Historically, the MD5 checksums in our LFS files serve as a protection
against broken downloads, or accidentally corrupted source files.
While the sources are nowadays downloaded via HTTPS, it make sense to
beef up integrity protection for them, since transparently intercepting
TLS is believed to be feasible for more powerful actors, and the state
of the public PKI ecosystem is clearly not helping.
Therefore, this patch switches from MD5 to BLAKE2, updating all LFS
files as well as make.sh to deal with this checksum algorithm. BLAKE2 is
notably faster (and more secure) than SHA2, so the performance penalty
introduced by this patch is negligible, if noticeable at all.
In preparation of this patch, the toolchain files currently used have
been supplied with BLAKE2 checksums as well on
https://source.ipfire.org/.
Cc: Michael Tremer <michael.tremer@ipfire.org>
Signed-off-by: Peter Müller <peter.mueller@ipfire.org>
Acked-by: Michael Tremer <michael.tremeripfire.org>
* Add a Summary and Services field to all pak lfs files
* Replace occurances of INSTALL_INITSCRIPT with new INSTALL_INITSCRIPTS
macro in all pak lfs files.
Signed-off-by: Robin Roevens <robin.roevens@disroot.org>
Reviewed-by: Peter Müller <peter.mueller@ipfire.org>
- Update from 2.0.18 to 2.0.20
- Update of rootfile
- Changelog
2.0.20:
General:
* SDL_RenderGeometryRaw() takes a pointer to SDL_Color, not int. You can cast color
data in SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 on little endian
systems) for this parameter.
* Improved accuracy of horizontal and vertical line drawing when using OpenGL or
OpenGLES
* Added the hint SDL_HINT_RENDER_LINE_METHOD to control the method of line drawing
used, to select speed, correctness, and compatibility.
Windows:
* Fixed size of custom cursors
Linux:
* Fixed hotplug controller detection, broken in 2.0.18
Signed-off-by: Adolf Belka <adolf.belka@ipfire.org>
Reviewed-by: Peter Müller <peter.mueller@ipfire.org>
- Update from 2.0.16 to 2.0.18
- Update of rootfile
- Changelog
2.0.18
General:
* The SDL wiki documentation and development headers are automatically kept in sync
* Each function has information about in which version of SDL it was introduced
* Added the hint SDL_HINT_APP_NAME to let SDL know the name of your application for
various places it might show up in system information
* Added SDL_RenderGeometry() and SDL_RenderGeometryRaw() to allow rendering of
arbitrary shapes using the SDL 2D render API
* Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate
application data with an SDL texture
* Added SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() to convert
between window coordinates and logical render coordinates
* Added SDL_RenderSetVSync() to change whether a renderer present is synchronized
with vblank at runtime
* Added SDL_PremultiplyAlpha() to premultiply alpha on a block of
SDL_PIXELFORMAT_ARGB8888 pixels
* Added a window event SDL_WINDOWEVENT_DISPLAY_CHANGED which is sent when a window
changes what display it's centered on
* Added SDL_GetWindowICCProfile() to query a window's ICC profile, and a window
event SDL_WINDOWEVENT_ICCPROF_CHANGED that is sent when it changes
* Added the hint SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY to allow EGL windows to be
transparent instead of opaque
* SDL_WaitEvent() has been redesigned to use less CPU in most cases
* Added SDL_SetWindowMouseRect() and SDL_GetWindowMouseRect() to confine the mouse
cursor to an area of a window
* You can now read precise mouse wheel motion using 'preciseX' and 'preciseY' event
fields
* Added SDL_GameControllerHasRumble() and SDL_GameControllerHasRumbleTriggers() to
query whether a game controller supports rumble
* Added SDL_JoystickHasRumble() and SDL_JoystickHasRumbleTriggers() to query whether
a joystick supports rumble
* SDL's hidapi implementation is now available as a public API in SDL_hidapi.h
Windows:
* Improved relative mouse motion over Windows Remote Desktop
* Added the hint SDL_HINT_IME_SHOW_UI to show native UI components instead of hiding
them (defaults off)
Windows/UWP:
* WGI is used instead of XInput for better controller support in UWP apps
Linux:
* Added the hint SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME to set the activity
that's displayed by the system when the screensaver is disabled
* Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js*
or /dev/input/event* are used as joystick devices
* Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices that
will be opened in addition to the normal joystick detection
* Added SDL_LinuxSetThreadPriorityAndPolicy() for more control over a thread
priority on Linux
Android:
* Added support for audio output and capture using AAudio on Android 8.1 and newer
* Steam Controller support is disabled by default, and can be enabled by setting the
hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
Apple Arcade:
* Added SDL_GameControllerGetAppleSFSymbolsNameForButton() and
SDL_GameControllerGetAppleSFSymbolsNameForAxis() to support Apple Arcade titles
iOS:
* Added documentation that the UIApplicationSupportsIndirectInputEvents key must be
set to true in your application's Info.plist in order to get real Bluetooth mouse
events.
* Steam Controller support is disabled by default, and can be enabled by setting the
hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
Signed-off-by: Adolf Belka <adolf.belka@ipfire.org>
Reviewed-by: Michael Tremer <michael.tremer@ipfire.org>
- Update from 1.2.15 (2013) to 2.0.16 (2021)
- Source file name changed from SDL to SDL2 so also deleted old sdl and created sdl2
files for rootfile and lfs
- Changelog is too large to include here. Details can be found in the WhatsNew.txt file
in the source tarball
Signed-off-by: Adolf Belka <adolf.belka@ipfire.org>
Reviewed-by: Michael Tremer <michael.tremer@ipfire.org>
Signed-off-by: Arne Fitzenreiter <arne_f@ipfire.org>