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Updated to SDL 2.0.21.8ce003

Brucey vor 3 Jahren
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Commit
dc8959eeec
100 geänderte Dateien mit 12790 neuen und 12992 gelöschten Zeilen
  1. 0 20
      sdl.mod/COPYING.txt
  2. 0 53
      sdl.mod/CREDITS.txt
  3. 16 16
      sdl.mod/SDL/BUGS.txt
  4. 275 118
      sdl.mod/SDL/CMakeLists.txt
  5. 41 41
      sdl.mod/SDL/INSTALL.txt
  6. 1 1
      sdl.mod/SDL/LICENSE.txt
  7. 1 1
      sdl.mod/SDL/Makefile.in
  8. 137 37
      sdl.mod/SDL/Makefile.os2
  9. 0 88
      sdl.mod/SDL/Makefile.wiz
  10. 17 17
      sdl.mod/SDL/README.md
  11. 9 1
      sdl.mod/SDL/SDL2Config.cmake
  12. 10 10
      sdl.mod/SDL/TODO.txt
  13. 34 34
      sdl.mod/SDL/VisualC-WinRT/SDL-UWP.sln
  14. 598 598
      sdl.mod/SDL/VisualC-WinRT/SDL-UWP.vcxproj
  15. 821 821
      sdl.mod/SDL/VisualC-WinRT/SDL-UWP.vcxproj.filters
  16. 327 327
      sdl.mod/SDL/VisualC/SDL.sln
  17. 176 176
      sdl.mod/SDL/VisualC/SDLtest/SDLtest.vcxproj
  18. 218 218
      sdl.mod/SDL/VisualC/clean.sh
  19. 278 278
      sdl.mod/SDL/VisualC/tests/controllermap/controllermap.vcxproj
  20. 229 229
      sdl.mod/SDL/VisualC/tests/loopwave/loopwave.vcxproj
  21. 203 203
      sdl.mod/SDL/VisualC/tests/testatomic/testatomic.vcxproj
  22. 230 230
      sdl.mod/SDL/VisualC/tests/testautomation/testautomation.vcxproj
  23. 209 209
      sdl.mod/SDL/VisualC/tests/testdraw2/testdraw2.vcxproj
  24. 203 203
      sdl.mod/SDL/VisualC/tests/testfile/testfile.vcxproj
  25. 278 278
      sdl.mod/SDL/VisualC/tests/testgamecontroller/testgamecontroller.vcxproj
  26. 209 209
      sdl.mod/SDL/VisualC/tests/testgesture/testgesture.vcxproj
  27. 213 213
      sdl.mod/SDL/VisualC/tests/testgl2/testgl2.vcxproj
  28. 210 210
      sdl.mod/SDL/VisualC/tests/testgles2/testgles2.vcxproj
  29. 203 203
      sdl.mod/SDL/VisualC/tests/testjoystick/testjoystick.vcxproj
  30. 225 225
      sdl.mod/SDL/VisualC/tests/testoverlay2/testoverlay2.vcxproj
  31. 231 231
      sdl.mod/SDL/VisualC/tests/testplatform/testplatform.vcxproj
  32. 203 203
      sdl.mod/SDL/VisualC/tests/testpower/testpower.vcxproj
  33. 247 247
      sdl.mod/SDL/VisualC/tests/testrendertarget/testrendertarget.vcxproj
  34. 203 203
      sdl.mod/SDL/VisualC/tests/testrumble/testrumble.vcxproj
  35. 247 247
      sdl.mod/SDL/VisualC/tests/testscale/testscale.vcxproj
  36. 204 204
      sdl.mod/SDL/VisualC/tests/testsensor/testsensor.vcxproj
  37. 203 203
      sdl.mod/SDL/VisualC/tests/testshape/testshape.vcxproj
  38. 229 229
      sdl.mod/SDL/VisualC/tests/testsprite2/testsprite2.vcxproj
  39. 204 204
      sdl.mod/SDL/VisualC/tests/testvulkan/testvulkan.vcxproj
  40. 210 210
      sdl.mod/SDL/VisualC/tests/testwm2/testwm2.vcxproj
  41. 234 234
      sdl.mod/SDL/VisualC/tests/testyuv/testyuv.vcxproj
  42. 216 216
      sdl.mod/SDL/VisualC/visualtest/unittest/testquit/testquit_VS2012.vcxproj
  43. 307 307
      sdl.mod/SDL/VisualC/visualtest/visualtest_VS2012.vcxproj
  44. 707 691
      sdl.mod/SDL/WhatsNew.txt
  45. 2 2
      sdl.mod/SDL/Xcode/SDL/Info-Framework.plist
  46. 2 2
      sdl.mod/SDL/Xcode/SDL/SDL.xcodeproj/project.pbxproj
  47. 1 1
      sdl.mod/SDL/Xcode/SDL/pkg-support/resources/License.txt
  48. 0 0
      sdl.mod/SDL/android-project-ant/AndroidManifest.xml
  49. 1 0
      sdl.mod/SDL/android-project-ant/AndroidManifest.xml
  50. 0 0
      sdl.mod/SDL/android-project-ant/src
  51. 1 0
      sdl.mod/SDL/android-project-ant/src
  52. 3 0
      sdl.mod/SDL/android-project/app/src/main/java/org/libsdl/app/HIDDeviceManager.java
  53. 1 1
      sdl.mod/SDL/android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
  54. 2 0
      sdl.mod/SDL/android-project/app/src/main/java/org/libsdl/app/SDLControllerManager.java
  55. 90 90
      sdl.mod/SDL/android-project/gradlew
  56. 8 5
      sdl.mod/SDL/autogen.sh
  57. 13 7
      sdl.mod/SDL/build-scripts/config.sub
  58. 3 4
      sdl.mod/SDL/build-scripts/emscripten-buildbot.sh
  59. 262 19
      sdl.mod/SDL/build-scripts/raspberrypi-buildbot.sh
  60. 27 27
      sdl.mod/SDL/build-scripts/windows-buildbot-zipper.bat
  61. 7 7
      sdl.mod/SDL/build-scripts/winrtbuild.bat
  62. 302 302
      sdl.mod/SDL/build-scripts/winrtbuild.ps1
  63. 13 6
      sdl.mod/SDL/cmake/macros.cmake
  64. 9 4
      sdl.mod/SDL/cmake/sdlchecks.cmake
  65. 181 72
      sdl.mod/SDL/configure
  66. 157 81
      sdl.mod/SDL/configure.ac
  67. 0 180
      sdl.mod/SDL/debian/changelog
  68. 0 1
      sdl.mod/SDL/debian/compat
  69. 0 91
      sdl.mod/SDL/debian/control
  70. 0 351
      sdl.mod/SDL/debian/copyright
  71. 0 4
      sdl.mod/SDL/debian/docs
  72. 0 1
      sdl.mod/SDL/debian/libsdl2-2.0-0-udeb.install
  73. 0 1
      sdl.mod/SDL/debian/libsdl2-2.0-0.install
  74. 0 9
      sdl.mod/SDL/debian/libsdl2-dev.install
  75. 0 1
      sdl.mod/SDL/debian/libsdl2-dev.manpages
  76. 0 54
      sdl.mod/SDL/debian/rules
  77. 0 86
      sdl.mod/SDL/debian/sdl2-config.1
  78. 0 1
      sdl.mod/SDL/debian/source/format
  79. 0 2
      sdl.mod/SDL/debian/watch
  80. 472 472
      sdl.mod/SDL/docs/README-android.md
  81. 84 84
      sdl.mod/SDL/docs/README-cmake.md
  82. 107 107
      sdl.mod/SDL/docs/README-directfb.md
  83. 138 138
      sdl.mod/SDL/docs/README-dynapi.md
  84. 35 35
      sdl.mod/SDL/docs/README-emscripten.md
  85. 71 71
      sdl.mod/SDL/docs/README-gesture.md
  86. 275 275
      sdl.mod/SDL/docs/README-ios.md
  87. 96 96
      sdl.mod/SDL/docs/README-linux.md
  88. 286 286
      sdl.mod/SDL/docs/README-macos.md
  89. 103 103
      sdl.mod/SDL/docs/README-nacl.md
  90. 17 17
      sdl.mod/SDL/docs/README-pandora.md
  91. 8 8
      sdl.mod/SDL/docs/README-platforms.md
  92. 68 68
      sdl.mod/SDL/docs/README-porting.md
  93. 36 31
      sdl.mod/SDL/docs/README-psp.md
  94. 180 180
      sdl.mod/SDL/docs/README-raspberrypi.md
  95. 86 86
      sdl.mod/SDL/docs/README-touch.md
  96. 1 1
      sdl.mod/SDL/docs/README-vita.md
  97. 10 10
      sdl.mod/SDL/docs/README-wince.md
  98. 550 550
      sdl.mod/SDL/docs/README-winrt.md
  99. 65 65
      sdl.mod/SDL/docs/README.md
  100. 1 1
      sdl.mod/SDL/include/SDL.h

+ 0 - 20
sdl.mod/COPYING.txt

@@ -1,20 +0,0 @@
-
-Simple DirectMedia Layer
-Copyright (C) 1997-2014 Sam Lantinga <[email protected]>
-  
-This software is provided 'as-is', without any express or implied
-warranty.  In no event will the authors be held liable for any damages
-arising from the use of this software.
-
-Permission is granted to anyone to use this software for any purpose,
-including commercial applications, and to alter it and redistribute it
-freely, subject to the following restrictions:
-  
-1. The origin of this software must not be misrepresented; you must not
-   claim that you wrote the original software. If you use this software
-   in a product, an acknowledgment in the product documentation would be
-   appreciated but is not required. 
-2. Altered source versions must be plainly marked as such, and must not be
-   misrepresented as being the original software.
-3. This notice may not be removed or altered from any source distribution.
-

+ 0 - 53
sdl.mod/CREDITS.txt

@@ -1,53 +0,0 @@
-
-Simple DirectMedia Layer CREDITS
-Thanks to everyone who made this possible, including:
-
-* Cliff Matthews, for giving me a reason to start this project. :)
- -- Executor rocks!  *grin*
-
-* Ryan Gordon for helping everybody out and keeping the dream alive. :)
-
-* Gabriel Jacobo for his work on the Android port and generally helping out all around.
- 
-* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
-
-* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
-
-* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
-
-* Alfred Reynolds for the game controller API and general (in)sanity
-
-* Jørgen Tjernø for numerous magical Mac OS X fixes.
-
-* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
- 
-* Julian Winter for the SDL 2.0 website.
-
-* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
-
-* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
-
-* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
-
-* Jim Grandpre for his work on multi-touch and gesture recognition during
-  the Google Summer of Code 2010.
-
-* Edgar "bobbens" Simo for his force feedback API development during the
-  Google Summer of Code 2008.
-
-* Aaron Wishnick for his work on audio resampling and pitch shifting during
-  the Google Summer of Code 2008.
-
-* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
-  Google Summer of Code 2008.
-
-* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
-
-* Everybody at Loki Software, Inc. for their great contributions!
-
- And a big hand to everyone else who has contributed over the years.
-
-THANKS! :)
-
-  -- Sam Lantinga			<[email protected]>
-

+ 16 - 16
sdl.mod/SDL/BUGS.txt

@@ -1,16 +1,16 @@
-
-Bugs are now managed in the SDL issue tracker, here:
-
-    https://github.com/libsdl-org/SDL/issues
-
-You may report bugs there, and search to see if a given issue has already
- been reported, discussed, and maybe even fixed.
-
-
-You may also find help at the SDL forums/mailing list:
-
-    https://discourse.libsdl.org/
-
-Bug reports are welcome here, but we really appreciate if you use the issue
- tracker, as bugs discussed on the mailing list may be forgotten or missed.
-
+
+Bugs are now managed in the SDL issue tracker, here:
+
+    https://github.com/libsdl-org/SDL/issues
+
+You may report bugs there, and search to see if a given issue has already
+ been reported, discussed, and maybe even fixed.
+
+
+You may also find help at the SDL forums/mailing list:
+
+    https://discourse.libsdl.org/
+
+Bug reports are welcome here, but we really appreciate if you use the issue
+ tracker, as bugs discussed on the mailing list may be forgotten or missed.
+

