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feat: update libsdl2 to 2.30.0+dfsg #4

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203 changes: 153 additions & 50 deletions CMakeLists.txt

Large diffs are not rendered by default.

2 changes: 1 addition & 1 deletion LICENSE.txt
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
Copyright (C) 1997-2023 Sam Lantinga <[email protected]>
Copyright (C) 1997-2024 Sam Lantinga <[email protected]>

This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
Expand Down
14 changes: 8 additions & 6 deletions Makefile.os2
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# Open Watcom makefile to build SDL2.dll for OS/2
# Open Watcom makefile to build SDL2.dll for OS/2:
# wmake -f Makefile.os2
#
# If you have GNU libiconv installed (iconv2.dll), you
Expand All @@ -14,8 +14,8 @@

LIBNAME = SDL2
MAJOR_VERSION = 2
MINOR_VERSION = 28
MICRO_VERSION = 3
MINOR_VERSION = 30
MICRO_VERSION = 0
VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION)
DESCRIPTION = Simple DirectMedia Layer 2

Expand Down Expand Up @@ -56,7 +56,7 @@ CFLAGS_DLL+= -bd
# iconv:
LIBICONV_LIB=iconv2.lib
!ifeq LIBICONV 1
CFLAGS_DLL+= -DHAVE_ICONV=1 -DHAVE_ICONV_H=1
CFLAGS_DLL+= -DHAVE_ICONV=1 -DHAVE_ICONV_H=1 -DSDL_USE_LIBICONV
LIBS+= $(ICONVLIB)
!else
LIBS+= libuls.lib libconv.lib
Expand All @@ -81,7 +81,7 @@ SRCS+= SDL_events.c SDL_quit.c SDL_keyboard.c SDL_mouse.c SDL_windowevents.c &
SDL_clipboardevents.c SDL_dropevents.c SDL_displayevents.c SDL_gesture.c &
SDL_sensor.c SDL_touch.c
SRCS+= SDL_haptic.c SDL_hidapi.c SDL_gamecontroller.c SDL_joystick.c controller_type.c
SRCS+= SDL_render.c yuv_rgb.c SDL_yuv.c SDL_yuv_sw.c SDL_blendfillrect.c &
SRCS+= SDL_render.c yuv_rgb_sse.c yuv_rgb_std.c SDL_yuv.c SDL_yuv_sw.c SDL_blendfillrect.c &
SDL_blendline.c SDL_blendpoint.c SDL_drawline.c SDL_drawpoint.c &
SDL_render_sw.c SDL_rotate.c SDL_triangle.c
SRCS+= SDL_blit.c SDL_blit_0.c SDL_blit_1.c SDL_blit_A.c SDL_blit_auto.c &
Expand All @@ -94,7 +94,7 @@ SRCS+= SDL_systimer.c
SRCS+= SDL_sysloadso.c
SRCS+= SDL_sysfilesystem.c
SRCS+= SDL_os2joystick.c SDL_syshaptic.c SDL_sysjoystick.c SDL_virtualjoystick.c
SRCS+= SDL_hidapijoystick.c SDL_hidapi_rumble.c SDL_hidapi_combined.c SDL_hidapi_gamecube.c SDL_hidapi_luna.c SDL_hidapi_ps3.c SDL_hidapi_ps4.c SDL_hidapi_ps5.c SDL_hidapi_shield.c SDL_hidapi_stadia.c SDL_hidapi_switch.c SDL_hidapi_wii.c SDL_hidapi_xbox360.c SDL_hidapi_xbox360w.c SDL_hidapi_xboxone.c SDL_hidapi_steam.c
SRCS+= SDL_hidapijoystick.c SDL_hidapi_rumble.c SDL_hidapi_combined.c SDL_hidapi_gamecube.c SDL_hidapi_luna.c SDL_hidapi_ps3.c SDL_hidapi_ps4.c SDL_hidapi_ps5.c SDL_hidapi_shield.c SDL_hidapi_stadia.c SDL_hidapi_switch.c SDL_hidapi_wii.c SDL_hidapi_xbox360.c SDL_hidapi_xbox360w.c SDL_hidapi_xboxone.c SDL_hidapi_steam.c SDL_hidapi_steamdeck.c SDL_steam_virtual_gamepad.c
SRCS+= SDL_dummyaudio.c SDL_diskaudio.c
SRCS+= SDL_nullvideo.c SDL_nullframebuffer.c SDL_nullevents.c
SRCS+= SDL_dummysensor.c
Expand Down Expand Up @@ -152,6 +152,8 @@ SDL_blendpoint.obj: SDL_blendpoint.c
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
SDL_RLEaccel.obj: SDL_RLEaccel.c
wcc386 $(CFLAGS_DLL) -wcd=201 -fo=$^@ $<
yuv_rgb_sse.obj: yuv_rgb_sse.c
wcc386 $(CFLAGS_DLL) -wcd=202 -fo=$^@ $<
!ifeq HIDAPI 1
# c99 mode needed because of structs with flexible array members in libusb.h
SDL_hidapi.obj: SDL_hidapi.c
Expand Down
15 changes: 9 additions & 6 deletions Makefile.w32
Original file line number Diff line number Diff line change
@@ -1,12 +1,12 @@
# Open Watcom makefile to build SDL2.dll for Win32
# Open Watcom makefile to build SDL2.dll for Win32:
# wmake -f Makefile.w32
#
# To error out upon warnings: wmake -f Makefile.w32 ENABLE_WERROR=1

