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
This commit is contained in:
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SDL2.changes
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SDL2.changes
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Sat Sep 30 16:54:04 UTC 2017 - spartanj@gmail.com
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- Update to 2.0.6:
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General:
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* Added cross-platform Vulkan graphics support in SDL_vulkan.h
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SDL_Vulkan_LoadLibrary()
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SDL_Vulkan_GetVkGetInstanceProcAddr()
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SDL_Vulkan_GetInstanceExtensions()
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SDL_Vulkan_CreateSurface()
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SDL_Vulkan_GetDrawableSize()
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SDL_Vulkan_UnloadLibrary()
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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
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* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
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* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
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* Added support for many game controllers, including the Nintendo Switch Pro Controller
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* Added support for inverted axes and separate axis directions in game controller mappings
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* Added functions to return information about a joystick before it's opened:
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SDL_JoystickGetDeviceVendor()
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SDL_JoystickGetDeviceProduct()
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SDL_JoystickGetDeviceProductVersion()
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SDL_JoystickGetDeviceType()
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SDL_JoystickGetDeviceInstanceID()
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* Added functions to return information about an open joystick:
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SDL_JoystickGetVendor()
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SDL_JoystickGetProduct()
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SDL_JoystickGetProductVersion()
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SDL_JoystickGetType()
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SDL_JoystickGetAxisInitialState()
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* Added functions to return information about an open game controller:
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SDL_GameControllerGetVendor()
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SDL_GameControllerGetProduct()
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SDL_GameControllerGetProductVersion()
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* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
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* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
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* Added SDL_DuplicateSurface() to make a copy of a surface
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* Added an experimental JACK audio driver
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* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
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* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
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* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
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"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
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"1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
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* 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
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* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
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Windows:
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* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
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* The old XAudio2 audio driver is deprecated and will be removed in the next release
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* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
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* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
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* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
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* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
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Linux:
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* Added an experimental KMS/DRM video driver for embedded development
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iOS:
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* 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
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