+ 275 - 118
sdl.mod/SDL/CMakeLists.txt

@@ -23,6 +23,11 @@ if(WINDOWS_STORE)
   target_compile_options(sdl-build-options INTERFACE "-ZW")
   target_compile_options(sdl-build-options INTERFACE "-ZW")
 endif()
 endif()
 
 
+# Build in parallel under Visual Studio. Not enabled by default.
+if(MSVC)
+  target_compile_options(sdl-build-options INTERFACE "/MP")
+endif(MSVC)
+
 
 
 # !!! FIXME: this should probably do "MACOSX_RPATH ON" as a target property
 # !!! FIXME: this should probably do "MACOSX_RPATH ON" as a target property
 # !!! FIXME:  for the SDL2 shared library (so you get an
 # !!! FIXME:  for the SDL2 shared library (so you get an
@@ -61,12 +66,12 @@ include(${SDL2_SOURCE_DIR}/cmake/sdlchecks.cmake)
 # set SDL_BINARY_AGE and SDL_INTERFACE_AGE to 0.
 # set SDL_BINARY_AGE and SDL_INTERFACE_AGE to 0.
 set(SDL_MAJOR_VERSION 2)
 set(SDL_MAJOR_VERSION 2)
 set(SDL_MINOR_VERSION 0)
 set(SDL_MINOR_VERSION 0)
-set(SDL_MICRO_VERSION 19)
-set(SDL_INTERFACE_AGE 1)
-set(SDL_BINARY_AGE 19)
+set(SDL_MICRO_VERSION 21)
+set(SDL_INTERFACE_AGE 3)
+set(SDL_BINARY_AGE 21)
 set(SDL_VERSION "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}.${SDL_MICRO_VERSION}")
 set(SDL_VERSION "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}.${SDL_MICRO_VERSION}")
 # the following should match the versions in Xcode project file:
 # the following should match the versions in Xcode project file:
-set(DYLIB_CURRENT_VERSION 19.0.0)
+set(DYLIB_CURRENT_VERSION 19.3.0)
 set(DYLIB_COMPATIBILITY_VERSION 1.0.0)
 set(DYLIB_COMPATIBILITY_VERSION 1.0.0)
 
 
 # Set defaults preventing destination file conflicts
 # Set defaults preventing destination file conflicts
@@ -356,7 +361,7 @@ set(LONGESTOPTIONNAME 0)  # set_option and friends will change this.
 
 
 set(SDL_SUBSYSTEMS
 set(SDL_SUBSYSTEMS
     Atomic Audio Video Render Events Joystick Haptic Hidapi Power Threads Timers
     Atomic Audio Video Render Events Joystick Haptic Hidapi Power Threads Timers
-    File Loadso CPUinfo Filesystem Dlopen Sensor Locale)
+    File Loadso CPUinfo Filesystem Sensor Locale Misc)
 foreach(_SUB ${SDL_SUBSYSTEMS})
 foreach(_SUB ${SDL_SUBSYSTEMS})
   string(TOUPPER ${_SUB} _OPT)
   string(TOUPPER ${_SUB} _OPT)
   if (NOT DEFINED SDL_${_OPT}_ENABLED_BY_DEFAULT)
   if (NOT DEFINED SDL_${_OPT}_ENABLED_BY_DEFAULT)
@@ -365,6 +370,10 @@ foreach(_SUB ${SDL_SUBSYSTEMS})
   option(SDL_${_OPT} "Enable the ${_SUB} subsystem" ${SDL_${_OPT}_ENABLED_BY_DEFAULT})
   option(SDL_${_OPT} "Enable the ${_SUB} subsystem" ${SDL_${_OPT}_ENABLED_BY_DEFAULT})
 endforeach()
 endforeach()
 
 
+# Allow some projects to be built conditionally.
+set_option(SDL2_DISABLE_SDL2MAIN   "Disable building/installation of SDL2main" OFF)
+set_option(SDL2_DISABLE_UNINSTALL  "Disable uninstallation of SDL2" OFF)
+
 option_string(SDL_ASSERTIONS "Enable internal sanity checks (auto/disabled/release/enabled/paranoid)" "auto")
 option_string(SDL_ASSERTIONS "Enable internal sanity checks (auto/disabled/release/enabled/paranoid)" "auto")
 #set_option(SDL_DEPENDENCY_TRACKING "Use gcc -MMD -MT dependency tracking" ON)
 #set_option(SDL_DEPENDENCY_TRACKING "Use gcc -MMD -MT dependency tracking" ON)
 set_option(SDL_LIBC                "Use the system C library" ${OPT_DEF_LIBC})
 set_option(SDL_LIBC                "Use the system C library" ${OPT_DEF_LIBC})
@@ -420,7 +429,7 @@ foreach(_SUB ${SDL_X11_OPTIONS})
 endforeach()
 endforeach()
 set_option(SDL_WAYLAND             "Use Wayland video driver" ${UNIX_SYS})
 set_option(SDL_WAYLAND             "Use Wayland video driver" ${UNIX_SYS})
 dep_option(SDL_WAYLAND_SHARED      "Dynamically load Wayland support" ON "SDL_WAYLAND" OFF)
 dep_option(SDL_WAYLAND_SHARED      "Dynamically load Wayland support" ON "SDL_WAYLAND" OFF)
-dep_option(SDL_WAYLAND_LIBDECOR    "Use client-side window decorations on Wayland" ON "SDL_WAYLAND" ON)
+dep_option(SDL_WAYLAND_LIBDECOR    "Use client-side window decorations on Wayland" ON "SDL_WAYLAND" OFF)
 dep_option(SDL_WAYLAND_LIBDECOR_SHARED     "Dynamically load libdecor support" ON "SDL_WAYLAND_LIBDECOR" OFF)
 dep_option(SDL_WAYLAND_LIBDECOR_SHARED     "Dynamically load libdecor support" ON "SDL_WAYLAND_LIBDECOR" OFF)
 dep_option(SDL_WAYLAND_QT_TOUCH    "QtWayland server support for Wayland video driver" ON "SDL_WAYLAND" OFF)
 dep_option(SDL_WAYLAND_QT_TOUCH    "QtWayland server support for Wayland video driver" ON "SDL_WAYLAND" OFF)
 set_option(SDL_RPI                 "Use Raspberry Pi video driver" ${UNIX_SYS})
 set_option(SDL_RPI                 "Use Raspberry Pi video driver" ${UNIX_SYS})
@@ -846,9 +855,7 @@ if(SDL_LIBC)
       string(TOUPPER ${_FN} _UPPER)
       string(TOUPPER ${_FN} _UPPER)
       set(HAVE_${_UPPER} 1)
       set(HAVE_${_UPPER} 1)
     endforeach()
     endforeach()
-    if(NOT CYGWIN AND NOT MINGW)
-      set(HAVE_ALLOCA 1)
-    endif()
+    set(HAVE_ALLOCA 1)
     set(HAVE_M_PI 1)
     set(HAVE_M_PI 1)
     target_compile_definitions(sdl-build-options INTERFACE "-D_USE_MATH_DEFINES") # needed for M_PI
     target_compile_definitions(sdl-build-options INTERFACE "-D_USE_MATH_DEFINES") # needed for M_PI
     set(STDC_HEADERS 1)
     set(STDC_HEADERS 1)
@@ -974,12 +981,14 @@ if(SDL_AUDIO)
     file(GLOB DUMMYAUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/dummy/*.c)
     file(GLOB DUMMYAUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/dummy/*.c)
     set(SOURCE_FILES ${SOURCE_FILES} ${DUMMYAUDIO_SOURCES})
     set(SOURCE_FILES ${SOURCE_FILES} ${DUMMYAUDIO_SOURCES})
     set(HAVE_DUMMYAUDIO TRUE)
     set(HAVE_DUMMYAUDIO TRUE)
+    set(HAVE_SDL_AUDIO TRUE)
   endif()
   endif()
   if(SDL_DISKAUDIO)
   if(SDL_DISKAUDIO)
     set(SDL_AUDIO_DRIVER_DISK 1)
     set(SDL_AUDIO_DRIVER_DISK 1)
     file(GLOB DISKAUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/disk/*.c)
     file(GLOB DISKAUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/disk/*.c)
     set(SOURCE_FILES ${SOURCE_FILES} ${DISKAUDIO_SOURCES})
     set(SOURCE_FILES ${SOURCE_FILES} ${DISKAUDIO_SOURCES})
     set(HAVE_DISKAUDIO TRUE)
     set(HAVE_DISKAUDIO TRUE)
+    set(HAVE_SDL_AUDIO TRUE)
   endif()
   endif()
 endif()
 endif()
 
 
@@ -1030,9 +1039,11 @@ if(ANDROID)
   file(GLOB ANDROID_CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/android/*.c)
   file(GLOB ANDROID_CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/android/*.c)
   set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_CORE_SOURCES} ${ANDROID_NDK}/sources/android/cpufeatures/cpu-features.c)
   set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_CORE_SOURCES} ${ANDROID_NDK}/sources/android/cpufeatures/cpu-features.c)
 
 
-  file(GLOB ANDROID_MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/android/*.c)
-  set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_MISC_SOURCES})
-  set(HAVE_SDL_MISC TRUE)
+  if(SDL_MISC)
+    file(GLOB ANDROID_MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/android/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_MISC_SOURCES})
+    set(HAVE_SDL_MISC TRUE)
+  endif()
 
 
   # SDL_spinlock.c Needs to be compiled in ARM mode.
   # SDL_spinlock.c Needs to be compiled in ARM mode.
   # There seems to be no better way currently to set the ARM mode.
   # There seems to be no better way currently to set the ARM mode.
@@ -1143,17 +1154,19 @@ if(ANDROID)
       list(APPEND EXTRA_LIBS ${OpenGLES1_LIBRARY} ${OpenGLES2_LIBRARY})
       list(APPEND EXTRA_LIBS ${OpenGLES1_LIBRARY} ${OpenGLES2_LIBRARY})
     endif()
     endif()
 
 
-    CHECK_C_SOURCE_COMPILES("
-    #if defined(__ARM_ARCH) && __ARM_ARCH < 7
-    #error Vulkan doesn't work on this configuration
-    #endif
-    int main(void) {
-        return 0;
-    }
-    " VULKAN_PASSED_ANDROID_CHECKS)
-    if(NOT VULKAN_PASSED_ANDROID_CHECKS)
-      set(SDL_VULKAN OFF)
-      message(STATUS "Vulkan doesn't work on this configuration")
+    if(SDL_VULKAN)
+      CHECK_C_SOURCE_COMPILES("
+      #if defined(__ARM_ARCH) && __ARM_ARCH < 7
+      #error Vulkan doesn't work on this configuration
+      #endif
+      int main(void) {
+          return 0;
+      }
+      " VULKAN_PASSED_ANDROID_CHECKS)
+      if(VULKAN_PASSED_ANDROID_CHECKS)
+        set(SDL_VIDEO_VULKAN 1)
+        set(HAVE_VULKAN TRUE)
+      endif()
     endif()
     endif()
   endif()
   endif()
 