LIBNAME = SDL2
MAJOR_VERSION = 2
MINOR_VERSION = 28
MICRO_VERSION = 3
MINOR_VERSION = 30
MICRO_VERSION = 0
VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION)

LIBHOME = .
Expand Down Expand Up @@ -60,7 +60,7 @@ SRCS+= SDL_events.c SDL_quit.c SDL_keyboard.c SDL_mouse.c SDL_windowevents.c &
SDL_clipboardevents.c SDL_dropevents.c SDL_displayevents.c SDL_gesture.c &
SDL_sensor.c SDL_touch.c
SRCS+= SDL_haptic.c SDL_hidapi.c SDL_gamecontroller.c SDL_joystick.c controller_type.c
SRCS+= SDL_render.c yuv_rgb.c SDL_yuv.c SDL_yuv_sw.c SDL_blendfillrect.c &
SRCS+= SDL_render.c yuv_rgb_sse.c yuv_rgb_std.c SDL_yuv.c SDL_yuv_sw.c SDL_blendfillrect.c &
SDL_blendline.c SDL_blendpoint.c SDL_drawline.c SDL_drawpoint.c &
SDL_render_sw.c SDL_rotate.c SDL_triangle.c
SRCS+= SDL_blit.c SDL_blit_0.c SDL_blit_1.c SDL_blit_A.c SDL_blit_auto.c &
Expand All @@ -73,7 +73,7 @@ SRCS+= SDL_systimer.c
SRCS+= SDL_sysloadso.c
SRCS+= SDL_sysfilesystem.c
SRCS+= SDL_syshaptic.c SDL_sysjoystick.c SDL_virtualjoystick.c
SRCS+= SDL_hidapijoystick.c SDL_hidapi_rumble.c SDL_hidapi_combined.c SDL_hidapi_gamecube.c SDL_hidapi_luna.c SDL_hidapi_ps3.c SDL_hidapi_ps4.c SDL_hidapi_ps5.c SDL_hidapi_shield.c SDL_hidapi_stadia.c SDL_hidapi_switch.c SDL_hidapi_wii.c SDL_hidapi_xbox360.c SDL_hidapi_xbox360w.c SDL_hidapi_xboxone.c SDL_hidapi_steam.c
SRCS+= SDL_hidapijoystick.c SDL_hidapi_rumble.c SDL_hidapi_combined.c SDL_hidapi_gamecube.c SDL_hidapi_luna.c SDL_hidapi_ps3.c SDL_hidapi_ps4.c SDL_hidapi_ps5.c SDL_hidapi_shield.c SDL_hidapi_stadia.c SDL_hidapi_switch.c SDL_hidapi_wii.c SDL_hidapi_xbox360.c SDL_hidapi_xbox360w.c SDL_hidapi_xboxone.c SDL_hidapi_steam.c SDL_hidapi_steamdeck.c
SRCS+= SDL_dummyaudio.c SDL_diskaudio.c
SRCS+= SDL_nullvideo.c SDL_nullframebuffer.c SDL_nullevents.c
SRCS+= SDL_dummysensor.c
Expand All @@ -93,7 +93,7 @@ SRCS+= SDL_render_gl.c SDL_shaders_gl.c
SRCS+= SDL_render_gles2.c SDL_shaders_gles2.c
SRCS+= SDL_windowssensor.c
SRCS+= SDL_syscond_cv.c
SRCS+= SDL_windowsclipboard.c SDL_windowsevents.c SDL_windowsframebuffer.c SDL_windowskeyboard.c SDL_windowsmessagebox.c SDL_windowsmodes.c SDL_windowsmouse.c SDL_windowsopengl.c SDL_windowsopengles.c SDL_windowsshape.c SDL_windowsvideo.c SDL_windowsvulkan.c SDL_windowswindow.c
SRCS+= SDL_windowsclipboard.c SDL_windowsevents.c SDL_windowsframebuffer.c SDL_windowskeyboard.c SDL_windowsmessagebox.c SDL_windowsmodes.c SDL_windowsmouse.c SDL_windowsopengl.c SDL_windowsopengles.c SDL_windowsshape.c SDL_windowsvideo.c SDL_windowsvulkan.c SDL_windowswindow.c SDL_steam_virtual_gamepad.c

