New upstream version 2.0.6+dfsg1

parent d80baada
......@@ -7,9 +7,9 @@ You may report bugs there, and search to see if a given issue has already
been reported, discussed, and maybe even fixed.
You may also find help on the SDL mailing list. Subscription information:
You may also find help at the SDL forums/mailing list:
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
https://discourse.libsdl.org/
Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
bugs discussed on the mailing list may be forgotten or missed.
......
This diff is collapsed.
Simple DirectMedia Layer
Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
......
......@@ -5,7 +5,7 @@ To compile and install SDL:
* Read VisualC.html
Windows with gcc, either native or cross-compiling:
* Read the FAQ at http://wiki.libsdl.org/moin.fcg/FAQWindows
* Read the FAQ at https://wiki.libsdl.org/moin.fcg/FAQWindows
* Run './configure; make; make install'
Mac OS X with Xcode:
......@@ -27,14 +27,14 @@ To compile and install SDL:
* Read docs/README-cmake.md
2. Look at the example programs in ./test, and check out the online
documentation at http://wiki.libsdl.org/
documentation at https://wiki.libsdl.org/
3. Join the SDL developer mailing list by sending E-mail to
sdl-request@libsdl.org
and put "subscribe" in the subject of the message.
Or alternatively you can use the web interface:
http://www.libsdl.org/mailing-list.php
https://www.libsdl.org/mailing-list.php
That's it!
Sam Lantinga <slouken@libsdl.org>
......@@ -36,15 +36,15 @@ GEN_HEADERS = @GEN_HEADERS@
GEN_OBJECTS = @GEN_OBJECTS@
VERSION_OBJECTS = @VERSION_OBJECTS@
SDLMAIN_TARGET = libSDL2main.a
SDLMAIN_TARGET = libSDL2main.la
SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@
SDLTEST_TARGET = libSDL2_test.a
SDLTEST_TARGET = libSDL2_test.la
SDLTEST_OBJECTS = @SDLTEST_OBJECTS@
WAYLAND_SCANNER = @WAYLAND_SCANNER@
SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.in debian docs include Makefile.* sdl2-config.cmake.in sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test VisualC.html VisualC VisualC-WinRT Xcode Xcode-iOS
SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.in debian docs include Makefile.* sdl2-config.cmake.in sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in SDL2Config.cmake src test VisualC.html VisualC VisualC-WinRT Xcode Xcode-iOS
GEN_DIST = SDL2.spec
ifneq ($V,1)
......@@ -112,6 +112,7 @@ HDRS = \
SDL_types.h \
SDL_version.h \
SDL_video.h \
SDL_vulkan.h \
begin_code.h \
close_code.h
......@@ -121,14 +122,12 @@ LT_AGE = @LT_AGE@
LT_CURRENT = @LT_CURRENT@
LT_RELEASE = @LT_RELEASE@
LT_REVISION = @LT_REVISION@
LT_LDFLAGS = -no-undefined -rpath $(DESTDIR)$(libdir) -release $(LT_RELEASE) -version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE)
LT_LDFLAGS = -no-undefined -rpath $(libdir) -release $(LT_RELEASE) -version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE)
all: $(srcdir)/configure Makefile $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(srcdir)/configure: $(srcdir)/configure.in
@echo "Warning, configure.in is out of date"
#(cd $(srcdir) && sh autogen.sh && sh configure)
@sleep 3
@echo "Warning, configure is out of date, please re-run autogen.sh"
Makefile: $(srcdir)/Makefile.in
$(SHELL) config.status $@
......@@ -147,12 +146,10 @@ $(objects)/$(TARGET): $(GEN_HEADERS) $(GEN_OBJECTS) $(OBJECTS) $(VERSION_OBJECTS
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -o $@ $(OBJECTS) $(GEN_OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
$(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS)
$(RUN_CMD_AR)$(AR) cru $@ $(SDLMAIN_OBJECTS)
$(RUN_CMD_RANLIB)$(RANLIB) $@
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -static -o $@ $(SDLMAIN_OBJECTS) -rpath $(libdir)
$(objects)/$(SDLTEST_TARGET): $(SDLTEST_OBJECTS)
$(RUN_CMD_AR)$(AR) cru $@ $(SDLTEST_OBJECTS)
$(RUN_CMD_RANLIB)$(RANLIB) $@
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -static -o $@ $(SDLTEST_OBJECTS) -rpath $(libdir)
install: all install-bin install-hdrs install-lib install-data
install-bin:
......@@ -173,10 +170,8 @@ install-hdrs: update-revision
install-lib: $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET)
$(INSTALL) -m 644 $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(RANLIB) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(INSTALL) -m 644 $(objects)/$(SDLTEST_TARGET) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
$(RANLIB) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLTEST_TARGET) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
install-data:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(datadir)/aclocal
$(INSTALL) -m 644 $(srcdir)/sdl2.m4 $(DESTDIR)$(datadir)/aclocal/sdl2.m4
......