 
@@ -1163,6 +1176,11 @@ elseif(EMSCRIPTEN)
   # Hide noisy warnings that intend to aid mostly during initial stages of porting a new
   # Hide noisy warnings that intend to aid mostly during initial stages of porting a new
   # project. Uncomment at will for verbose cross-compiling -I/../ path info.
   # project. Uncomment at will for verbose cross-compiling -I/../ path info.
   target_compile_options(sdl-build-options INTERFACE "-Wno-warn-absolute-paths")
   target_compile_options(sdl-build-options INTERFACE "-Wno-warn-absolute-paths")
+
+  file(GLOB EMSRIPTEN_MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/emscripten/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${EMSRIPTEN_MISC_SOURCES})
+  set(HAVE_SDL_MISC TRUE)
+
   if(SDL_AUDIO)
   if(SDL_AUDIO)
     set(SDL_AUDIO_DRIVER_EMSCRIPTEN 1)
     set(SDL_AUDIO_DRIVER_EMSCRIPTEN 1)
     file(GLOB EM_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/emscripten/*.c)
     file(GLOB EM_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/emscripten/*.c)
@@ -1263,6 +1281,11 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS AND NOT HAIKU)
     CheckOpenGLES()
     CheckOpenGLES()
     CheckWayland()
     CheckWayland()
     CheckVivante()
     CheckVivante()
+    # FIXME: implement CheckVulkan()
+    if(SDL_VULKAN)
+      set(SDL_VIDEO_VULKAN 1)
+      set(HAVE_VULKAN TRUE)
+    endif()
   endif()
   endif()
 
 
   if(UNIX)
   if(UNIX)
@@ -1360,7 +1383,7 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS AND NOT HAIKU)
       if(HAVE_LIBUNWIND_H)
       if(HAVE_LIBUNWIND_H)
         # We've already found the header, so REQUIRE the lib to be present
         # We've already found the header, so REQUIRE the lib to be present
         pkg_search_module(UNWIND REQUIRED libunwind)
         pkg_search_module(UNWIND REQUIRED libunwind)
-        pkg_search_module(UNWIND_GENERIC REQUIRED libunwind-generic)
+        pkg_search_module(UNWIND_GENERIC libunwind-generic)
         list(APPEND EXTRA_LIBS ${UNWIND_LIBRARIES} ${UNWIND_GENERIC_LIBRARIES})
         list(APPEND EXTRA_LIBS ${UNWIND_LIBRARIES} ${UNWIND_GENERIC_LIBRARIES})
       endif()
       endif()
     endif()
     endif()
@@ -1437,9 +1460,11 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS AND NOT HAIKU)
     set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DHAVE_LINUX_VERSION_H")
     set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DHAVE_LINUX_VERSION_H")
   endif()
   endif()
 
 
-  file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/unix/*.c)
-  set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
-  set(HAVE_SDL_MISC TRUE)
+  if(SDL_MISC)
+    file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/unix/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
+    set(HAVE_SDL_MISC TRUE)
+  endif()
 
 
   if(SDL_POWER)
   if(SDL_POWER)
     if(LINUX)
     if(LINUX)
@@ -1511,14 +1536,15 @@ elseif(WINDOWS)
     endif()
     endif()
   endif()
   endif()
 
 
-  if(WINDOWS_STORE)
-    file(GLOB WINRT_MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/winrt/*.cpp)
-    set(SOURCE_FILES ${SOURCE_FILES} ${WINRT_MISC_SOURCES})
-  else()
-  file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/windows/*.c)
-  set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
+  if(SDL_MISC)
+    if(WINDOWS_STORE)
+      file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/winrt/*.cpp)
+    else()
+      file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/windows/*.c)
+    endif()
+    set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
+    set(HAVE_SDL_MISC TRUE)
   endif()
   endif()
-  set(HAVE_SDL_MISC TRUE)
 
 
   # Check for DirectX
   # Check for DirectX
   if(SDL_DIRECTX)
   if(SDL_DIRECTX)
@@ -1576,22 +1602,24 @@ elseif(WINDOWS)
   endif()
   endif()
 
 
   # headers needed elsewhere
   # headers needed elsewhere
+  check_include_file(tpcshrd.h HAVE_TPCSHRD_H)
   check_include_file(mmdeviceapi.h HAVE_MMDEVICEAPI_H)
   check_include_file(mmdeviceapi.h HAVE_MMDEVICEAPI_H)
   check_include_file(audioclient.h HAVE_AUDIOCLIENT_H)
   check_include_file(audioclient.h HAVE_AUDIOCLIENT_H)
   check_include_file(sensorsapi.h HAVE_SENSORSAPI_H)
   check_include_file(sensorsapi.h HAVE_SENSORSAPI_H)
 
 
   if(SDL_AUDIO)
   if(SDL_AUDIO)
     if(NOT WINDOWS_STORE)
     if(NOT WINDOWS_STORE)
-    set(SDL_AUDIO_DRIVER_WINMM 1)
-    file(GLOB WINMM_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/winmm/*.c)
-    set(SOURCE_FILES ${SOURCE_FILES} ${WINMM_AUDIO_SOURCES})
+      set(SDL_AUDIO_DRIVER_WINMM 1)
+      file(GLOB WINMM_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/winmm/*.c)
+      set(SOURCE_FILES ${SOURCE_FILES} ${WINMM_AUDIO_SOURCES})
+      set(HAVE_SDL_AUDIO TRUE)
     endif()
     endif()
-    set(HAVE_SDL_AUDIO TRUE)
 
 
     if(HAVE_DSOUND_H AND NOT WINDOWS_STORE)
     if(HAVE_DSOUND_H AND NOT WINDOWS_STORE)
       set(SDL_AUDIO_DRIVER_DSOUND 1)
       set(SDL_AUDIO_DRIVER_DSOUND 1)
       file(GLOB DSOUND_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/directsound/*.c)
       file(GLOB DSOUND_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/directsound/*.c)
       set(SOURCE_FILES ${SOURCE_FILES} ${DSOUND_AUDIO_SOURCES})
       set(SOURCE_FILES ${SOURCE_FILES} ${DSOUND_AUDIO_SOURCES})
+      set(HAVE_SDL_AUDIO TRUE)
     endif()
     endif()
 
 
     if(SDL_WASAPI AND HAVE_AUDIOCLIENT_H AND HAVE_MMDEVICEAPI_H)
     if(SDL_WASAPI AND HAVE_AUDIOCLIENT_H AND HAVE_MMDEVICEAPI_H)
@@ -1602,6 +1630,7 @@ elseif(WINDOWS)
         list(APPEND WASAPI_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/wasapi/SDL_wasapi_winrt.cpp)
         list(APPEND WASAPI_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/wasapi/SDL_wasapi_winrt.cpp)
       endif()
       endif()
       set(SOURCE_FILES ${SOURCE_FILES} ${WASAPI_AUDIO_SOURCES})
       set(SOURCE_FILES ${SOURCE_FILES} ${WASAPI_AUDIO_SOURCES})
+      set(HAVE_SDL_AUDIO TRUE)
     endif()
     endif()
   endif()
   endif()
 
 
@@ -1618,8 +1647,8 @@ elseif(WINDOWS)
         ${SDL2_SOURCE_DIR}/src/render/direct3d11/*.cpp
         ${SDL2_SOURCE_DIR}/src/render/direct3d11/*.cpp
         )
         )
     else()
     else()
-    set(SDL_VIDEO_DRIVER_WINDOWS 1)
-    file(GLOB WIN_VIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/windows/*.c)
+      set(SDL_VIDEO_DRIVER_WINDOWS 1)
+      file(GLOB WIN_VIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/windows/*.c)
     endif()
     endif()
     set(SOURCE_FILES ${SOURCE_FILES} ${WIN_VIDEO_SOURCES})
     set(SOURCE_FILES ${SOURCE_FILES} ${WIN_VIDEO_SOURCES})
 
 
@@ -1731,6 +1760,11 @@ elseif(WINDOWS)
       set(SDL_VIDEO_RENDER_OGL_ES2 1)
       set(SDL_VIDEO_RENDER_OGL_ES2 1)
       set(HAVE_OPENGLES TRUE)
       set(HAVE_OPENGLES TRUE)
     endif()
     endif()
+
+    if(SDL_VULKAN)
+      set(SDL_VIDEO_VULKAN 1)
+      set(HAVE_VULKAN TRUE)
+    endif()
   endif()
   endif()
 
 
   if(SDL_HIDAPI)
   if(SDL_HIDAPI)
@@ -1749,8 +1783,10 @@ elseif(WINDOWS)
       list(APPEND EXTRA_LIBS dinput8)
       list(APPEND EXTRA_LIBS dinput8)
     endif()
     endif()
     if(HAVE_XINPUT_H)
     if(HAVE_XINPUT_H)
-      set(SDL_JOYSTICK_XINPUT 1)
-      set(HAVE_XINPUT TRUE)
+      if(NOT WINDOWS_STORE)
+        set(SDL_JOYSTICK_XINPUT 1)
+        set(HAVE_XINPUT TRUE)
+      endif()
       if(HAVE_WINDOWS_GAMING_INPUT_H)
       if(HAVE_WINDOWS_GAMING_INPUT_H)
         set(SDL_JOYSTICK_WGI 1)
         set(SDL_JOYSTICK_WGI 1)
       endif()
       endif()
@@ -1758,7 +1794,7 @@ elseif(WINDOWS)
     set(HAVE_SDL_JOYSTICK TRUE)
     set(HAVE_SDL_JOYSTICK TRUE)
 
 
     if(SDL_HAPTIC)
     if(SDL_HAPTIC)
-      if(HAVE_DINPUT_H OR HAVE_XINPUT_H)
+      if((HAVE_DINPUT_H OR HAVE_XINPUT_H) AND NOT WINDOWS_STORE)
         file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/windows/*.c)
         file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/windows/*.c)
         if(HAVE_DINPUT_H)
         if(HAVE_DINPUT_H)
           set(SDL_HAPTIC_DINPUT 1)
           set(SDL_HAPTIC_DINPUT 1)
@@ -1780,8 +1816,11 @@ elseif(WINDOWS)
   if(MINGW OR CYGWIN)
   if(MINGW OR CYGWIN)
     list(APPEND EXTRA_LIBS mingw32)
     list(APPEND EXTRA_LIBS mingw32)
     list(APPEND EXTRA_LDFLAGS "-mwindows")
     list(APPEND EXTRA_LDFLAGS "-mwindows")
-    set(SDL_CFLAGS "${SDL_CFLAGS} -Dmain=SDL_main")
-    list(APPEND SDL_LIBS "-lmingw32" "-lSDL2main" "-mwindows")
+    list(APPEND SDL_LIBS "-lmingw32" "-mwindows")
+    if(NOT SDL2_DISABLE_SDL2MAIN)
+      set(SDL_CFLAGS "${SDL_CFLAGS} -Dmain=SDL_main")
+      list(APPEND SDL_LIBS "-lSDL2main")
+    endif(NOT SDL2_DISABLE_SDL2MAIN)
   endif()
   endif()
 
 
 elseif(APPLE)
 elseif(APPLE)
@@ -1805,18 +1844,21 @@ elseif(APPLE)
     # !!! FIXME: modern CMake doesn't need "LANGUAGE C" for Objective-C.
     # !!! FIXME: modern CMake doesn't need "LANGUAGE C" for Objective-C.
     set_source_files_properties(${EXTRA_SOURCES} PROPERTIES LANGUAGE C)
     set_source_files_properties(${EXTRA_SOURCES} PROPERTIES LANGUAGE C)
     set(HAVE_SDL_FILE TRUE)
     set(HAVE_SDL_FILE TRUE)
-  else()
-    message_error("SDL_FILE must be enabled to build on MacOS X")
   endif()
   endif()
 
 
   if(IOS OR TVOS)
   if(IOS OR TVOS)
-    file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/ios/*.m)
     file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/uikit/*.c)
     file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/uikit/*.c)
-  else()
-    file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/macosx/*.m)
   endif()
   endif()
-  set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
-  set(HAVE_SDL_MISC TRUE)
+
+  if(SDL_MISC)
+    if(IOS OR TVOS)
+      file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/ios/*.m)
+    else()
+      file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/macosx/*.m)
+    endif()
+    set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
+    set(HAVE_SDL_MISC TRUE)
+  endif()
 
