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SDL2 bindings for Rust

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Rust-SDL2/rust-sdl2

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Bindings for SDL2 in Rust

Overview

Rust-SDL2 is a library for talking to the new SDL2.0 libraries from Rust.Low-level C components are wrapped in Rust code to make them more idiomatic andabstract away inappropriate manual memory management.

Rust-SDL2 uses the MIT license, but SDL2 itself is under the zlib license.

Available rust features

  • gfx to link against SDL2_gfx and have access to gfx features
  • image to link against SDL2_image and have access to image reading and writing features
  • mixer to link against SDL2_mixer and have access to sound mixing features
  • ttf to link against SDL2_ttf and have access to various font features
  • raw-window-handle to enable the crateraw-window-handle, which is useful to interop with various other backends.
  • unsafe-textures to not have a lifetime inTexture structs. Texture are only freed when the program exits, or can be done manually throughunsafe.
  • use-bindgen to customize bindings instead of using pre-generatedsdl_bindings which were created from a Linux environment. It generates your own custom SDL2 bindings, tailored to your distro. Useful for specific window-related scenarios.
  • use-vcpkg to pull SDL2 from vcpkg instead of looking in your system.
  • use-pkgconfig use pkg-config to detect where your library is located on your system. Mostly useful on unix systems for static linking.
  • static-link to link to SDL2 statically instead of dynamically.
  • use_mac_framework to use SDL2 from a Framework, on macOS only
  • use_ios_framework to use SDL2 from a Framework, on iOS only
  • bundled, which pulls the SDL repository and compiles it from source. More information below.

Documentation

Read the documentation here.

Requirements

Rust

We currently target the latest stable release of Rust.

SDL2.0 development libraries

SDL2 >= 2.0.26 is recommended to use these bindings; below 2.0.26, you may experience link-time errors as some functions are used here but are not defined in SDL2. If you experience this issue because you are on a LTS machine (for instance, Ubuntu), we definitely recommend you to use the feature "bundled" which will compile the lastest stable version of SDL2 for your project.

"Bundled" Feature

Since 0.31, this crate supports a feature named "bundled" which compiles SDL2 from source and links it automatically. While this should work for any architecture, youwill need a C compiler (likegcc,clang, or MS's own compiler) to use this feature properly.

By default, macOS and Linux only load libraries from system directories like/usr/lib. If you wish to distribute the newly built libSDL2.so/libSDL2.dylib alongside your executable, you will need to add rpath to your executable. Add the following lines tobuild.rs script:

#[cfg(target_os="macos")]println!("cargo:rustc-link-arg=-Wl,-rpath,@loader_path");#[cfg(target_os="linux")]println!("cargo:rustc-link-arg=-Wl,-rpath,$ORIGIN");

This ONLY works with SDL2, NOT SDL2_image, SDL2_mixer, SDL2_ttf, SDL2_gfx

Linux

Install these through your favourite package management tool, or viahttp://www.libsdl.org/

Ubuntu example:

sudo apt-get install libsdl2-dev

Fedora example:

sudo dnf install SDL2-devel

Arch example:
(Arch doesn't have separate regular and development packages, everything goes together.)

sudo pacman -S sdl2

You might also need a C compiler (gcc).

Static linking in Linux

You can choose to link SDL2 statically instead of dynamically with thestatic-link feature.On Linux, you will need to additionally do one of the following:

  • use thebundled feature
  • use the featureuse-pkgconfig so that rustc knows where to look for your SDL2 libraries and its dependencies for static linking. This is required because there is no built-in way to find the resources needed to link statically SDL2 from your system
  • install development libraries withvcpkg. Instructions to generate a static binary on Linux and other operating systems using vcpkg arehere

macOS

Homebrew

On macOS, it's a good idea to install these viahomebrew.

brew install sdl2

In recent versions of Homebrew, the installed libraries are usually linked into$(brew --prefix)/lib.If you are running an older version, the symlink for SDL might reside in/usr/local/lib.

To make linking libraries installed by Homebrew easier, do the following for your respective shell.

Add this line to your~/.zshenv or~/.bash_profile depending on whether you use ZSH or Bash.

export LIBRARY_PATH="$LIBRARY_PATH:$(brew --prefix)/lib"

MacPorts

You can also get sdl2 viamacports.

sudo port install libsdl2

Then add the following to your~/.bash_profile if not already present.

export LIBRARY_PATH="$LIBRARY_PATH:/opt/local/lib/"

If you're having issues with either Homebrew or MacPorts,see here.