......@@ -8,7 +8,7 @@ STRIP = arm-none-linux-gnueabi-strip
CFLAGS = -O3 -march=armv7-a -mcpu=cortex-a8 -mtune=cortex-a8 -mfloat-abi=softfp \
-mfpu=neon -ftree-vectorize -ffast-math -fomit-frame-pointer -fno-strict-aliasing -fsingle-precision-constant \
-I./include -I$(PNDSDK)/usr/include -DSDL_REVISION=0
-I./include -I$(PNDSDK)/usr/include
TARGET = libSDL.a
......@@ -25,7 +25,7 @@ SOURCES = ./src/*.c ./src/audio/*.c ./src/cpuinfo/*.c ./src/events/*.c \
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
CONFIG_H = $(shell cp include/SDL_config_pandora.h include/SDL_config.h && touch include/SDL_revision.h)
CONFIG_H = $(shell cp include/SDL_config_pandora.h include/SDL_config.h)
all: $(TARGET)
......
......@@ -6,7 +6,7 @@ designed to make it easy to write multi-media software, such as games
and emulators.
The Simple DirectMedia Layer library source code is available from:
http://www.libsdl.org/
https://www.libsdl.org/
This library is distributed under the terms of the zlib license:
http://www.zlib.net/zlib_license.html
......
......@@ -6,7 +6,7 @@
Version 2.0
---
http://www.libsdl.org/
https://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
......
Summary: Simple DirectMedia Layer
Name: SDL2
Version: 2.0.5
Version: 2.0.6
Release: 2
Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
URL: http://www.libsdl.org/
......
include("${CMAKE_CURRENT_LIST_DIR}/SDL2Targets.cmake")
This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
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
---------------------------------------------------------------------------
2.0.5:
---------------------------------------------------------------------------
......
......@@ -1347,7 +1347,10 @@ s390*-*linux*|s390*-*tpf*|sparc*-*linux*)
x86_64-*linux*)
LD="${LD-ld} -m elf_x86_64"
;;
ppc*-*linux*|powerpc*-*linux*)
powerpc64le-*linux*)
LD="${LD-ld} -m elf64lppc"
;;
powerpc64-*linux*)
LD="${LD-ld} -m elf64ppc"
;;
s390*-*linux*|s390*-*tpf*)
......
......@@ -5,7 +5,7 @@ echo "This may take a while ..."
srcdir=`dirname $0`
test -z "$srcdir" && srcdir=.
pushd $srcdir
cd "$srcdir"
# Regenerate configuration files
cat acinclude/* >aclocal.m4
......@@ -19,7 +19,5 @@ if test x$found = xfalse; then
fi
(cd test; sh autogen.sh)
popd
# Run configure for this platform
echo "Now you are ready to run ./configure"
#!/bin/sh
#
# Build the Android libraries without needing a project
# (AndroidManifest.xml, jni/{Application,Android}.mk, etc.)
#
# Usage: androidbuildlibs.sh [arg for ndk-build ...]"
#
# Useful NDK arguments:
#
# NDK_DEBUG=1 - build debug version
# NDK_LIBS_OUT=<dest> - specify alternate destination for installable
# modules.
#
# Note that SDLmain is not an installable module (.so) so libSDLmain.a
# can be found in $obj/local/<abi> along with the unstripped libSDL.so.
#
# Android.mk is in srcdir
srcdir=`dirname $0`/..
srcdir=`cd $srcdir && pwd`
cd $srcdir
#
# Create the build directories
#
build=build
buildandroid=$build/android
obj=
lib=
ndk_args=
# Allow an external caller to specify locations.
for arg in $*
do
if [ "${arg:0:8}" == "NDK_OUT=" ]; then
obj=${arg#NDK_OUT=}
elif [ "${arg:0:13}" == "NDK_LIBS_OUT=" ]; then
lib=${arg#NDK_LIBS_OUT=}
else
ndk_args="$ndk_args $arg"
fi
done
if [ -z $obj ]; then
obj=$buildandroid/obj
fi
if [ -z $lib ]; then
lib=$buildandroid/lib
fi
for dir in $build $buildandroid $obj $lib; do
if test -d $dir; then
:
else
mkdir $dir || exit 1
fi
done
# APP_* variables set in the environment here will not be seen by the
# ndk-build makefile segments that use them, e.g., default-application.mk.
# For consistency, pass all values on the command line.
ndk-build \
NDK_PROJECT_PATH=null \
NDK_OUT=$obj \
NDK_LIBS_OUT=$lib \
APP_BUILD_SCRIPT=Android.mk \
APP_ABI="all" \
APP_PLATFORM=android-12 \
APP_MODULES="SDL2 SDL2_main" \
$ndk_args
......@@ -11,7 +11,7 @@
FINALDIR="$1"
CHECKERDIR="/usr/local/checker-276"
CHECKERDIR="/usr/local/checker-279"
if [ ! -d "$CHECKERDIR" ]; then
echo "$CHECKERDIR not found. Trying /usr/share/clang ..." 1>&2
CHECKERDIR="/usr/share/clang/scan-build"
......@@ -46,6 +46,10 @@ fi
echo "\$MAKE is '$MAKE'"
# Unset $MAKE so submakes don't use it.
MAKECOMMAND="$MAKE"
unset MAKE
set -x
set -e
......@@ -60,17 +64,23 @@ fi
mkdir checker-buildbot
cd checker-buildbot
# We turn off deprecated declarations, because we don't care about these warnings during static analysis.