 
   if(SDL_AUDIO)
   if(SDL_AUDIO)
     set(SDL_AUDIO_DRIVER_COREAUDIO 1)
     set(SDL_AUDIO_DRIVER_COREAUDIO 1)
@@ -1844,7 +1886,6 @@ elseif(APPLE)
       endif()
       endif()
       set(SDL_FRAMEWORK_GAMECONTROLLER 1)
       set(SDL_FRAMEWORK_GAMECONTROLLER 1)
       set(SDL_FRAMEWORK_COREHAPTICS 1)
       set(SDL_FRAMEWORK_COREHAPTICS 1)
-      set(HAVE_SDL_SENSORS 1)
     else()
     else()
       file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/darwin/*.c)
       file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/darwin/*.c)
       set_source_files_properties(${MFI_JOYSTICK_SOURCES} PROPERTIES COMPILE_FLAGS -fobjc-weak)
       set_source_files_properties(${MFI_JOYSTICK_SOURCES} PROPERTIES COMPILE_FLAGS -fobjc-weak)
@@ -1892,9 +1933,6 @@ elseif(APPLE)
     endif()
     endif()
     set(SOURCE_FILES ${SOURCE_FILES} ${HAPTIC_SOURCES})
     set(SOURCE_FILES ${SOURCE_FILES} ${HAPTIC_SOURCES})
     set(HAVE_SDL_HAPTIC TRUE)
     set(HAVE_SDL_HAPTIC TRUE)
-    if(NOT SDL_JOYSTICK)
-      message(FATAL_ERROR "SDL_HAPTIC requires SDL_JOYSTICK to be enabled")
-    endif()
   endif()
   endif()
 
 
   if(SDL_POWER)
   if(SDL_POWER)
@@ -1952,6 +1990,7 @@ elseif(APPLE)
       set(SDL_IPHONE_LAUNCHSCREEN 1)
       set(SDL_IPHONE_LAUNCHSCREEN 1)
       file(GLOB UIKITVIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/uikit/*.m)
       file(GLOB UIKITVIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/uikit/*.m)
       set(SOURCE_FILES ${SOURCE_FILES} ${UIKITVIDEO_SOURCES})
       set(SOURCE_FILES ${SOURCE_FILES} ${UIKITVIDEO_SOURCES})
+      set(HAVE_SDL_VIDEO TRUE)
     else()
     else()
       CheckCOCOA()
       CheckCOCOA()
       if(SDL_OPENGL)
       if(SDL_OPENGL)
@@ -1976,9 +2015,7 @@ elseif(APPLE)
     endif()
     endif()
 
 
     if(SDL_VULKAN OR SDL_METAL OR SDL_RENDER_METAL)
     if(SDL_VULKAN OR SDL_METAL OR SDL_RENDER_METAL)
-      set(ORIG_CMAKE_REQUIRED_FLAGS ${CMAKE_REQUIRED_FLAGS})
-      set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -ObjC")
-      check_c_source_compiles("
+      check_objc_source_compiles("
         #include <AvailabilityMacros.h>
         #include <AvailabilityMacros.h>
         #import <Metal/Metal.h>
         #import <Metal/Metal.h>
         #import <QuartzCore/CAMetalLayer.h>
         #import <QuartzCore/CAMetalLayer.h>
@@ -1986,32 +2023,26 @@ elseif(APPLE)
         #if (!TARGET_CPU_X86_64 && !TARGET_CPU_ARM64)
         #if (!TARGET_CPU_X86_64 && !TARGET_CPU_ARM64)
         #error Metal doesn't work on this configuration
         #error Metal doesn't work on this configuration
         #endif
         #endif
-        int main(void) {
-            return 0;
-        }
-        " HAVE_FRAMEWORK_METAL)
-      set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
+        int main(void) {}" HAVE_FRAMEWORK_METAL)
       if(HAVE_FRAMEWORK_METAL)
       if(HAVE_FRAMEWORK_METAL)
         set(SDL_FRAMEWORK_METAL 1)
         set(SDL_FRAMEWORK_METAL 1)
         set(SDL_FRAMEWORK_QUARTZCORE 1)
         set(SDL_FRAMEWORK_QUARTZCORE 1)
-      else()
-        set(SDL_VULKAN 0)
-        set(SDL_METAL 0)
-        set(SDL_RENDER_METAL 0)
+        if(SDL_VULKAN)
+          set(SDL_VIDEO_VULKAN 1)
+          set(HAVE_VULKAN TRUE)
+        endif()
+        if(SDL_METAL)
+          set(SDL_VIDEO_METAL 1)
+          set(HAVE_METAL TRUE)
+        endif()
+        if(SDL_RENDER_METAL)
+          file(GLOB RENDER_METAL_SOURCES ${SDL2_SOURCE_DIR}/src/render/metal/*.m)
+          set(SOURCE_FILES ${SOURCE_FILES} ${RENDER_METAL_SOURCES})
+          set(SDL_VIDEO_RENDER_METAL 1)
+          set(HAVE_RENDER_METAL TRUE)
+        endif()
       endif()
       endif()
     endif()
     endif()
-
-    if(SDL_METAL)
-      set(SDL_VIDEO_METAL 1)
-      set(HAVE_METAL TRUE)
-    endif()
-
-    if(SDL_RENDER_METAL)
-      file(GLOB RENDER_METAL_SOURCES ${SDL2_SOURCE_DIR}/src/render/metal/*.m)
-      set(SOURCE_FILES ${SOURCE_FILES} ${RENDER_METAL_SOURCES})
-      set(SDL_VIDEO_RENDER_METAL 1)
-      set(HAVE_RENDER_METAL TRUE)
-    endif()
   endif()
   endif()
 
 
   # Actually load the frameworks at the end so we don't duplicate include.
   # Actually load the frameworks at the end so we don't duplicate include.
@@ -2117,9 +2148,11 @@ elseif(HAIKU)
     set(HAVE_SDL_JOYSTICK TRUE)
     set(HAVE_SDL_JOYSTICK TRUE)
   endif()
   endif()
 
 
-  file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/haiku/*.cc)
-  set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
-  set(HAVE_SDL_MISC TRUE)
+  if(SDL_MISC)
+    file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/haiku/*.cc)
+    set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
+    set(HAVE_SDL_MISC TRUE)
+  endif()
 
 
   if(SDL_VIDEO)
   if(SDL_VIDEO)
     set(SDL_VIDEO_DRIVER_HAIKU 1)
     set(SDL_VIDEO_DRIVER_HAIKU 1)
@@ -2171,9 +2204,11 @@ elseif(HAIKU)
   list(APPEND EXTRA_LIBS root be media game device textencoding)
   list(APPEND EXTRA_LIBS root be media game device textencoding)
 
 
 elseif(RISCOS)
 elseif(RISCOS)
-  file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/riscos/*.c)
-  set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
-  set(HAVE_SDL_MISC TRUE)
+  if(SDL_MISC)
+    file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/riscos/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
+    set(HAVE_SDL_MISC TRUE)
+  endif()
 
 
   if(SDL_VIDEO)
   if(SDL_VIDEO)
     set(SDL_VIDEO_DRIVER_RISCOS 1)
     set(SDL_VIDEO_DRIVER_RISCOS 1)
@@ -2213,9 +2248,11 @@ elseif(VITA)
     set_source_files_properties(${SDL2_SOURCE_DIR}/src/atomic/SDL_spinlock.c PROPERTIES COMPILE_FLAGS -marm)
     set_source_files_properties(${SDL2_SOURCE_DIR}/src/atomic/SDL_spinlock.c PROPERTIES COMPILE_FLAGS -marm)
   endif()
   endif()
 
 
-  file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/vita/*.c)
-  set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
-  set(HAVE_SDL_MISC TRUE)
+  if(SDL_MISC)
+    file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/vita/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
+    set(HAVE_SDL_MISC TRUE)
+  endif()
 
 
   if(SDL_AUDIO)
   if(SDL_AUDIO)
     set(SDL_AUDIO_DRIVER_VITA 1)
     set(SDL_AUDIO_DRIVER_VITA 1)
@@ -2372,6 +2409,12 @@ elseif(PSP)
     set(SOURCE_FILES ${SOURCE_FILES} ${PSP_AUDIO_SOURCES})
     set(SOURCE_FILES ${SOURCE_FILES} ${PSP_AUDIO_SOURCES})
     set(HAVE_SDL_AUDIO TRUE)
     set(HAVE_SDL_AUDIO TRUE)
   endif()
   endif()
+  if(SDL_FILESYSTEM)
+    set(SDL_FILESYSTEM_PSP 1)
+    file(GLOB PSP_FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/psp/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${PSP_FILESYSTEM_SOURCES})
+    set(HAVE_SDL_FILESYSTEM TRUE)
+  endif()
   if(SDL_JOYSTICK)
   if(SDL_JOYSTICK)
     set(SDL_JOYSTICK_PSP 1)
     set(SDL_JOYSTICK_PSP 1)
     file(GLOB PSP_JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/psp/*.c)
     file(GLOB PSP_JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/psp/*.c)
@@ -2406,6 +2449,7 @@ elseif(PSP)
   endif()
   endif()
 
 
   list(APPEND EXTRA_LIBS
   list(APPEND EXTRA_LIBS
+      psppower
       pspctrl
       pspctrl
       psphprm
       psphprm
       pspge
       pspge
@@ -2416,16 +2460,82 @@ elseif(PSP)
       pspvram
       pspvram
       GL
       GL
     )
     )
-endif()
 
 
-if(SDL_VULKAN AND NOT SDL_LOADSO)
-  message(STATUS "Vulkan support is available, but disabled because there's no loadso.")
-  set(SDL_VULKAN OFF)
+elseif(OS2)
+  list(APPEND EXTRA_CFLAGS "-DOS2EMX_PLAIN_CHAR")
+
+  file(GLOB CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/os2/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${CORE_SOURCES})
+  if(NOT (HAVE_ICONV AND HAVE_ICONV_H))
+    file(GLOB CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/os2/geniconv/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${CORE_SOURCES})
+  endif()
+
+  if(SDL_THREADS)
+    set(SDL_THREAD_OS2 1)
+    file(GLOB OS2_THREAD_SOURCES ${SDL2_SOURCE_DIR}/src/thread/os2/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${OS2_THREAD_SOURCES})
+    set(HAVE_SDL_THREADS TRUE)
+  endif()
+
+  if(SDL_TIMERS)
+    set(SDL_TIMER_UNIX 1)
+    file(GLOB OS2_TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/os2/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${OS2_TIMER_SOURCES})
+    set(HAVE_SDL_TIMERS TRUE)
+  endif()
+
+  if(SDL_LOADSO)
+    set(SDL_LOADSO_OS2 1)
+    file(GLOB OS2_LOADSO_SOURCES ${SDL2_SOURCE_DIR}/src/loadso/os2/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${OS2_LOADSO_SOURCES})
+    set(HAVE_SDL_LOADSO TRUE)
+  endif()
+
+  if(SDL_FILESYSTEM)
+    set(SDL_FILESYSTEM_OS2 1)
+    file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/os2/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
+    set(HAVE_SDL_FILESYSTEM TRUE)
+  endif()
+
+  if(SDL_LOCALE)
+    file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/unix/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
+    set(HAVE_SDL_LOCALE TRUE)
+  endif()
+
+  if(SDL_VIDEO)
+    set(SDL_VIDEO_DRIVER_OS2 1)
+    file(GLOB OS2_VIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/os2/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${OS2_VIDEO_SOURCES})
+    set(HAVE_SDL_VIDEO TRUE)
+  endif()
+
+  if(SDL_AUDIO)
+    set(SDL_AUDIO_DRIVER_OS2 1)
+    file(GLOB OS2_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/os2/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${OS2_AUDIO_SOURCES})
+    set(HAVE_SDL_AUDIO TRUE)
+    list(APPEND EXTRA_LIBS mmpm2)
+  endif()
+
+  if(SDL_JOYSTICK)
+    set(SDL_JOYSTICK_OS2 1)
+    file(GLOB OS2_JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/os2/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${OS2_JOYSTICK_SOURCES})
+    set(HAVE_SDL_JOYSTICK TRUE)
+  endif()
+
+  if(SDL_HIDAPI)
+    CheckHIDAPI()
+  endif()
 endif()
 endif()
 