If you are using the SDL2 framework

You can download and install the SDL2 Mac OS X framework from:https://www.libsdl.org/download-2.0.php

To make thesdl2 crate link with the SDL2 framework, you will need to enabletheuse_mac_framework feature. To build and test thesdl2 crate with thisfeature, use:

cargo test --features use_mac_framework

To depend on thesdl2 crate with this feature enabled, put the following inyour project'sCargo.toml file:

[dependencies.sdl2]features = ["use_mac_framework"]version = ...# Whichever version you are using

Alternatively, you can re-export the feature in your package by putting thefollowing in yourCargo.toml file:

[features]default = []use_sdl2_mac_framework = ["sdl2/use_mac_framework"]

Similarly for iOS you can follow the same process using theuse_ios_framework feature. Howeverofficial builds of the iOS framework are not available so you must compile your own SDL2.framework.

Using the iOS framework also requires adding the 'Frameworks' directory to your rpath so that thedynamic linker can find SDL2.framework inside your app bundle. This is done by adding this to yourbuild.rs:

#[cfg(target_os="ios")]println!("cargo:rustc-link-arg=-Wl,-rpath,@loader_path/Frameworks");

Static linking on macOS using vcpkg

Instructions to generate a static binary on macOS and other operating systems usingvcpkg arehere.

Windows (MSVC)

  1. Download MSVC development libraries fromhttp://www.libsdl.org/ (SDL2-devel-2.0.x-VC.zip).

  2. Unpack SDL2-devel-2.0.x-VC.zip to a folder of your choosing (You can delete it afterwards).

  3. Copy all lib files from

    SDL2-devel-2.0.x-VC\SDL2-2.0.x\lib\x64\

    to (for Rust 1.6 and above)

    C:\Program Files\Rust\lib\rustlib\x86_64-pc-windows-msvc\lib

    or to (for Rust versions 1.5 and below)

    C:\Program Files\Rust\bin\rustlib\x86_64-pc-windows-msvc\lib

    or to your library folder of choice, and ensure you have a system environment variable of

    LIB = C:\your\rust\library\folder

    For Rustup users, this folder will be in

    C:\Users\{Your Username}\.rustup\toolchains\{current toolchain}\lib\rustlib\{current toolchain}\lib

Where current toolchain is likelystable-x86_64-pc-windows-msvc.

  1. CopySDL2.lib andSDL2.dll from

    SDL2-devel-2.0.x-VC\SDL2-2.0.x\lib\x64\

    into your cargo project, right next to your Cargo.toml.

  2. When you're shipping your game make sure to copySDL2.dll to the same directory that your compiled exe is in, otherwise the game won't launch.

Static linking with MSVC

The MSVC development libraries provided byhttp://libsdl.org/ don't include a static library. This means that if you want to use thestatic-link feature with the windows-msvc toolchain, you have to do one of

  • build an SDL2 static library yourself and copy it to your toolchain'slib directory; or
  • also enable thebundled feature, which will build a static library for you; or
  • use a static SDL2 library from vcpkg as described below.

Windows (MinGW)

  1. Download mingw development libraries fromhttp://www.libsdl.org/ (SDL2-devel-2.0.x-mingw.tar.gz).

  2. Unpack to a folder of your choosing (You can delete it afterwards).

  3. Copy all lib files from

    SDL2-devel-2.0.x-mingw\SDL2-2.0.x\x86_64-w64-mingw32\lib

    to (for Rust 1.6 and above)

    C:\Program Files\Rust\lib\rustlib\x86_64-pc-windows-gnu\lib

    or to (for Rust versions 1.5 and below)

    C:\Program Files\Rust\bin\rustlib\x86_64-pc-windows-gnu\lib

    or to your library folder of choice, and ensure you have a system environment variable of

    LIBRARY_PATH = C:\your\rust\library\folder

    For Rustup users, this folder will be in

    C:\Users\{Your Username}\.rustup\toolchains\{current toolchain}\lib\rustlib\{current toolchain}\lib

Where current toolchain is likelystable-x86_64-pc-windows-gnu.

