From 2f6593dcfca292cb82c94c11cd697c7a1907d741e5778873e4574482287b94e3 Mon Sep 17 00:00:00 2001 From: Jan Engelhardt Date: Sat, 30 Sep 2017 23:40:55 +0000 Subject: [PATCH] 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 --- SDL2.changes | 86 ++++++++++++++++++---------------------------------- 1 file changed, 30 insertions(+), 56 deletions(-) diff --git a/SDL2.changes b/SDL2.changes index c32b830..e9d24f7 100644 --- a/SDL2.changes +++ b/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