 
-if(SDL_VULKAN)
-  set(SDL_VIDEO_VULKAN 1)
-  set(HAVE_VULKAN TRUE)
+if(HAVE_VULKAN AND NOT SDL_LOADSO)
+  message(STATUS "Vulkan support is available, but disabled because there's no loadso.")
+  set(HAVE_VULKAN FALSE)
+  set(SDL_VIDEO_VULKAN 0)
 endif()
 endif()
 
 
 # Dummies
 # Dummies
@@ -2436,6 +2546,16 @@ endif()
 # so it always adds a dummy, without checking, if it was actually requested.
 # so it always adds a dummy, without checking, if it was actually requested.
 # This leads to missing internal references on building, since the
 # This leads to missing internal references on building, since the
 # src/X/*.c does not get included.
 # src/X/*.c does not get included.
+if(NOT HAVE_SDL_AUDIO)
+  set(SDL_AUDIO_DRIVER_DUMMY 1)
+  file(GLOB AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/dummy/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${AUDIO_SOURCES})
+endif()
+if(NOT HAVE_SDL_VIDEO)
+  set(SDL_VIDEO_DRIVER_DUMMY 1)
+  file(GLOB VIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/dummy/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${VIDEO_SOURCES})
+endif()
 if(NOT HAVE_SDL_JOYSTICK)
 if(NOT HAVE_SDL_JOYSTICK)
   set(SDL_JOYSTICK_DUMMY 1)
   set(SDL_JOYSTICK_DUMMY 1)
   if(SDL_JOYSTICK AND NOT APPLE) # results in unresolved symbols on OSX
   if(SDL_JOYSTICK AND NOT APPLE) # results in unresolved symbols on OSX
@@ -2454,24 +2574,24 @@ if(NOT HAVE_SDL_SENSORS)
   set(SOURCE_FILES ${SOURCE_FILES} ${SENSORS_SOURCES})
   set(SOURCE_FILES ${SOURCE_FILES} ${SENSORS_SOURCES})
 endif()
 endif()
 if(NOT HAVE_SDL_LOADSO)
 if(NOT HAVE_SDL_LOADSO)
-  set(SDL_LOADSO_DISABLED 1)
+  set(SDL_LOADSO_DUMMY 1)
   file(GLOB LOADSO_SOURCES ${SDL2_SOURCE_DIR}/src/loadso/dummy/*.c)
   file(GLOB LOADSO_SOURCES ${SDL2_SOURCE_DIR}/src/loadso/dummy/*.c)
   set(SOURCE_FILES ${SOURCE_FILES} ${LOADSO_SOURCES})
   set(SOURCE_FILES ${SOURCE_FILES} ${LOADSO_SOURCES})
 endif()
 endif()
 if(NOT HAVE_SDL_FILESYSTEM)
 if(NOT HAVE_SDL_FILESYSTEM)
-  set(SDL_FILESYSTEM_DISABLED 1)
+  set(SDL_FILESYSTEM_DUMMY 1)
   file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/dummy/*.c)
   file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/dummy/*.c)
   set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
   set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
 endif()
 endif()
 if(NOT HAVE_SDL_LOCALE)
 if(NOT HAVE_SDL_LOCALE)
-  set(SDL_LOCALE_DISABLED 1)
+  set(SDL_LOCALE_DUMMY 1)
   file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/dummy/*.c)
   file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/dummy/*.c)
   set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
   set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
 endif()
 endif()
 if(NOT HAVE_SDL_MISC)
 if(NOT HAVE_SDL_MISC)
-  set(SDL_MISC_DISABLED 1)
-  file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/misc/dummy/*.c)
-  set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
+  set(SDL_MISC_DUMMY 1)
+  file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/dummy/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
 endif()
 endif()
 
 
 # We always need to have threads and timers around
 # We always need to have threads and timers around
@@ -2481,7 +2601,7 @@ if(NOT HAVE_SDL_THREADS)
   set(SOURCE_FILES ${SOURCE_FILES} ${THREADS_SOURCES})
   set(SOURCE_FILES ${SOURCE_FILES} ${THREADS_SOURCES})
 endif()
 endif()
 if(NOT HAVE_SDL_TIMERS)
 if(NOT HAVE_SDL_TIMERS)
-  set(SDL_TIMERS_DISABLED 1)
+  set(SDL_TIMER_DUMMY 1)
   file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/dummy/*.c)
   file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/dummy/*.c)
   set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
   set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
 endif()
 endif()
@@ -2734,14 +2854,13 @@ endif()
 # Ensure that the extra cflags are used at compile time
 # Ensure that the extra cflags are used at compile time
 set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${EXTRA_CFLAGS}")
 set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${EXTRA_CFLAGS}")
 
 
-# Always build SDLmain
-if(NOT WINDOWS_STORE)
+if(NOT WINDOWS_STORE AND NOT SDL2_DISABLE_SDL2MAIN)
+  # Build SDLmain
   add_library(SDL2main STATIC ${SDLMAIN_SOURCES})
   add_library(SDL2main STATIC ${SDLMAIN_SOURCES})
   # alias target for in-tree builds
   # alias target for in-tree builds
   add_library(SDL2::SDL2main ALIAS SDL2main)
   add_library(SDL2::SDL2main ALIAS SDL2main)
   target_include_directories(SDL2main BEFORE PRIVATE "${SDL2_BINARY_DIR}/include")
   target_include_directories(SDL2main BEFORE PRIVATE "${SDL2_BINARY_DIR}/include")
   target_include_directories(SDL2main PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}> $<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/SDL2>)
   target_include_directories(SDL2main PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}> $<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/SDL2>)
-  set(_INSTALL_LIBS "SDL2main")
   if (NOT ANDROID)
   if (NOT ANDROID)
     set_target_properties(SDL2main PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
     set_target_properties(SDL2main PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
   endif()
   endif()
@@ -2772,6 +2891,9 @@ if(SDL_SHARED)
     if(WINDOWS OR CYGWIN)
     if(WINDOWS OR CYGWIN)
       set_target_properties(SDL2 PROPERTIES
       set_target_properties(SDL2 PROPERTIES
         DEFINE_SYMBOL DLL_EXPORT)
         DEFINE_SYMBOL DLL_EXPORT)
+    elseif(OS2)
+      set_target_properties(SDL2 PROPERTIES
+        DEFINE_SYMBOL BUILD_SDL)
     endif()
     endif()
     set_target_properties(SDL2 PROPERTIES
     set_target_properties(SDL2 PROPERTIES
       VERSION ${SDL_VERSION}
       VERSION ${SDL_VERSION}
@@ -2787,7 +2909,6 @@ if(SDL_SHARED)
     endif()
     endif()
     set_target_properties(SDL2 PROPERTIES STATIC_LIBRARY_FLAGS "/NODEFAULTLIB")
     set_target_properties(SDL2 PROPERTIES STATIC_LIBRARY_FLAGS "/NODEFAULTLIB")
   endif()
   endif()
-  set(_INSTALL_LIBS "SDL2" ${_INSTALL_LIBS})
   target_link_libraries(SDL2 PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
   target_link_libraries(SDL2 PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
   target_include_directories(SDL2 BEFORE PRIVATE "${SDL2_BINARY_DIR}/include")
   target_include_directories(SDL2 BEFORE PRIVATE "${SDL2_BINARY_DIR}/include")
   target_include_directories(SDL2 PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>;$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>;$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/SDL2>")
   target_include_directories(SDL2 PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>;$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>;$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/SDL2>")
@@ -2819,7 +2940,6 @@ if(SDL_STATIC)
   endif()
   endif()
   # TODO: Win32 platforms keep the same suffix .lib for import and static
   # TODO: Win32 platforms keep the same suffix .lib for import and static
   # libraries - do we need to consider this?
   # libraries - do we need to consider this?
-  set(_INSTALL_LIBS "SDL2-static" ${_INSTALL_LIBS})
   target_link_libraries(SDL2-static PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
   target_link_libraries(SDL2-static PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
   target_include_directories(SDL2-static BEFORE PRIVATE "${SDL2_BINARY_DIR}/include")
   target_include_directories(SDL2-static BEFORE PRIVATE "${SDL2_BINARY_DIR}/include")
   target_include_directories(SDL2-static PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include/SDL2>)
   target_include_directories(SDL2-static PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include/SDL2>)
@@ -2841,10 +2961,26 @@ if(SDL_TEST)
 endif()
 endif()
 
 
 ##### Installation targets #####
 ##### Installation targets #####
-install(TARGETS ${_INSTALL_LIBS} EXPORT SDL2Targets
-  LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}"
-  ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}"
-  RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}")
+if(SDL_SHARED)
+  install(TARGETS SDL2 EXPORT SDL2Targets
+    LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}"
+    ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}"
+    RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}")
+endif()
+
+if(NOT WINDOWS_STORE AND NOT SDL2_DISABLE_SDL2MAIN)
+  install(TARGETS SDL2main EXPORT SDL2mainTargets
+    LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}"
+    ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}"
+    RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}")
+endif()
+
+if(SDL_STATIC)
+  install(TARGETS SDL2-static EXPORT SDL2staticTargets
+    LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}"
+    ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}"
+    RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}")
+endif()
 
 
 ##### Export files #####
 ##### Export files #####
 if (WINDOWS AND NOT MINGW)
 if (WINDOWS AND NOT MINGW)
@@ -2859,11 +2995,30 @@ write_basic_package_version_file("${CMAKE_BINARY_DIR}/SDL2ConfigVersion.cmake"
   COMPATIBILITY AnyNewerVersion
   COMPATIBILITY AnyNewerVersion
 )
 )
 
 
-install(EXPORT SDL2Targets
-  FILE SDL2Targets.cmake
-  NAMESPACE SDL2::
-  DESTINATION ${PKG_PREFIX}
-)
+if(SDL_SHARED)
+  install(EXPORT SDL2Targets
+    FILE SDL2Targets.cmake
+    NAMESPACE SDL2::
+    DESTINATION ${PKG_PREFIX}
+  )
+endif()
+
+if(NOT WINDOWS_STORE AND NOT SDL2_DISABLE_SDL2MAIN)
+  install(EXPORT SDL2mainTargets
+    FILE SDL2mainTargets.cmake
+    NAMESPACE SDL2::
+    DESTINATION ${PKG_PREFIX}
+  )
+endif()
+
+if(SDL_STATIC)
+  install(EXPORT SDL2staticTargets
+    FILE SDL2staticTargets.cmake
+    NAMESPACE SDL2::
+    DESTINATION ${PKG_PREFIX}
+  )
+endif()
+
 install(
 install(
   FILES
   FILES
     ${CMAKE_CURRENT_SOURCE_DIR}/SDL2Config.cmake
     ${CMAKE_CURRENT_SOURCE_DIR}/SDL2Config.cmake
@@ -2892,7 +3047,7 @@ if(NOT (WINDOWS OR CYGWIN) OR MINGW)
   if(SDL_SHARED)
   if(SDL_SHARED)
     set(SOEXT ${CMAKE_SHARED_LIBRARY_SUFFIX}) # ".so", ".dylib", etc.
     set(SOEXT ${CMAKE_SHARED_LIBRARY_SUFFIX}) # ".so", ".dylib", etc.
     get_target_property(SONAME SDL2 OUTPUT_NAME)
     get_target_property(SONAME SDL2 OUTPUT_NAME)
-    if(NOT ANDROID AND NOT MINGW)
+    if(NOT ANDROID AND NOT MINGW AND NOT OS2)
         install(CODE "
         install(CODE "
           execute_process(COMMAND ${CMAKE_COMMAND} -E create_symlink
           execute_process(COMMAND ${CMAKE_COMMAND} -E create_symlink
             \"lib${SONAME}${SOPOSTFIX}${SOEXT}\" \"libSDL2${SOPOSTFIX}${SOEXT}\"
             \"lib${SONAME}${SOPOSTFIX}${SOEXT}\" \"libSDL2${SOPOSTFIX}${SOEXT}\"
@@ -2914,6 +3069,7 @@ endif()
 
