Markus Volk b3061544c2 libsdl2: update 2.24.2 -> 2.26.0
- add PACKAGECONFIG for libdecor
- add PACKAGECONFIG for pipewire
- remove native patch, CMakeLists.txt has been reworked,
  still needed ?

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

General:

    Updated OpenGL headers to the latest API from The Khronos Group Inc.
    Added SDL_GetWindowSizeInPixels() to get the window size in pixels, which may differ from the window coordinate size for windows with high-DPI support
    Added simulated vsync synchronization for the software renderer
    Added the mouse position to SDL_MouseWheelEvent
    Added SDL_ResetHints() to reset all hints to their default values
    Added SDL_GetJoystickGUIDInfo() to get device information encoded in a joystick GUID
    Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 to control whether the HIDAPI driver for XBox 360 controllers should be used
    Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED to control whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller
    Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS to control whether the HIDAPI driver for XBox 360 wireless controllers should be used
    Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE to control whether the HIDAPI driver for XBox One controllers should be used
    Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED to control the brightness of the XBox One guide button LED
    Added support for PS3 controllers to the HIDAPI driver, enabled by default on macOS, controlled by the SDL_HINT_JOYSTICK_HIDAPI_PS3 hint
    Added support for Nintendo Wii controllers to the HIDAPI driver, not enabled by default, controlled by the SDL_HINT_JOYSTICK_HIDAPI_WII hint
    Added the hint SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED to control whether the player LED should be lit on the Nintendo Wii controllers
    Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS to control whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver
    Added access to the individual left and right gyro sensors of the combined Joy-Cons controller
    Added a microsecond timestamp to SDL_SensorEvent and SDL_ControllerSensorEvent, when the hardware provides that information
    Added SDL_SensorGetDataWithTimestamp() and SDL_GameControllerGetSensorDataWithTimestamp() to retrieve the last sensor data with the associated microsecond timestamp
    Added the hint SDL_HINT_HIDAPI_IGNORE_DEVICES to have the SDL HID API ignore specific devices
    SDL_GetRevision() now includes more information about the SDL build, including the git commit hash if available

Windows:

    Added the hint SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE to control whether the system mouse acceleration curve is used for relative mouse motion

macOS:

    Implemented vsync synchronization on macOS 12

Linux:

    Added SDL_SetPrimarySelectionText(), SDL_GetPrimarySelectionText(), and SDL_HasPrimarySelectionText() to interact with the X11 primary selection clipboard
    Added the hint SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP to control whether mouse pointer warp emulation is enabled under Wayland

Android:

    Enabled IME soft keyboard input
    Added version checking to make sure the SDL Java and C code are compatible

(From OE-Core rev: c55dc3a8f13050123bc63479c5a3159601c240a0)

Signed-off-by: Markus Volk <f_l_k@t-online.de>
Signed-off-by: Alexandre Belloni <alexandre.belloni@bootlin.com>
Signed-off-by: Richard Purdie <richard.purdie@linuxfoundation.org>
2022-11-27 23:54:51 +00:00
2022-11-27 23:54:51 +00:00
2021-07-19 18:07:21 +01:00

Poky

Poky is an integration of various components to form a pre-packaged build system and development environment which is used as a development and validation tool by the Yocto Project. It features support for building customised embedded style device images and custom containers. There are reference demo images ranging from X11/GTK+ to Weston, commandline and more. The system supports cross-architecture application development using QEMU emulation and a standalone toolchain and SDK suitable for IDE integration.

Additional information on the specifics of hardware that Poky supports is available in README.hardware. Further hardware support can easily be added in the form of BSP layers which extend the systems capabilities in a modular way. Many layers are available and can be found through the layer index.

As an integration layer Poky consists of several upstream projects such as BitBake, OpenEmbedded-Core, Yocto documentation, the 'meta-yocto' layer which has configuration and hardware support components. These components are all part of the Yocto Project and OpenEmbedded ecosystems.

The Yocto Project has extensive documentation about the system including a reference manual which can be found at https://docs.yoctoproject.org/

OpenEmbedded is the build architecture used by Poky and the Yocto project. For information about OpenEmbedded, see the OpenEmbedded website.

Contribution Guidelines

The project works using a mailing list patch submission process. Patches should be sent to the mailing list for the repository the components originate from (see below). Throughout the Yocto Project, the README files in the component in question should detail where to send patches, who the maintainers are and where bugs should be reported.

A guide to submitting patches to OpenEmbedded is available at:

https://www.openembedded.org/wiki/How_to_submit_a_patch_to_OpenEmbedded

There is good documentation on how to write/format patches at:

https://www.openembedded.org/wiki/Commit_Patch_Message_Guidelines

Where to Send Patches

As Poky is an integration repository (built using a tool called combo-layer), patches against the various components should be sent to their respective upstreams:

OpenEmbedded-Core (files in meta/, meta-selftest/, meta-skeleton/, scripts/):

BitBake (files in bitbake/):

Documentation (files in documentation/):

meta-yocto (files in meta-poky/, meta-yocto-bsp/):

If in doubt, check the openembedded-core git repository for the content you intend to modify as most files are from there unless clearly one of the above categories. Before sending, be sure the patches apply cleanly to the current git repository branch in question.

CII Best Practices

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