Jan Engelhardt
47e824684b
- 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 |
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.gitattributes | ||
.gitignore | ||
baselibs.conf | ||
SDL2-2.0.6.tar.gz | ||
SDL2-2.0.6.tar.gz.sig | ||
SDL2-ppc64-declaration-after-statement.patch | ||
SDL2.changes | ||
SDL2.keyring | ||
SDL2.spec |