 
 ##### Uninstall target #####
 ##### Uninstall target #####
 
 
+if(NOT SDL2_DISABLE_UNINSTALL)
 if(NOT TARGET uninstall)
 if(NOT TARGET uninstall)
   configure_file(
   configure_file(
       "${CMAKE_CURRENT_SOURCE_DIR}/cmake_uninstall.cmake.in"
       "${CMAKE_CURRENT_SOURCE_DIR}/cmake_uninstall.cmake.in"
@@ -2923,3 +3079,4 @@ if(NOT TARGET uninstall)
   add_custom_target(uninstall
   add_custom_target(uninstall
       COMMAND ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake)
       COMMAND ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake)
 endif()
 endif()
+endif(NOT SDL2_DISABLE_UNINSTALL)

+ 41 - 41
sdl.mod/SDL/INSTALL.txt

@@ -1,41 +1,41 @@
-
-To compile and install SDL:
-
-    1.  Windows with Visual Studio:
-        * Read ./docs/README-visualc.md
-
-        Windows with gcc, either native or cross-compiling:
-        * Read the FAQ at https://wiki.libsdl.org/FAQWindows
-        * Run './configure; make; make install'
-
-        Mac OS X with Xcode:
-        * Read docs/README-macosx.md
-
-        Mac OS X from the command line:
-        * Run './configure; make; make install'
-
-        Linux and other UNIX systems:
-        * Run './configure; make; make install'
-
-        Android:
-        * Read docs/README-android.md
-
-        iOS:
-        * Read docs/README-ios.md
-
-        Using Cmake:
-        * Read docs/README-cmake.md
-
-    2.  Look at the example programs in ./test, and check out the online
-        documentation at https://wiki.libsdl.org/
-
-    3.  Join the SDL developer discussions, sign up on 
-        https://discourse.libsdl.org/
-        and go to the development forum
-        https://discourse.libsdl.org/c/sdl-development/6
-
-    4.  Sign up for the announcement list through the web interface:
-        https://www.libsdl.org/mailing-list.php
-
-That's it!
-Sam Lantinga <[email protected]>
+
+To compile and install SDL:
+
+    1.  Windows with Visual Studio:
+        * Read ./docs/README-visualc.md
+
+        Windows with gcc, either native or cross-compiling:
+        * Read the FAQ at https://wiki.libsdl.org/FAQWindows
+        * Run './configure; make; make install'
+
+        Mac OS X with Xcode:
+        * Read docs/README-macosx.md
+
+        Mac OS X from the command line:
+        * Run './configure; make; make install'
+
+        Linux and other UNIX systems:
+        * Run './configure; make; make install'
+
+        Android:
+        * Read docs/README-android.md
+
+        iOS:
+        * Read docs/README-ios.md
+
+        Using Cmake:
+        * Read docs/README-cmake.md
+
+    2.  Look at the example programs in ./test, and check out the online
+        documentation at https://wiki.libsdl.org/
+
+    3.  Join the SDL developer discussions, sign up on 
+        https://discourse.libsdl.org/
+        and go to the development forum
+        https://discourse.libsdl.org/c/sdl-development/6
+
+    4.  Sign up for the announcement list through the web interface:
+        https://www.libsdl.org/mailing-list.php
+
+That's it!
+Sam Lantinga <[email protected]>

+ 1 - 1
sdl.mod/SDL/LICENSE.txt

@@ -1,4 +1,4 @@
-Copyright (C) 1997-2021 Sam Lantinga <[email protected]>
+Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
   
   
 This software is provided 'as-is', without any express or implied
 This software is provided 'as-is', without any express or implied
 warranty.  In no event will the authors be held liable for any damages
 warranty.  In no event will the authors be held liable for any damages

+ 1 - 1
sdl.mod/SDL/Makefile.in

@@ -49,7 +49,7 @@ WAYLAND_SCANNER_CODE_MODE = @WAYLAND_SCANNER_CODE_MODE@
 
 
 INSTALL_SDL2_CONFIG = @INSTALL_SDL2_CONFIG@
 INSTALL_SDL2_CONFIG = @INSTALL_SDL2_CONFIG@
 
 
-SRC_DIST = *.md *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.ac debian docs include Makefile.* sdl2-config.cmake.in sdl2-config-version.cmake.in sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in SDL2Config.cmake src test VisualC VisualC-WinRT Xcode Xcode-iOS wayland-protocols
+SRC_DIST = *.md *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.ac docs include Makefile.* sdl2-config.cmake.in sdl2-config-version.cmake.in sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in SDL2Config.cmake src test VisualC VisualC-WinRT Xcode Xcode-iOS wayland-protocols
 GEN_DIST = SDL2.spec
 GEN_DIST = SDL2.spec
 
 
 ifneq ($V,1)
 ifneq ($V,1)

+ 137 - 37
sdl.mod/SDL/Makefile.os2

@@ -4,9 +4,14 @@
 # If you have GNU libiconv installed (iconv2.dll), you
 # If you have GNU libiconv installed (iconv2.dll), you
 # can compile against it by specifying LIBICONV=1, e.g.:
 # can compile against it by specifying LIBICONV=1, e.g.:
 # wmake -f Makefile.os2 LIBICONV=1
 # wmake -f Makefile.os2 LIBICONV=1
+#
+# If you have libusb-1.0 installed (usb100.dll, libusb.h), you
+# can compile hidapi joystick support against it (experimental)
+# by specifying HIDAPI=1, e.g.:
+# wmake -f Makefile.os2 HIDAPI=1
 
 
 LIBNAME = SDL2
 LIBNAME = SDL2
-VERSION = 2.0.19
+VERSION = 2.0.21
 DESCRIPTION = Simple DirectMedia Layer 2
 DESCRIPTION = Simple DirectMedia Layer 2
 
 
 LIBICONV=0
 LIBICONV=0
@@ -21,26 +26,33 @@ INCPATH = -I"$(%WATCOM)/h/os2" -I"$(%WATCOM)/h"
 INCPATH+= -Iinclude
 INCPATH+= -Iinclude
 
 
 LIBM = SDL2libm.lib
 LIBM = SDL2libm.lib
+TLIB = SDL2test.lib
 LIBS = mmpm2.lib $(LIBM)
 LIBS = mmpm2.lib $(LIBM)
-CFLAGS = -bt=os2 -d0 -q -bm -5s -fp5 -fpi87 -sg -oteanbmier -ei
+CFLAGS = -bt=os2 -d0 -q -bm -5s -fp5 -fpi87 -sg -oeatxhn -ei
 # max warnings:
 # max warnings:
 CFLAGS+= -wx
 CFLAGS+= -wx
 # newer OpenWatcom versions enable W303 by default
 # newer OpenWatcom versions enable W303 by default
 CFLAGS+= -wcd=303
 CFLAGS+= -wcd=303
+# the include paths :
+CFLAGS+= $(INCPATH)
+CFLAGS_STATIC=$(CFLAGS)
 # building dll:
 # building dll:
-CFLAGS+= -bd
+CFLAGS_DLL =$(CFLAGS)
+CFLAGS_DLL+= -bd
 # iconv:
 # iconv:
 LIBICONV_LIB=iconv2.lib
 LIBICONV_LIB=iconv2.lib
 !ifeq LIBICONV 1
 !ifeq LIBICONV 1
-CFLAGS+= -DHAVE_ICONV=1 -DHAVE_ICONV_H=1
+CFLAGS_DLL+= -DHAVE_ICONV=1 -DHAVE_ICONV_H=1
 LIBS+= $(ICONVLIB)
 LIBS+= $(ICONVLIB)
 !else
 !else
 LIBS+= libuls.lib libconv.lib
 LIBS+= libuls.lib libconv.lib
 !endif
 !endif
-# the include paths :
-CFLAGS+= $(INCPATH)
+# hidapi (libusb):
+!ifeq HIDAPI 1
+CFLAGS_DLL+= -DHAVE_LIBUSB_H=1
+!endif
 # building SDL itself (for DECLSPEC):
 # building SDL itself (for DECLSPEC):
-CFLAGS+= -DBUILD_SDL
+CFLAGS_DLL+= -DBUILD_SDL
 
 
 # Debug options:
 # Debug options:
 # - debug messages from OS/2 related code to stdout:
 # - debug messages from OS/2 related code to stdout:
@@ -48,10 +60,6 @@ CFLAGS+= -DBUILD_SDL
 # - debug messages from OS/2 code via SDL_LogDebug():
 # - debug messages from OS/2 code via SDL_LogDebug():
 #CFLAGS+= -DOS2DEBUG=2
 #CFLAGS+= -DOS2DEBUG=2
 
 
-MSRCS= e_atan2.c e_exp.c e_fmod.c e_log10.c e_log.c e_pow.c e_rem_pio2.c e_sqrt.c &
-       k_cos.c k_rem_pio2.c k_sin.c k_tan.c &
-       s_atan.c s_copysign.c s_cos.c s_fabs.c s_floor.c s_scalbn.c s_sin.c s_tan.c
-
 SRCS = SDL.c SDL_assert.c SDL_error.c SDL_log.c SDL_dataqueue.c SDL_hints.c
 SRCS = SDL.c SDL_assert.c SDL_error.c SDL_log.c SDL_dataqueue.c SDL_hints.c
 SRCS+= SDL_getenv.c SDL_iconv.c SDL_malloc.c SDL_qsort.c SDL_stdlib.c SDL_string.c SDL_strtokr.c SDL_crc32.c
 SRCS+= SDL_getenv.c SDL_iconv.c SDL_malloc.c SDL_qsort.c SDL_stdlib.c SDL_string.c SDL_strtokr.c SDL_crc32.c
 SRCS+= SDL_cpuinfo.c SDL_atomic.c SDL_spinlock.c SDL_thread.c SDL_timer.c
 SRCS+= SDL_cpuinfo.c SDL_atomic.c SDL_spinlock.c SDL_thread.c SDL_timer.c
@@ -92,7 +100,6 @@ SRCS+= SDL_os2video.c SDL_os2util.c SDL_os2dive.c SDL_os2vman.c &
 SRCS+= SDL_dynapi.c
 SRCS+= SDL_dynapi.c
 
 
 OBJS = $(SRCS:.c=.obj)
 OBJS = $(SRCS:.c=.obj)
-MOBJS= $(MSRCS:.c=.obj)
 
 
 .extensions:
 .extensions:
 .extensions: .lib .dll .obj .c .asm
 .extensions: .lib .dll .obj .c .asm
@@ -103,9 +110,12 @@ MOBJS= $(MSRCS:.c=.obj)
 .c: ./src/core/os2/geniconv;
 .c: ./src/core/os2/geniconv;
 .c: ./src/locale/;./src/locale/unix;./src/misc;./src/misc/dummy;./src/joystick/hidapi;./src/hidapi
 .c: ./src/locale/;./src/locale/unix;./src/misc;./src/misc/dummy;./src/joystick/hidapi;./src/hidapi
 
 
-all: $(DLLFILE) $(LIBFILE) .symbolic
+all: $(DLLFILE) $(LIBFILE) $(TLIB) .symbolic
+
+build_dll: .symbolic
+    @echo * Compiling dll objects
 
 
-$(DLLFILE): $(OBJS) $(LIBM) $(LIBICONV_LIB) $(LNKFILE)
+$(DLLFILE): build_dll $(OBJS) $(LIBM) $(LIBICONV_LIB) $(LNKFILE)
     @echo * Linking: $@
     @echo * Linking: $@
     wlink @$(LNKFILE)
     wlink @$(LNKFILE)
 
 
@@ -114,42 +124,131 @@ $(LIBFILE): $(DLLFILE)
     wlib -q -b -n -c -pa -s -t -zld -ii -io $* $(DLLFILE)
     wlib -q -b -n -c -pa -s -t -zld -ii -io $* $(DLLFILE)
 
 
 .c.obj:
 .c.obj:
-    wcc386 $(CFLAGS) -fo=$^@ $<
+    wcc386 $(CFLAGS_DLL) -fo=$^@ $<
 