SRCS+= SDL_dynapi.c

Expand Down Expand Up @@ -147,6 +147,9 @@ SDL_RLEaccel.obj: SDL_RLEaccel.c
SDL_malloc.obj: SDL_malloc.c
wcc386 $(CFLAGS_DLL) -wcd=201 -fo=$^@ $<

yuv_rgb_sse.obj: yuv_rgb_sse.c
wcc386 $(CFLAGS_DLL) -wcd=202 -fo=$^@ $<

# SDL2libm
MSRCS= e_atan2.c e_exp.c e_fmod.c e_log10.c e_log.c e_pow.c e_rem_pio2.c e_sqrt.c &
k_cos.c k_rem_pio2.c k_sin.c k_tan.c &
Expand Down
2 changes: 1 addition & 1 deletion SDL2.spec
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
Summary: Simple DirectMedia Layer
Name: SDL2
Version: 2.28.3
Version: 2.30.0
Release: 2
Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
URL: http://www.libsdl.org/
Expand Down
2 changes: 1 addition & 1 deletion VERSION.txt
Original file line number Diff line number Diff line change
@@ -1 +1 @@
release-2.28.3-0-g8a5ba43d0
release-2.30.0-0-g859844eae
19 changes: 19 additions & 0 deletions WhatsNew.txt
Original file line number Diff line number Diff line change
@@ -1,9 +1,28 @@

This is a list of major changes in SDL's version history.

---------------------------------------------------------------------------
2.30.0:
---------------------------------------------------------------------------

General:
* Added support for 2 bits-per-pixel indexed surface formats
* Added the function SDL_GameControllerGetSteamHandle() to get the Steam API handle for a controller, if available
* Added the event SDL_CONTROLLERSTEAMHANDLEUPDATED which is sent when the Steam API handle for a controller changes. This could also change the name, VID, and PID of the controller.
* Added the environment variable SDL_LOGGING to control default log output

macOS:
* Added the hint SDL_HINT_JOYSTICK_IOKIT to control whether the IOKit controller driver should be used
* Added the hint SDL_HINT_JOYSTICK_MFI to control whether the GCController controller driver should be used
* Added the hint SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE to choose whether high or low power GPU should be used for rendering, in the case where there are multiple GPUs available

Xbox:
* Added the function SDL_GDKGetDefaultUser()

---------------------------------------------------------------------------
2.28.2:
---------------------------------------------------------------------------

General:
* Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers

Expand Down
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