/+2
2015-02-11enable Raspberry Pi native video driver if "rpi" option is setjmcneill1-2/+10
2015-02-09Switch SDL2 to the standard autotools build system. Upstream considerssnj1-10/+5
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
2015-02-03- Work around NetBSD libGL versioning mess.snj1-2/+2
- Enable opengl option by default on all platforms, not just Darwin. - Bump PKGREVISION to 4.
2014-06-09Recursive revbump from pulseaudio-5.0ryoon1-2/+2
2014-04-20Recursive revbump from json-c 0.12 updateryoon1-2/+2
2014-04-16Bump PKGREVISION for libatomic_ops PKGNAME change.wiz1-1/+2
2014-03-18Changes 2.0.3:adam1-2/+2
Mac OS X: * Fixed creating an OpenGL context by default on Mac OS X 10.6
2014-03-13Changes 2.0.2:adam1-3/+2
General: * 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 Windows: * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via the driver or emulated through ANGLE) * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context. * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored. Mac OS X: * Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default. Linux: * Fixed fullscreen and focused behavior when receiving NotifyGrab events * Added experimental Wayland and Mir support, disabled by default Android: * Joystick support (minimum SDK version required to build SDL is now 12, the required runtime version remains at 10, but on such devices joystick support won't be available). * Hotplugging support for joysticks * Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
2013-11-25PKGREVISION bump for json-c shlib rename.wiz1-1/+2
2013-11-02Changes 2.0.1:adam1-2/+2
General: * 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 Windows: * Created a static library configuration for the Visual Studio 2010 project * Added a hint to create the Direct3D device with support for multi-threading: SDL_HINT_RENDER_DIRECT3D_THREADSAFE * Added a function to get the D3D9 adapter index for a display: SDL_Direct3D9GetAdapterIndex() * Added a function to get the D3D9 device for a D3D9 renderer: SDL_RenderGetD3D9Device() * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred) * Fixed crash when using two XInput controllers at the same time * Fixed detecting a mixture of XInput and DirectInput controllers * Fixed clearing a D3D render target larger than the window * Improved support for format specifiers in SDL_snprintf() Mac OS X: * Added support for retina displays: Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately. * Fixed mouse warping in fullscreen mode * Right mouse click is emulated by holding the Ctrl key while left clicking Linux: * 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 iOS: * Fixed status bar visibility on iOS 7 * Flipped the accelerometer Y axis to match expected values Android: IMPORTANT: You MUST get the updated SDLActivity.java to match C code * Moved EGL initialization to native code * Fixed the accelerometer axis rotation relative to the device rotation * Fixed race conditions when handling the EGL context on pause/resume * Touch devices are available for enumeration immediately after init Raspberry Pi: * Added support for the Raspberry Pi, see README-raspberrypi.txt for details