 
 SDL_syscond.obj: "src/thread/generic/SDL_syscond.c"
 SDL_syscond.obj: "src/thread/generic/SDL_syscond.c"
-    wcc386 $(CFLAGS) -fo=$^@ $<
-
+    wcc386 $(CFLAGS_DLL) -fo=$^@ $<
 SDL_cpuinfo.obj: SDL_cpuinfo.c
 SDL_cpuinfo.obj: SDL_cpuinfo.c
-    wcc386 $(CFLAGS) -wcd=200 -fo=$^@ $<
-
-SDL_rwops.obj: SDL_rwops.c
-    wcc386 $(CFLAGS) -wcd=136 -fo=$^@ $<
-
+    wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
 SDL_wave.obj: SDL_wave.c
 SDL_wave.obj: SDL_wave.c
-    wcc386 $(CFLAGS) -wcd=124 -fo=$^@ $<
-
+    wcc386 $(CFLAGS_DLL) -wcd=124 -fo=$^@ $<
 SDL_blendfillrect.obj: SDL_blendfillrect.c
 SDL_blendfillrect.obj: SDL_blendfillrect.c
-    wcc386 $(CFLAGS) -wcd=200 -fo=$^@ $<
-
+    wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
 SDL_blendline.obj: SDL_blendline.c
 SDL_blendline.obj: SDL_blendline.c
-    wcc386 $(CFLAGS) -wcd=200 -fo=$^@ $<
-
+    wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
 SDL_blendpoint.obj: SDL_blendpoint.c
 SDL_blendpoint.obj: SDL_blendpoint.c
-    wcc386 $(CFLAGS) -wcd=200 -fo=$^@ $<
-
+    wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
 SDL_RLEaccel.obj: SDL_RLEaccel.c
 SDL_RLEaccel.obj: SDL_RLEaccel.c
-    wcc386 $(CFLAGS) -wcd=201 -fo=$^@ $<
-
+    wcc386 $(CFLAGS_DLL) -wcd=201 -fo=$^@ $<
 # c99 mode needed because of structs with flexible array members in libusb.h
 # c99 mode needed because of structs with flexible array members in libusb.h
 SDL_hidapi.obj: SDL_hidapi.c
 SDL_hidapi.obj: SDL_hidapi.c
-    wcc386 $(CFLAGS) -za99 -fo=$^@ $<
+    wcc386 $(CFLAGS_DLL) -za99 -fo=$^@ $<
+
+$(LIBICONV_LIB):  "src/core/os2/iconv2.lbc"
+    @echo * Creating: $@
+    wlib -q -b -n -c -pa -s -t -zld -ii -io $@ @$<
+
+# SDL2libm
+MSRCS= e_atan2.c e_exp.c e_fmod.c e_log10.c e_log.c e_pow.c e_rem_pio2.c e_sqrt.c &
+       k_cos.c k_rem_pio2.c k_sin.c k_tan.c &
+       s_atan.c s_copysign.c s_cos.c s_fabs.c s_floor.c s_scalbn.c s_sin.c s_tan.c
+MOBJS= $(MSRCS:.c=.obj)
 
 
 .c: ./src/libm;
 .c: ./src/libm;
-$(LIBM): $(MOBJS)
+e_atan2.obj: e_atan2.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+e_exp.obj: e_exp.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+e_fmod.obj: e_fmod.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+e_log10.obj: e_log10.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+e_log.obj: e_log.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+e_pow.obj: e_pow.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+e_rem_pio2.obj: e_rem_pio2.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+e_sqrt.obj: e_sqrt.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+k_cos.obj: k_cos.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+k_rem_pio2.obj: k_rem_pio2.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+k_sin.obj: k_sin.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+k_tan.obj: k_tan.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+s_atan.obj: s_atan.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+s_copysign.obj: s_copysign.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+s_cos.obj: s_cos.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+s_fabs.obj: s_fabs.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+s_floor.obj: s_floor.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+s_scalbn.obj: s_scalbn.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+s_sin.obj: s_sin.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+s_tan.obj: s_tan.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+
+build_libm: .symbolic
+    @echo * Compiling libm objects
+$(LIBM): build_libm $(MOBJS)
+    @echo * Creating: $@
     wlib -q -b -n -c -pa -s -t -zld -ii -io $@ $(MOBJS)
     wlib -q -b -n -c -pa -s -t -zld -ii -io $@ $(MOBJS)
 
 
-$(LIBICONV_LIB):  "src/core/os2/iconv2.lbc"
-    wlib -q -b -n -c -pa -s -t -zld -ii -io $@ @$<
+# SDL2test
+TSRCS = SDL_test_assert.c SDL_test_common.c SDL_test_compare.c &
+        SDL_test_crc32.c SDL_test_font.c SDL_test_fuzzer.c SDL_test_harness.c &
+        SDL_test_imageBlit.c SDL_test_imageBlitBlend.c SDL_test_imageFace.c &
+        SDL_test_imagePrimitives.c SDL_test_imagePrimitivesBlend.c &
+        SDL_test_log.c SDL_test_md5.c SDL_test_random.c SDL_test_memory.c
+TOBJS= $(TSRCS:.c=.obj)
+
+.c: ./src/test;
+SDL_test_assert.obj: SDL_test_assert.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_common.obj: SDL_test_common.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_compare.obj: SDL_test_compare.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_crc32.obj: SDL_test_crc32.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_font.obj: SDL_test_font.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_fuzzer.obj: SDL_test_fuzzer.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_harness.obj: SDL_test_harness.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_imageBlit.obj: SDL_test_imageBlit.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_imageBlitBlend.obj: SDL_test_imageBlitBlend.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_imageFace.obj: SDL_test_imageFace.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_imagePrimitives.obj: SDL_test_imagePrimitives.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_imagePrimitivesBlend.obj: SDL_test_imagePrimitivesBlend.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_log.obj: SDL_test_log.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_md5.obj: SDL_test_md5.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_random.obj: SDL_test_random.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+SDL_test_memory.obj: SDL_test_memory.c
+    wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
+
+build_tlib: .symbolic
+    @echo * Compiling testlib objects
+$(TLIB): build_tlib $(TOBJS)
+    @echo * Creating: $@
+    wlib -q -b -n -c -pa -s -t -zld -ii -io $@ $(TOBJS)
 
 
 $(LNKFILE):
 $(LNKFILE):
     @echo * Creating linker file: $@
     @echo * Creating linker file: $@
@@ -168,7 +267,7 @@ $(LNKFILE):
     @%append $@ OPTION SHOWDEAD
     @%append $@ OPTION SHOWDEAD
 
 
 clean: .SYMBOLIC
 clean: .SYMBOLIC
-    @ echo * Clean: $(LIBNAME)
+    @echo * Clean: $(LIBNAME)
     @if exist *.obj rm *.obj
     @if exist *.obj rm *.obj
     @if exist *.err rm *.err
     @if exist *.err rm *.err
     @if exist $(LNKFILE) rm $(LNKFILE)
     @if exist $(LNKFILE) rm $(LNKFILE)
@@ -180,3 +279,4 @@ distclean: .SYMBOLIC clean
     @if exist $(LIBHOME)/*.map rm $(LIBHOME)/*.map
     @if exist $(LIBHOME)/*.map rm $(LIBHOME)/*.map
     @if exist $(LIBFILE) rm $(LIBFILE)
     @if exist $(LIBFILE) rm $(LIBFILE)
     @if exist $(DLLFILE) rm $(DLLFILE)
     @if exist $(DLLFILE) rm $(DLLFILE)
+    @if exist $(TLIB) rm $(TLIB)

+ 0 - 88
sdl.mod/SDL/Makefile.wiz

@@ -1,88 +0,0 @@
-# Makefile to build the pandora SDL library
-WIZSDK = /mythtv/media/devel/toolchains/openwiz/arm-openwiz-linux-gnu
-
-AR	= $(WIZSDK)/bin/arm-openwiz-linux-gnu-ar
-RANLIB	= $(WIZSDK)/bin/arm-openwiz-linux-gnu-ranlib
-CC = $(WIZSDK)/bin/arm-openwiz-linux-gnu-gcc
-CXX = $(WIZSDK)/bin/arm-openwiz-linux-gnu-g++
-STRIP = $(WIZSDK)/bin/arm-openwiz-linux-gnu-strip
-
-CFLAGS  = -Wall -fPIC -I./include -I$(WIZSDK)/include -DWIZ_GLES_LITE
-
-TARGET_STATIC  = libSDL2.a
-TARGET_SHARED  = libSDL2.so
-
-SOURCES = \
-	./src/*.c \
-	./src/atomic/*.c \
-	./src/audio/*.c \
-	./src/audio/disk/*.c \
-	./src/audio/dsp/*.c \
-	./src/audio/dummy/*.c \
-	./src/cpuinfo/*.c \
-	./src/events/*.c \
-	./src/file/*.c \
-	./src/filesystem/unix/*.c \
-	./src/haptic/*.c \
-	./src/haptic/linux/*.c \
-	./src/hidapi/*.c \
-	./src/joystick/*.c \
-	./src/joystick/linux/*.c \
-	./src/loadso/dlopen/*.c \
-	./src/locale/*.c \
-	./src/locale/unix/*.c \
-	./src/misc/*.c \
-	./src/misc/unix/*.c \
-	./src/power/*.c \
-	./src/sensor/*.c \
-	./src/sensor/dummy/*.c \
-	./src/stdlib/*.c \
-	./src/thread/*.c \
-	./src/thread/pthread/SDL_syscond.c \
-	./src/thread/pthread/SDL_sysmutex.c \
-	./src/thread/pthread/SDL_syssem.c \
-	./src/thread/pthread/SDL_systhread.c \
-	./src/timer/*.c \
-	./src/timer/unix/*.c \
-	./src/video/*.c \
-	./src/video/yuv2rgb/*.c \
-	./src/video/dummy/*.c \
-	./src/video/pandora/*.c
-
-OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
-
-all: config_copy $(TARGET_STATIC) $(TARGET_SHARED)
-
-$(TARGET_STATIC): $(OBJECTS)
-	$(AR) crv $@ $^
-	$(RANLIB) $@
-
-$(TARGET_SHARED):
-	$(CC) -shared -Wl,-soname,$(TARGET_SHARED).0 -o $(TARGET_SHARED).0.0.1  $(OBJECTS)
-	ln -s $(TARGET_SHARED).0.0.1 $(TARGET_SHARED).0
-	ln -s $(TARGET_SHARED).0 $(TARGET_SHARED)
-
-config_copy:
-	cp include/SDL_config_wiz.h include/SDL_config.h
-
-clean:
-	rm -f $(TARGET_STATIC) $(TARGET_SHARED)* $(OBJECTS)
-
-install:
-	mkdir -p $(WIZSDK)/lib
-	mkdir -p $(WIZSDK)/include/SDL2
-	cp -f $(TARGET_STATIC) $(WIZSDK)/lib
-	cp -f $(TARGET_SHARED).0.0.1 $(WIZSDK)/lib
-	rm -f $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
-	ln -s $(WIZSDK)/lib/$(TARGET_SHARED).0.0.1 $(WIZSDK)/lib/$(TARGET_SHARED).0
-	ln -s $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
-
-	cp $(TARGET_STATIC) ../../toolchain/libs
-	cp $(TARGET_SHARED).0.0.1 ../../toolchain/libs
-	rm -f ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
-	ln -s ../../toolchain/libs/$(TARGET_SHARED).0.0.1 ../../toolchain/libs/$(TARGET_SHARED).0
-	ln -s ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
-
-	cp $(TARGET_SHARED).0.0.1 ../nehe_demos/build/$(TARGET_SHARED).0
-	cp -f include/*.h $(WIZSDK)/include/SDL2/
-	cp -f include/*.h ../../toolchain/include/SDL2/

+ 17 - 17
sdl.mod/SDL/README.md

@@ -1,17 +1,17 @@
-
-# Simple DirectMedia Layer (SDL) Version 2.0
-
-https://www.libsdl.org/
-
-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.
-
-More extensive documentation is available in the docs directory, starting
-with README.md
-
-Enjoy!
-
-Sam Lantinga ([email protected])
+
+# Simple DirectMedia Layer (SDL) Version 2.0
+
+https://www.libsdl.org/
+
+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.
+
+More extensive documentation is available in the docs directory, starting
+with README.md
+
+Enjoy!
+
+Sam Lantinga ([email protected])

