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forked from pool/SDL2

Stick to the openSUSE changelog format, drop irrelevant points (like windows).

OBS-URL: https://build.opensuse.org/package/show/games/SDL2?expand=0&rev=56
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Jan Engelhardt 2017-09-30 23:40:55 +00:00 committed by Git OBS Bridge
parent 47e824684b
commit 2f6593dcfc

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Sat Sep 30 16:54:04 UTC 2017 - spartanj@gmail.com Sat Sep 30 16:54:04 UTC 2017 - spartanj@gmail.com
- Update to 2.0.6: - Update to new upstream release 2.0.6
* Added Vulkan graphics support in SDL_vulkan.h.
General: * Added SDL_ComposeCustomBlendMode() to create custom blend
* Added cross-platform Vulkan graphics support in SDL_vulkan.h modes for 2D rendering.
SDL_Vulkan_LoadLibrary() * Added support for many game controllers, including the
SDL_Vulkan_GetVkGetInstanceProcAddr() Nintendo Switch Pro Controller.
SDL_Vulkan_GetInstanceExtensions() * Added support for inverted axes and separate axis directions
SDL_Vulkan_CreateSurface() in game controller mappings.
SDL_Vulkan_GetDrawableSize() * Added functions to return information about joysticks and
SDL_Vulkan_UnloadLibrary() open game controllers.
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_GameControllerNumMappings() and
* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering SDL_GameControllerMappingForIndex() to be able to enumerate
* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support the built-in game controller mappings.
* Added support for many game controllers, including the Nintendo Switch Pro Controller * Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file
* Added support for inverted axes and separate axis directions in game controller mappings into memory.
* Added functions to return information about a joystick before it's opened: * Added SDL_DuplicateSurface() to make a copy of a surface.
SDL_JoystickGetDeviceVendor() * Added an experimental JACK audio driver.
SDL_JoystickGetDeviceProduct() * Implemented non-power-of-two audio resampling, optionally
SDL_JoystickGetDeviceProductVersion() using libsamplerate to perform the resampling.
SDL_JoystickGetDeviceType() * Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the
SDL_JoystickGetDeviceInstanceID() quality of resampling.
* Added functions to return information about an open joystick: * Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control
SDL_JoystickGetVendor() the scaling policy for SDL_RenderSetLogicalSize().
SDL_JoystickGetProduct() * Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and
SDL_JoystickGetProductVersion() SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed
SDL_JoystickGetType() when being read from raw mouse input.
SDL_JoystickGetAxisInitialState() * Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether
* Added functions to return information about an open game controller: SDL will synthesize mouse events from touch events.
SDL_GameControllerGetVendor() * Added an experimental KMS/DRM video driver for embedded
SDL_GameControllerGetProduct() development.
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
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Tue Aug 1 13:14:45 UTC 2017 - fcrozat@suse.com Tue Aug 1 13:14:45 UTC 2017 - fcrozat@suse.com