sdl2.nuget 2.26.0

There is a newer version of this package available.
See the version list below for details.
dotnet add package sdl2.nuget --version 2.26.0
NuGet\Install-Package sdl2.nuget -Version 2.26.0
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="sdl2.nuget" Version="2.26.0" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add sdl2.nuget --version 2.26.0
#r "nuget: sdl2.nuget, 2.26.0"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install sdl2.nuget as a Cake Addin
#addin nuget:?package=sdl2.nuget&version=2.26.0

// Install sdl2.nuget as a Cake Tool
#tool nuget:?package=sdl2.nuget&version=2.26.0

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.

---

Is this package outdated? Report here: https://github.com/kosmotema/sdl2-nuget

Product Compatible and additional computed target framework versions.
native native is compatible. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages (6)

Showing the top 5 NuGet packages that depend on sdl2.nuget:

Package Downloads
sdl2_ttf.nuget

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. --- Is this package outdated? Report here: https://github.com/kosmotema/sdl2-nuget

sdl2_image.nuget

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. --- Is this package outdated? Report here: https://github.com/kosmotema/sdl2-nuget

sdl2_mixer.nuget

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. --- Is this package outdated? Report here: https://github.com/kosmotema/sdl2-nuget

Dina.Framework

Dina is a framework in SDL2/C++ inspired by Love2D and MonoGame.

sdl2_net.nuget

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. --- Is this package outdated? Report here: https://github.com/kosmotema/sdl2-nuget

GitHub repositories (1)

Showing the top 1 popular GitHub repositories that depend on sdl2.nuget:

Repository Stars
cspspemu/cspspemu
C# PSP Emulator (.NET Core 3.1)
Version Downloads Last updated
2.30.2 694 4/6/2024
2.30.1 283 4/6/2024
2.30.0 2,558 2/5/2024
2.29.2-prerelease 1,705 1/23/2024
2.28.5 13,544 11/11/2023
2.28.4 7,007 10/11/2023
2.28.3 4,051 9/4/2023
2.28.2 4,320 8/5/2023
2.28.1 4,455 7/1/2023
2.28.0 3,668 6/28/2023
2.26.5 5,181 4/9/2023
2.26.4 3,991 3/23/2023
2.26.3 4,741 2/22/2023
2.26.2 4,049 2/1/2023
2.26.1 27,511 12/6/2022
2.26.0 3,576 12/6/2022
2.24.2 4,618 11/8/2022
2.24.1 4,188 11/8/2022
2.24.0 4,201 11/8/2022
2.0.22 5,704 4/27/2022
2.0.20 53,505 1/16/2022
2.0.18 5,729 12/7/2021
2.0.16 8,464 8/19/2021
2.0.14 19,082 1/4/2021
2.0.12 11,303 4/6/2020
2.0.10 13,040 7/30/2019
2.0.9 15,791 11/9/2018
2.0.8.2 7,411 9/22/2018
2.0.8.1 6,304 9/20/2018
2.0.8 10,746 8/3/2018

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