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
This commit is contained in:
parent
47e824684b
commit
2f6593dcfc
86
SDL2.changes
86
SDL2.changes
@ -1,62 +1,36 @@
|
||||
-------------------------------------------------------------------
|
||||
Sat Sep 30 16:54:04 UTC 2017 - spartanj@gmail.com
|
||||
|
||||
- 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
|
||||
- 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, 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().
|
||||
* 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.
|
||||
|
||||
-------------------------------------------------------------------
|
||||
Tue Aug 1 13:14:45 UTC 2017 - fcrozat@suse.com
|
||||
|
Loading…
Reference in New Issue
Block a user