  1. Copy SDL2.dll from

    SDL2-devel-2.0.x-mingw\SDL2-2.0.x\x86_64-w64-mingw32\bin

    into your cargo project, right next to your Cargo.toml.

  2. When you're shipping your game make sure to copy SDL2.dll to the same directory that your compiled exe is in, otherwise the game won't launch.

Static linking with MinGW

If you want to use thestatic-link feature with the windows-gnu toolchain, then you will also need the following libraries:

libimm32.alibversion.alibdinput8.alibdxguid.a

These files are not currently included with the windows-gnu toolchain, but can be downloadedhere. For the x86_64 toolchain, you want thex86_64-win32-seh package, and for i686 you want thei686-win32-dwarf one.

You will find the aforementioned libraries undermingw64/x86_64-w64-mingw32/lib/ (for x86_64) ormingw32/i686-w64-mingw32/lib/ (for i686). Copy them to your toolchain'slib directory (the same one you copied the SDL .a files to).

Windows with build script

  1. Download mingw and msvc development libraries fromhttp://www.libsdl.org/ (SDL2-devel-2.0.x-mingw.tar.gz & SDL2-devel-2.0.x-VC.zip).
  2. Unpack to folders of your choosing (You can delete it afterwards).
  3. Create the following folder structure in the same folder as your Cargo.toml:
gnu-mingw\dll\32gnu-mingw\dll\64gnu-mingw\lib\32gnu-mingw\lib\64msvc\dll\32msvc\dll\64msvc\lib\32msvc\lib\64
  1. Copy the lib and dll files from the source archive to the directories we created in step 3 like so:
SDL2-devel-2.0.x-mingw.tar.gz\SDL2-2.0.x\i686-w64-mingw32\bin -> gnu-mingw\dll\32SDL2-devel-2.0.x-mingw.tar.gz\SDL2-2.0.x\x86_64-w64-mingw32\bin -> gnu-mingw\dll\64SDL2-devel-2.0.x-mingw.tar.gz\SDL2-2.0.x\i686-w64-mingw32\lib -> gnu-mingw\lib\32SDL2-devel-2.0.x-mingw.tar.gz\SDL2-2.0.x\x86_64-w64-mingw32\lib -> gnu-mingw\lib\64SDL2-devel-2.0.8-VC.zip\SDL2-2.0.x\lib\x86\*.dll -> msvc\dll\32SDL2-devel-2.0.8-VC.zip\SDL2-2.0.x\lib\x64\*.dll -> msvc\dll\64SDL2-devel-2.0.8-VC.zip\SDL2-2.0.x\lib\x86\*.lib -> msvc\lib\32SDL2-devel-2.0.8-VC.zip\SDL2-2.0.x\lib\x64\*.lib -> msvc\lib\64
  1. Create a build script, if you don't already have one put this in your Cargo.toml under[package]:

build = "build.rs"

  1. Create a file in the same directory as Cargo.toml called build.rs (if you didn't already have a build script) and paste this into it:
use std::env;use std::path::PathBuf;fnmain(){let target = env::var("TARGET").unwrap();if target.contains("pc-windows"){let manifest_dir =PathBuf::from(env::var("CARGO_MANIFEST_DIR").unwrap());letmut lib_dir = manifest_dir.clone();letmut dll_dir = manifest_dir.clone();if target.contains("msvc"){            lib_dir.push("msvc");            dll_dir.push("msvc");}else{            lib_dir.push("gnu-mingw");            dll_dir.push("gnu-mingw");}        lib_dir.push("lib");        dll_dir.push("dll");if target.contains("x86_64"){            lib_dir.push("64");            dll_dir.push("64");}else{            lib_dir.push("32");            dll_dir.push("32");}println!("cargo:rustc-link-search=all={}", lib_dir.display());for entryin std::fs::read_dir(dll_dir).expect("Can't read DLL dir"){let entry_path = entry.expect("Invalid fs entry").path();let file_name_result = entry_path.file_name();letmut new_file_path = manifest_dir.clone();ifletSome(file_name) = file_name_result{let file_name = file_name.to_str().unwrap();if file_name.ends_with(".dll"){                    new_file_path.push(file_name);                    std::fs::copy(&entry_path, new_file_path.as_path()).expect("Can't copy from DLL dir");}}}}}
  1. On build the build script will copy the needed DLLs into the same directory as your Cargo.toml, you probably don't want to commit these to any Git repositories though so add the following line to your .gitignore file

/*.dll

  1. When you're publish your game make sure to copy the corresponding SDL2.dll to the same directory that your compiled exe is in, otherwise the game won't launch.

