SecBSD's official ports repository
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devel/sdl2/pkg/DESCR
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devel/sdl2/pkg/DESCR
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Simple DirectMedia Layer is a cross-platform multimedia
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library designed to provide fast access to the graphics
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framebuffer and audio device. It is used by MPEG playback
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software, emulators, and many popular games.
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devel/sdl2/pkg/PLIST
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devel/sdl2/pkg/PLIST
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bin/sdl2-config
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include/SDL2/
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include/SDL2/SDL.h
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include/SDL2/SDL_assert.h
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include/SDL2/SDL_atomic.h
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include/SDL2/SDL_audio.h
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include/SDL2/SDL_bits.h
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include/SDL2/SDL_blendmode.h
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include/SDL2/SDL_clipboard.h
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include/SDL2/SDL_config.h
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include/SDL2/SDL_cpuinfo.h
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include/SDL2/SDL_egl.h
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include/SDL2/SDL_endian.h
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include/SDL2/SDL_error.h
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include/SDL2/SDL_events.h
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include/SDL2/SDL_filesystem.h
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include/SDL2/SDL_gamecontroller.h
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include/SDL2/SDL_gesture.h
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include/SDL2/SDL_guid.h
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include/SDL2/SDL_haptic.h
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include/SDL2/SDL_hidapi.h
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include/SDL2/SDL_hints.h
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include/SDL2/SDL_joystick.h
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include/SDL2/SDL_keyboard.h
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include/SDL2/SDL_keycode.h
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include/SDL2/SDL_loadso.h
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include/SDL2/SDL_locale.h
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include/SDL2/SDL_log.h
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include/SDL2/SDL_main.h
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include/SDL2/SDL_messagebox.h
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include/SDL2/SDL_metal.h
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include/SDL2/SDL_misc.h
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include/SDL2/SDL_mouse.h
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include/SDL2/SDL_mutex.h
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include/SDL2/SDL_name.h
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include/SDL2/SDL_opengl.h
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include/SDL2/SDL_opengl_glext.h
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include/SDL2/SDL_opengles.h
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include/SDL2/SDL_opengles2.h
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include/SDL2/SDL_opengles2_gl2.h
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include/SDL2/SDL_opengles2_gl2ext.h
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include/SDL2/SDL_opengles2_gl2platform.h
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include/SDL2/SDL_opengles2_khrplatform.h
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include/SDL2/SDL_pixels.h
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include/SDL2/SDL_platform.h
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include/SDL2/SDL_power.h
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include/SDL2/SDL_quit.h
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include/SDL2/SDL_rect.h
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include/SDL2/SDL_render.h
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include/SDL2/SDL_revision.h
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include/SDL2/SDL_rwops.h
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include/SDL2/SDL_scancode.h
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include/SDL2/SDL_sensor.h
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include/SDL2/SDL_shape.h
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include/SDL2/SDL_stdinc.h
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include/SDL2/SDL_surface.h
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include/SDL2/SDL_system.h
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include/SDL2/SDL_syswm.h
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include/SDL2/SDL_test.h
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include/SDL2/SDL_test_assert.h
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include/SDL2/SDL_test_common.h
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include/SDL2/SDL_test_compare.h
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include/SDL2/SDL_test_crc32.h
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include/SDL2/SDL_test_font.h
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include/SDL2/SDL_test_fuzzer.h
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include/SDL2/SDL_test_harness.h
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include/SDL2/SDL_test_images.h
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include/SDL2/SDL_test_log.h
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include/SDL2/SDL_test_md5.h
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include/SDL2/SDL_test_memory.h
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include/SDL2/SDL_test_random.h
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include/SDL2/SDL_thread.h
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include/SDL2/SDL_timer.h
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include/SDL2/SDL_touch.h
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include/SDL2/SDL_types.h
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include/SDL2/SDL_version.h
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include/SDL2/SDL_video.h
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include/SDL2/SDL_vulkan.h
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include/SDL2/begin_code.h
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include/SDL2/close_code.h
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lib/cmake/
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lib/cmake/SDL2/
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lib/cmake/SDL2/sdl2-config-version.cmake
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lib/cmake/SDL2/sdl2-config.cmake
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@static-lib lib/libSDL2.a
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lib/libSDL2.la
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@lib lib/libSDL2.so.${LIBSDL2_VERSION}
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@static-lib lib/libSDL2_test.a
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lib/libSDL2_test.la
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@static-lib lib/libSDL2main.a
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lib/libSDL2main.la
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lib/pkgconfig/sdl2.pc
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share/aclocal/
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share/aclocal/sdl2.m4
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share/doc/pkg-readmes/${PKGSTEM}
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devel/sdl2/pkg/README
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devel/sdl2/pkg/README
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+-----------------------------------------------------------------------
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| Customizing ${PKGSTEM} gamecontroller layout on OpenBSD
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+-----------------------------------------------------------------------
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The mapping for SDL2's gamecontroller API is currently based on a workaround.
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It defaults to:
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"none,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,\
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dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,\
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leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,\
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righty:a4,start:b7,x:b2,y:b3,"
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A custom mapping can be used via the SDL_GAMECONTROLLERCONFIG env var. Note
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that the first value (for guid) should be 'none' and the second one can be any
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name under which SDL2 will list the gamecontroller device.
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Example mapping (for Logitech Dual Action gamepad):
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$ export SDL_GAMECONTROLLERCONFIG="none,X360WirelessController,a:b1,b:b2,\
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back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,\
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leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,\
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righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,"
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