Files
bpfire/config/rootfiles/packages/sdl2
Adolf Belka c796dab693 sdl2: Update to version 2.0.18
- 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>
2021-12-09 20:44:10 +01:00

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#usr/bin/sdl2-config
#usr/include/SDL2
#usr/include/SDL2/SDL.h
#usr/include/SDL2/SDL_assert.h
#usr/include/SDL2/SDL_atomic.h
#usr/include/SDL2/SDL_audio.h
#usr/include/SDL2/SDL_bits.h
#usr/include/SDL2/SDL_blendmode.h
#usr/include/SDL2/SDL_clipboard.h
#usr/include/SDL2/SDL_config.h
#usr/include/SDL2/SDL_cpuinfo.h
#usr/include/SDL2/SDL_egl.h
#usr/include/SDL2/SDL_endian.h
#usr/include/SDL2/SDL_error.h
#usr/include/SDL2/SDL_events.h
#usr/include/SDL2/SDL_filesystem.h
#usr/include/SDL2/SDL_gamecontroller.h
#usr/include/SDL2/SDL_gesture.h
#usr/include/SDL2/SDL_haptic.h
#usr/include/SDL2/SDL_hidapi.h
#usr/include/SDL2/SDL_hints.h
#usr/include/SDL2/SDL_joystick.h
#usr/include/SDL2/SDL_keyboard.h
#usr/include/SDL2/SDL_keycode.h
#usr/include/SDL2/SDL_loadso.h
#usr/include/SDL2/SDL_locale.h
#usr/include/SDL2/SDL_log.h
#usr/include/SDL2/SDL_main.h
#usr/include/SDL2/SDL_messagebox.h
#usr/include/SDL2/SDL_metal.h
#usr/include/SDL2/SDL_misc.h
#usr/include/SDL2/SDL_mouse.h
#usr/include/SDL2/SDL_mutex.h
#usr/include/SDL2/SDL_name.h
#usr/include/SDL2/SDL_opengl.h
#usr/include/SDL2/SDL_opengl_glext.h
#usr/include/SDL2/SDL_opengles.h
#usr/include/SDL2/SDL_opengles2.h
#usr/include/SDL2/SDL_opengles2_gl2.h
#usr/include/SDL2/SDL_opengles2_gl2ext.h
#usr/include/SDL2/SDL_opengles2_gl2platform.h
#usr/include/SDL2/SDL_opengles2_khrplatform.h
#usr/include/SDL2/SDL_pixels.h
#usr/include/SDL2/SDL_platform.h
#usr/include/SDL2/SDL_power.h
#usr/include/SDL2/SDL_quit.h
#usr/include/SDL2/SDL_rect.h
#usr/include/SDL2/SDL_render.h
#usr/include/SDL2/SDL_revision.h
#usr/include/SDL2/SDL_rwops.h
#usr/include/SDL2/SDL_scancode.h
#usr/include/SDL2/SDL_sensor.h
#usr/include/SDL2/SDL_shape.h
#usr/include/SDL2/SDL_stdinc.h
#usr/include/SDL2/SDL_surface.h
#usr/include/SDL2/SDL_system.h
#usr/include/SDL2/SDL_syswm.h
#usr/include/SDL2/SDL_test.h
#usr/include/SDL2/SDL_test_assert.h
#usr/include/SDL2/SDL_test_common.h
#usr/include/SDL2/SDL_test_compare.h
#usr/include/SDL2/SDL_test_crc32.h
#usr/include/SDL2/SDL_test_font.h
#usr/include/SDL2/SDL_test_fuzzer.h
#usr/include/SDL2/SDL_test_harness.h
#usr/include/SDL2/SDL_test_images.h
#usr/include/SDL2/SDL_test_log.h
#usr/include/SDL2/SDL_test_md5.h
#usr/include/SDL2/SDL_test_memory.h
#usr/include/SDL2/SDL_test_random.h
#usr/include/SDL2/SDL_thread.h
#usr/include/SDL2/SDL_timer.h
#usr/include/SDL2/SDL_touch.h
#usr/include/SDL2/SDL_types.h
#usr/include/SDL2/SDL_version.h
#usr/include/SDL2/SDL_video.h
#usr/include/SDL2/SDL_vulkan.h
#usr/include/SDL2/begin_code.h
#usr/include/SDL2/close_code.h
#usr/lib/cmake/SDL2
#usr/lib/cmake/SDL2/sdl2-config-version.cmake
#usr/lib/cmake/SDL2/sdl2-config.cmake
usr/lib/libSDL2-2.0.so.0
usr/lib/libSDL2-2.0.so.0.18.0
#usr/lib/libSDL2.la
usr/lib/libSDL2.so
#usr/lib/libSDL2_test.a
#usr/lib/libSDL2_test.la
#usr/lib/libSDL2main.a
#usr/lib/libSDL2main.la
#usr/lib/pkgconfig/sdl2.pc
#usr/share/aclocal/sdl2.m4