And now your project should build and run on any Windows computer!

Windows (MSVC with vcpkg)

  1. InstallMS build tools andvcpkg
  2. Install the needed SDL2 libs:vcpkg.exe install sdl2-ttf:x64-windows sdl2:x64-windows
  3. Open a x64 native tools prompt (x64 Native Tools Command Prompt for VS 2019)
  4. set env vars:
SET PATH=%PATH%;C:\Users\my_user\dev\vcpkg\installed\x64-windows\binSET INCLUDE=%INCLUDE%;C:\Users\my_user\dev\vcpkg\installed\x64-windows\includeSET LIB=%LIB%;C:\Users\my_user\dev\vcpkg\installed\x64-windows\lib
  1. cargo build

Windows, Linux and macOS with vcpkg

Another method of getting the development libraries is withvcpkg. To set up a project to build a static binary on Windows (MSVC), Linux or macOS that is buildable like this:

cargo install cargo-vcpkgcargo vcpkg buildcargo build

add the following yourCargo.toml:

[dependencies.sdl2]version ="0.37"default-features =falsefeatures = ["ttf","image","gfx","mixer","static-link","use-vcpkg"][package.metadata.vcpkg]dependencies = ["sdl2","sdl2-image[libjpeg-turbo,tiff,libwebp]","sdl2-ttf","sdl2-gfx","sdl2-mixer"]git ="https://github.com/microsoft/vcpkg"rev ="2024.05.24"# release 2024.05.24 # to check for a new one, check https://github.com/microsoft/vcpkg/releases[package.metadata.vcpkg.target]x86_64-pc-windows-msvc = {triplet ="x64-windows-static-md" }

More information on thecargo vcpkg tool ishere.

Installation

If you're usingcargo to manage your project, you candownload through Crates.io:

    [dependencies]sdl2 ="0.37"

Alternatively, pull it from GitHub to obtain the latest version from master

    [dependencies.sdl2]git ="https://github.com/rust-sdl2/rust-sdl2"

Otherwise, clone this repo and runcargo

cargo build

You can enable features such as ttf, image, gfx and mixer byadding this instead:

    [dependencies.sdl2]version ="0.37"default-features =falsefeatures = ["ttf","image","gfx","mixer"]

Those features need their respective libraries, whichcan be found at these locations : (the install processis the same as SDL2)

What about sdl2_net ?

As of now, sdl2_net is meaningless compared to what other cratessuch asserde andbincode can offer.We highly recommend using those to develop anything UDP or TCPrelated (along with futures or TCP/UDP from the standard library).

If you still want an implementation of sdl2_net, you can try toadd it in this repo as a feature via a Pull Request. A somewhatoutdated version of this binding can be foundhere

Demo

We have several simple example projects included:

cargo run --example demo

You can see the full list in theexamples/ folder. Some examples require some features, you can enable them like so:

cargo run --example gfx-demo --features "gfx"

Replace "gfx" by the feature(s) needed for the example you want.

About theunsafe_textures feature

In thesdl2::render module,Texture has by default lifetimes to prevent it from out-living its parentTextureCreator.These lifetimes are sometimes too hard to deal with in Rust, and so you have the option to enable theunsafe_textures feature.

This removes the lifetimes on theTextures, at the cost of optional manual memory management. If you want to manually destroytheTextures you use, you can call thedestroy method of yourTextures, but beware thatit should not be called if none ofthe parents (Canvas orTextureCreator) are alive. If you do not call this method, the memory will simply be freed whenthe lastCanvas or the lastTextureCreator will be freed.

There is no online documentation for this feature, however you can build it yourself in your project by enabling the feature in yourCargo.toml, runningcargo doc and accessingtarget/doc/sdl2/index.html via a browser.

Generating sdl2-sys with bindgen

The sdl2-sys that was generated for this crate is very generic and can be used on a lot of platforms with very few limitations. However,you may sometimes face trouble when using platform-specific features of SDL2, for instance the WindowManager category.

