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Thu Oct 19 04:00:09 UTC 2017 - sreeves@suse.com
- Add SDL-bnc1062784-check-overflow-xcf-props.patch. CVE-2017-2888
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Mon Oct 16 16:31:47 UTC 2017 - wbauer@tmo.at
- Disable SSE3 (and also SSE2 on ix86) to prevent crashes on older
CPUs that don't support these instructions
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Mon Oct 2 19:11:12 UTC 2017 - jengelh@inai.de
- Add dbus.diff
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Mon Oct 2 10:06:41 UTC 2017 - guillaume@opensuse.org
- Enable KMS/DRM video driver
Accepting request 530173 from home:SpartanJ:branches:games - Update to 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 OBS-URL: https://build.opensuse.org/request/show/530173 OBS-URL: https://build.opensuse.org/package/show/games/SDL2?expand=0&rev=55
2017-10-01 01:36:00 +02:00
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Sat Sep 30 16:54:04 UTC 2017 - spartanj@gmail.com
- Update to new upstream release 2.0.6
* Added Vulkan graphics support in SDL_vulkan.h.
* Added SDL_ComposeCustomBlendMode() to create custom blend
modes for 2D rendering.
* 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 joysticks and
open game controllers.
* 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.
* 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().
* 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.
* Added an experimental KMS/DRM video driver for embedded
development.
- Remove dbus-ime.diff (no longer needed)
Accepting request 530173 from home:SpartanJ:branches:games - Update to 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 OBS-URL: https://build.opensuse.org/request/show/530173 OBS-URL: https://build.opensuse.org/package/show/games/SDL2?expand=0&rev=55
2017-10-01 01:36:00 +02:00
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Tue Aug 1 13:14:45 UTC 2017 - fcrozat@suse.com
- Do not BuildRequires pkgconfig(fcitx) on SLE (not shipped anymore
since SLE12 SP2).
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Thu Jun 29 10:50:38 UTC 2017 - schwab@suse.de
- libspe2 doesn't exist any more
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Wed Feb 15 11:51:52 UTC 2017 - jengelh@inai.de
- Add dbus-ime.diff and build with fcitx [boo#1025413]
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Sun Oct 23 08:00:21 UTC 2016 - aloisio@gmx.com
- Backported commit 5184186d4366 and fbf9b0e3589a as
SDL2-ppc64-declaration-after-statement.patch to fix build
on ppc64/ppc64le
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Thu Oct 20 13:47:14 UTC 2016 - aloisio@gmx.com
- Update to 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
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
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Thu Mar 17 15:53:13 UTC 2016 - mpluskal@suse.com
- Make building more verbose
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Thu Mar 10 13:39:57 UTC 2016 - jengelh@inai.de
- Enable udev support
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Sun Jan 10 15:27:58 UTC 2016 - mailaender@opensuse.org
- update to version 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.
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Mon Jan 12 16:20:53 UTC 2015 - schwab@suse.de
- libspe2 only exists for ppc and ppc64
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Fri Dec 19 10:44:54 UTC 2014 - jengelh@inai.de
- Drop old arts/esound soundserver support.
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Thu Dec 18 09:46:46 UTC 2014 - jengelh@inai.de
- Remove SDL2 obsoletes (we never had packages of that name).
Copy current Provides to baselibs.conf.
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Mon Jul 21 20:13:17 UTC 2014 - jengelh@inai.de
- 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.
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Mon May 26 07:48:54 UTC 2014 - mailaender@opensuse.org
- Added missing build dependencies
* arts
* dbus
* udev
* tslib
- Removed unrecognized options: --disable-video-svga, --disable-video-ps3
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Mon May 26 07:00:15 UTC 2014 - mailaender@opensuse.org
- Use pkgconfig everywhere
- Fix the build on SLE using prjconf
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Thu Mar 13 18:50:31 UTC 2014 - mailaender@opensuse.org
- 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
-------------------------------------------------------------------
Thu Nov 7 10:56:36 UTC 2013 - mailaender@opensuse.org
- 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
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Mon Oct 28 17:59:05 UTC 2013 - prusnak@opensuse.org
- add SDL2 provides
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Tue Aug 13 12:04:26 UTC 2013 - jengelh@inai.de
- 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
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Tue Aug 13 11:27:54 UTC 2013 - prusnak@opensuse.org
- created package (version 2.0.0) - based on SDL package