sdl2.nuget 2.0.10

Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games.

SDL officially supports Windows, Mac OS X, Linux, iOS, and Android. Support for other platforms may be found in the source code.

SDL is written in C, works natively with C++, and there are bindings available for several other languages, including C# and Python.

Source code of this package and build script are available on https://github.com/xapdkop/sdl2-nuget

Install-Package sdl2.nuget -Version 2.0.10
dotnet add package sdl2.nuget --version 2.0.10
<PackageReference Include="sdl2.nuget" Version="2.0.10" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add sdl2.nuget --version 2.0.10
The NuGet Team does not provide support for this client. Please contact its maintainers for support.

Thanks to all the people who contributed code and feedback, SDL 2.0.10 is now available!
http://www.libsdl.org/download-2.0.php

In addition to lots of bug fixes and build improvements, here are the major changes in this release:

General:

  • The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
  • Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
  • Added SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), * SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF(), SDL_RenderCopyExF(), to allow floating point precision in the SDL rendering API.
  • Added SDL_GetTouchDeviceType() to get the type of a touch device, which can be a touch screen or a trackpad in relative or absolute coordinate mode.
  • The SDL rendering API now uses batched rendering by default, for improved performance
  • Added SDL_RenderFlush() to force batched render commands to execute, if you’re going to mix SDL rendering with native rendering
  • Added the hint SDL_HINT_RENDER_BATCHING to control whether batching should be used for the rendering API. This defaults to “1” if you don’t specify what rendering driver to use when creating the renderer.
  • Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
  • Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
  • Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
  • Improved handling of malformed WAVE and BMP files, fixing potential security exploits

Linux:

  • Removed the Mir video driver in favor of Wayland

iOS / tvOS:

  • Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
  • Added support for text input using Bluetooth keyboards

Android:

  • Added low latency audio using OpenSL ES
  • Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
  • SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
  • SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
  • Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.

Thanks to all the people who contributed code and feedback, SDL 2.0.10 is now available!
http://www.libsdl.org/download-2.0.php

In addition to lots of bug fixes and build improvements, here are the major changes in this release:

General:

  • The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
  • Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
  • Added SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), * SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF(), SDL_RenderCopyExF(), to allow floating point precision in the SDL rendering API.
  • Added SDL_GetTouchDeviceType() to get the type of a touch device, which can be a touch screen or a trackpad in relative or absolute coordinate mode.
  • The SDL rendering API now uses batched rendering by default, for improved performance
  • Added SDL_RenderFlush() to force batched render commands to execute, if you’re going to mix SDL rendering with native rendering
  • Added the hint SDL_HINT_RENDER_BATCHING to control whether batching should be used for the rendering API. This defaults to “1” if you don’t specify what rendering driver to use when creating the renderer.
  • Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
  • Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
  • Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
  • Improved handling of malformed WAVE and BMP files, fixing potential security exploits

Linux:

  • Removed the Mir video driver in favor of Wayland

iOS / tvOS:

  • Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
  • Added support for text input using Bluetooth keyboards

Android:

  • Added low latency audio using OpenSL ES
  • Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
  • SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
  • SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
  • Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.

Release Notes

Look at the official SDL website https://libsdl.org/

This package is not used by any popular GitHub repositories.

Version History

Version Downloads Last updated
2.0.10 379 7/30/2019
2.0.9 4,262 11/9/2018
2.0.8.2 1,772 9/22/2018
2.0.8.1 190 9/20/2018
2.0.8 424 8/3/2018