The feature "use-bindgen" allows you to avoid this limitation by generating the proper bindings depending on your target. It will takethe headers based on whatpkg-config outputs (if you enabled the feature "use-pkg-config") and generate bindings based on them.If you don't have pkg-config or disabled the feature, it will try to get the headers inSDL-2.0.8/include of this crate instead.

If somehow you have your own headers that you want to use (use a beta version, an older version, ...),you can set the environment variable "SDL2_INCLUDE_PATH" and those headers will be used by bindgen instead.

Using sdl2-sys to provide SDL2 headers/library

If you are creating a*-sys crate for a library which requires SDL2, you can usesdl2-sys to provide both the compiled libraryand the headers for SDL2.

Follow the following process to get the header directory. In theCargo.toml for your crate, addsdl2-sys as a dependency (not a build-dependency).Cargo will then provide your build script with an environment variableDEP_SDL2_INCLUDE which is populated with the include directory for SDL2.If there is more than one directory, they are combined with: as a separator. Pass these directories to whatever is building your C/C++.

Once everything is linked together, there will be a single copy of SDL2 (the one provided bysdl2-sys) for all C, C++, and Rust code.

For more discussion see the correspondingissue

OpenGL

There are two ways to use OpenGL:

  • As a backend for sdl2::render, where everything is done for you by sdl2. It is the default for linux devices.
  • Manually, using only sdl2 as a "shell" for your window (akin toglutin andwinit crates), and still use sdl2's joystick, events, audio, text input, ect capabilities.

If you want to use OpenGL, you also need thegl-rs package. If you're usingcargo, just add these lines to your Cargo.toml:

    [dependencies.gl]git ="https://github.com/bjz/gl-rs"

You have two options to use OpenGL with sdl2:

  • Use OpenGL with Canvas and use sdl2::render
  • Use OpenGL directly on the Window "shell" and use manual OpenGL calls to render something

Use sdl2::render

First, find the OpenGL driver from SDL:

fnfind_sdl_gl_driver() ->Option<u32>{for(index, item)in sdl2::render::drivers().enumerate(){if item.name =="opengl"{returnSome(indexasu32);}}None}fnmain(){let sdl_context = sdl2::init().unwrap();let video_subsystem = sdl_context.video().unwrap();let window = video_subsystem.window("Window",800,600).opengl()// this line DOES NOT enable opengl, but allows you to create/get an OpenGL context from your window..build().unwrap();let canvas = window.into_canvas().index(find_sdl_gl_driver().unwrap()).build().unwrap();// ...}

If you don't plan to use OpenGL calls via thegl-rs crate, you can stop here. SDL2 will automatically use the OpenGL backend

If you plan to have your own calls intertwined with the sdl2 calls, you need to use the context of your canvas first:

// initializationgl::load_with(|name| video_subsystem.gl_get_proc_address(name)as*const_);// sdl::render creates a context for you, if you use a Canvas you need to use it.canvas.window().gl_set_context_to_current();// ... in the main loop ...unsafe{    gl::ClearColor(0.6,0.0,0.8,1.0);    gl::Clear(gl::COLOR_BUFFER_BIT);}canvas.present();

Be wary though, sdl2 has its own internal state which you should avoid messing with.Avoid using manual OpenGL in the middle of SDL2 calls, or make sure to restore the previous state.

Use OpenGL calls manually

externcrate sdl2;externcrate gl;use sdl2::event::Event;use sdl2::keyboard::Keycode;use sdl2::video::GLProfile;fnmain(){let sdl_context = sdl2::init().unwrap();let video_subsystem = sdl_context.video().unwrap();let gl_attr = video_subsystem.gl_attr();    gl_attr.set_context_profile(GLProfile::Core);    gl_attr.set_context_version(3,3);let window = video_subsystem.window("Window",800,600).opengl().build().unwrap();// Unlike the other example above, nobody created a context for your window, so you need to create one.let ctx = window.gl_create_context().unwrap();    gl::load_with(|name| video_subsystem.gl_get_proc_address(name)as*const_);debug_assert_eq!(gl_attr.context_profile(),GLProfile::Core);debug_assert_eq!(gl_attr.context_version(),(3,3));letmut event_pump = sdl_context.event_pump().unwrap();'running:loop{unsafe{            gl::ClearColor(0.6,0.0,0.8,1.0);            gl::Clear(gl::COLOR_BUFFER_BIT);}        window.gl_swap_window();for eventin event_pump.poll_iter(){match event{Event::Quit{..} |Event::KeyDown{keycode:Some(Keycode::Escape), ..} =>{break'running},                _ =>{}}}::std::thread::sleep(::std::time::Duration::new(0,1_000_000_000u32 /60));}}

As mentionned above, this method is useful when you don't care about sdl2's render capabilities, but you do care aboutits audio, controller and other neat features that sdl2 has.

You don't have to worry about messing with the state intertwined with sdl2 or a version you don't like: SDL2 will nevercall any OpenGL function outside therender module.

Vulkan

To use Vulkan, you need a Vulkan library for Rust. This example uses theVulkano library. Other libraries may use different datatypes for raw Vulkan object handles. The procedure to interface SDL2's Vulkan functions with thesewill be different for each one.

First, make sure you enable theraw-window-handle feature.

externcrate sdl2;externcrate vulkano;use sdl2::event::Event;use sdl2::keyboard::Keycode;use vulkano::instance::{Instance,InstanceCreateInfo,InstanceExtensions};use vulkano::swapchain::Surface;use vulkano::VulkanLibrary;fnmain(){let sdl_context = sdl2::init().unwrap();let video_subsystem = sdl_context.video().unwrap();let window = video_subsystem.window("Window Title - My Vulkano-SDL2 application",1024,768).vulkan().build().unwrap();let instance_extensions =InstanceExtensions::from_iter(window.vulkan_instance_extensions().unwrap());let instance =Instance::new(VulkanLibrary::new().unwrap(),InstanceCreateInfo{enabled_extensions: instance_extensions,            ..Default::default()},).unwrap();// SAFETY: Be sure not to drop the `window` before the `Surface` or vulkan `Swapchain`!// (SIGSEGV otherwise)let surface =unsafe{Surface::from_window_ref(instance.clone(),&window)};letmut event_pump = sdl_context.event_pump().unwrap();'running:loop{for eventin event_pump.poll_iter(){match event{Event::Quit{ ..}                |Event::KeyDown{keycode:Some(Keycode::Escape),                    ..} =>{break'running;}                _ =>{}}}::std::thread::sleep(::std::time::Duration::new(0,1_000_000_000u32 /60));}}

Support for raw-window-handle

raw-window-handle can be enabled using the feature name:

[dependencies.sdl2]version ="0.37"features = ["raw-window-handle"]

An example working withwgpu is also available:

cargo run --example raw-window-handle-with-wgpu --features raw-window-handle

sdl2 with raw-window-handle on macOS:

On macOS theRawWindowHandle.ns_view field is returned null. Libraries consuming theRawWindowHandle (such aswgpu) should determine a sane default forns_view. If they do not, please file an issue with the associatedproject.

raw-window-handle on Android

On some platforms, including Android, SDL2 tries to create the OpenGL context by itself even without creatinga renderer. This can manifest in errors likeVK_ERROR_NATIVE_WINDOW_IN_USE_KHR when initializing Vulkan or GLES.Add the following code before creating a window to fix the errors:

sdl2::hint::set("SDL_VIDEO_EXTERNAL_CONTEXT","1")

When things go wrong

Rust, and Rust-SDL2, are both still heavily in development, and you may runinto teething issues when using this. Before panicking, check that you're usingthe latest version of both Rust and Cargo, check that you've updated Rust-SDL2to the latest version, and runcargo clean. If that fails, please let us knowon the issue tracker.

Contributing

Any Pull Request is welcome, however small your contribution may be ! There are, however, conditions to contribute:

  • New features must be properly documented, be it via examples or inline documentation (viacargo doc). Documentation must be for the end user as well as your next fellow contributor.
  • Breaking changes must have a proper argumentation with it. While the pre-1.0 state of this crate allows us to be somewhat unstable,useless breaking changes will be denied.
  • Minor changes, breaking changes and new features added via Pull Request must be added in thechangelog file. It is nowmandatory to log your changes in the changelog. A short description with a link to your commit/pull request within GitHub is fine. Internal, documentation or meta-changes (travis build change, README instructions updates, ...) don't have to be added in the changelog.

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