+ 9 - 1
sdl.mod/SDL/SDL2Config.cmake

@@ -1,4 +1,12 @@
-include("${CMAKE_CURRENT_LIST_DIR}/SDL2Targets.cmake")
+if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2Targets.cmake")
+  include("${CMAKE_CURRENT_LIST_DIR}/SDL2Targets.cmake")
+endif()
+if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2mainTargets.cmake")
+  include("${CMAKE_CURRENT_LIST_DIR}/SDL2mainTargets.cmake")
+endif()
+if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2staticTargets.cmake")
+  include("${CMAKE_CURRENT_LIST_DIR}/SDL2staticTargets.cmake")
+endif()
 
 
 # on static-only builds create an alias
 # on static-only builds create an alias
 if(NOT TARGET SDL2::SDL2 AND TARGET SDL2::SDL2-static)
 if(NOT TARGET SDL2::SDL2 AND TARGET SDL2::SDL2-static)

+ 10 - 10
sdl.mod/SDL/TODO.txt

@@ -1,10 +1,10 @@
-Future work roadmap:
- * http://wiki.libsdl.org/Roadmap
-
- * Check 1.2 revisions:
-	3554 - Need to resolve semantics for locking keys on different platforms
-	4874 - Do we want screen rotation?  At what level?
-	4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
-	4865 - See if this is still needed (mouse coordinate clamping)
-	4866 - See if this is still needed (blocking window repositioning)
-
+Future work roadmap:
+ * http://wiki.libsdl.org/Roadmap
+
+ * Check 1.2 revisions:
+	3554 - Need to resolve semantics for locking keys on different platforms
+	4874 - Do we want screen rotation?  At what level?
+	4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
+	4865 - See if this is still needed (mouse coordinate clamping)
+	4866 - See if this is still needed (blocking window repositioning)
+

+ 34 - 34
sdl.mod/SDL/VisualC-WinRT/SDL-UWP.sln

@@ -1,34 +1,34 @@
-
-Microsoft Visual Studio Solution File, Format Version 12.00
-# Visual Studio 14
-VisualStudioVersion = 14.0.25420.1
-MinimumVisualStudioVersion = 10.0.40219.1
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2-UWP", "SDL-UWP.vcxproj", "{89E9B32E-A86A-47C3-A948-D2B1622925CE}"
-EndProject
-Global
-	GlobalSection(SolutionConfigurationPlatforms) = preSolution
-		Debug|ARM = Debug|ARM
-		Debug|x64 = Debug|x64
-		Debug|x86 = Debug|x86
-		Release|ARM = Release|ARM
-		Release|x64 = Release|x64
-		Release|x86 = Release|x86
-	EndGlobalSection
-	GlobalSection(ProjectConfigurationPlatforms) = postSolution
-		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.ActiveCfg = Debug|ARM
-		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.Build.0 = Debug|ARM
-		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.ActiveCfg = Debug|x64
-		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.Build.0 = Debug|x64
-		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.ActiveCfg = Debug|Win32
-		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.Build.0 = Debug|Win32
-		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.ActiveCfg = Release|ARM
-		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.Build.0 = Release|ARM
-		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.ActiveCfg = Release|x64
-		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.Build.0 = Release|x64
-		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.ActiveCfg = Release|Win32
-		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.Build.0 = Release|Win32
-	EndGlobalSection
-	GlobalSection(SolutionProperties) = preSolution
-		HideSolutionNode = FALSE
-	EndGlobalSection
-EndGlobal
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 14
+VisualStudioVersion = 14.0.25420.1
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2-UWP", "SDL-UWP.vcxproj", "{89E9B32E-A86A-47C3-A948-D2B1622925CE}"
+EndProject
+Global
+	GlobalSection(SolutionConfigurationPlatforms) = preSolution
+		Debug|ARM = Debug|ARM
+		Debug|x64 = Debug|x64
+		Debug|x86 = Debug|x86
+		Release|ARM = Release|ARM
+		Release|x64 = Release|x64
+		Release|x86 = Release|x86
+	EndGlobalSection
+	GlobalSection(ProjectConfigurationPlatforms) = postSolution
+		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.ActiveCfg = Debug|ARM
+		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.Build.0 = Debug|ARM
+		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.ActiveCfg = Debug|x64
+		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.Build.0 = Debug|x64
+		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.ActiveCfg = Debug|Win32
+		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.Build.0 = Debug|Win32
+		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.ActiveCfg = Release|ARM
+		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.Build.0 = Release|ARM
+		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.ActiveCfg = Release|x64
+		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.Build.0 = Release|x64
+		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.ActiveCfg = Release|Win32
+		{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.Build.0 = Release|Win32
+	EndGlobalSection
+	GlobalSection(SolutionProperties) = preSolution
+		HideSolutionNode = FALSE
+	EndGlobalSection
+EndGlobal

+ 598 - 598
sdl.mod/SDL/VisualC-WinRT/SDL-UWP.vcxproj

@@ -1,598 +1,598 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
-  <ItemGroup Label="ProjectConfigurations">
-    <ProjectConfiguration Include="Debug|ARM">
-      <Configuration>Debug</Configuration>
-      <Platform>ARM</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Debug|Win32">
-      <Configuration>Debug</Configuration>
-      <Platform>Win32</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Debug|x64">
-      <Configuration>Debug</Configuration>
-      <Platform>x64</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Release|ARM">
-      <Configuration>Release</Configuration>
-      <Platform>ARM</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Release|Win32">
-      <Configuration>Release</Configuration>
-      <Platform>Win32</Platform>
-    </ProjectConfiguration>
-    <ProjectConfiguration Include="Release|x64">
-      <Configuration>Release</Configuration>
-      <Platform>x64</Platform>
-    </ProjectConfiguration>
-  </ItemGroup>
-  <ItemGroup>
-    <ClInclude Include="..\include\begin_code.h" />
-    <ClInclude Include="..\include\close_code.h" />
-    <ClInclude Include="..\include\SDL.h" />
-    <ClInclude Include="..\include\SDL_assert.h" />
-    <ClInclude Include="..\include\SDL_atomic.h" />
-    <ClInclude Include="..\include\SDL_audio.h" />
-    <ClInclude Include="..\include\SDL_blendmode.h" />
-    <ClInclude Include="..\include\SDL_clipboard.h" />
-    <ClInclude Include="..\include\SDL_config.h" />
-    <ClInclude Include="..\include\SDL_config_minimal.h" />
-    <ClInclude Include="..\include\SDL_config_winrt.h" />
-    <ClInclude Include="..\include\SDL_copying.h" />
-    <ClInclude Include="..\include\SDL_cpuinfo.h" />
-    <ClInclude Include="..\include\SDL_egl.h" />
-    <ClInclude Include="..\include\SDL_endian.h" />
-    <ClInclude Include="..\include\SDL_error.h" />
-    <ClInclude Include="..\include\SDL_events.h" />
-    <ClInclude Include="..\include\SDL_filesystem.h" />
-    <ClInclude Include="..\include\SDL_haptic.h" />
-    <ClInclude Include="..\include\SDL_hints.h" />
-    <ClInclude Include="..\include\SDL_hidapi.h" />
-    <ClInclude Include="..\include\SDL_input.h" />
-    <ClInclude Include="..\include\SDL_joystick.h" />
-    <ClInclude Include="..\include\SDL_keyboard.h" />
-    <ClInclude Include="..\include\SDL_keycode.h" />
-    <ClInclude Include="..\include\SDL_loadso.h" />
-    <ClInclude Include="..\include\SDL_locale.h" />
-    <ClInclude Include="..\include\SDL_log.h" />
-    <ClInclude Include="..\include\SDL_main.h" />
-    <ClInclude Include="..\include\SDL_misc.h" />
-    <ClInclude Include="..\include\SDL_mouse.h" />
-    <ClInclude Include="..\include\SDL_mutex.h" />
-    <ClInclude Include="..\include\SDL_name.h" />
-    <ClInclude Include="..\include\SDL_opengles2.h" />
-    <ClInclude Include="..\include\SDL_pixels.h" />
-    <ClInclude Include="..\include\SDL_platform.h" />
-    <ClInclude Include="..\include\SDL_power.h" />
-    <ClInclude Include="..\include\SDL_quit.h" />
-    <ClInclude Include="..\include\SDL_rect.h" />
-    <ClInclude Include="..\include\SDL_render.h" />
-    <ClInclude Include="..\include\SDL_revision.h" />
-    <ClInclude Include="..\include\SDL_rwops.h" />
-    <ClInclude Include="..\include\SDL_scancode.h" />
-    <ClInclude Include="..\include\SDL_sensor.h" />
-    <ClInclude Include="..\include\SDL_shape.h" />
-    <ClInclude Include="..\include\SDL_stdinc.h" />
-    <ClInclude Include="..\include\SDL_surface.h" />
-    <ClInclude Include="..\include\SDL_system.h" />
-    <ClInclude Include="..\include\SDL_syswm.h" />
-    <ClInclude Include="..\include\SDL_thread.h" />
-    <ClInclude Include="..\include\SDL_timer.h" />
-    <ClInclude Include="..\include\SDL_touch.h" />
-    <ClInclude Include="..\include\SDL_types.h" />
-    <ClInclude Include="..\include\SDL_version.h" />
-    <ClInclude Include="..\include\SDL_video.h" />
-    <ClInclude Include="..\src\audio\disk\SDL_diskaudio.h" />
-    <ClInclude Include="..\src\audio\dummy\SDL_dummyaudio.h" />
-    <ClInclude Include="..\src\audio\SDL_audiodev_c.h" />
-    <ClInclude Include="..\src\audio\SDL_audio_c.h" />
-    <ClInclude Include="..\src\audio\SDL_sysaudio.h" />
-    <ClInclude Include="..\src\audio\SDL_wave.h" />
-    <ClInclude Include="..\src\audio\wasapi\SDL_wasapi.h" />
-    <ClInclude Include="..\src\core\windows\SDL_directx.h" />
-    <ClInclude Include="..\src\core\windows\SDL_windows.h" />
-    <ClInclude Include="..\src\core\windows\SDL_xinput.h" />
-    <ClInclude Include="..\src\core\winrt\SDL_winrtapp_common.h" />
-    <ClInclude Include="..\src\core\winrt\SDL_winrtapp_direct3d.h" />
-    <ClInclude Include="..\src\core\winrt\SDL_winrtapp_xaml.h" />
-    <ClInclude Include="..\src\dynapi\SDL_dynapi.h" />
-    <ClInclude Include="..\src\dynapi\SDL_dynapi_overrides.h" />
-    <ClInclude Include="..\src\dynapi\SDL_dynapi_procs.h" />
-    <ClInclude Include="..\src\events\blank_cursor.h" />
-    <ClInclude Include="..\src\events\default_cursor.h" />
-    <ClInclude Include="..\src\events\SDL_clipboardevents_c.h" />
-    <ClInclude Include="..\src\events\SDL_displayevents_c.h" />
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sdl.mod/SDL/VisualC/SDL.sln

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+Microsoft Visual Studio Solution File, Format Version 11.00
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+EndProject
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+EndProject
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+EndProject
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+EndProject
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+EndProject
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+EndProject
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+EndProject
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+EndProject
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+EndProject
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+EndProject
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+EndProject
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+EndProject
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+EndProject
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+EndProject
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+EndProject
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+ 707 - 691
sdl.mod/SDL/WhatsNew.txt

@@ -1,691 +1,707 @@
-
-This is a list of major changes in SDL's version history.
-
----------------------------------------------------------------------------
-2.0.18:
----------------------------------------------------------------------------
-
-General:
-* The SDL wiki documentation and development headers are automatically kept in sync
-* Each function has information about in which version of SDL it was introduced
-* SDL-specific CMake options are now prefixed with 'SDL_'. Be sure to update your CMake build scripts accordingly!
-* Added the hint SDL_HINT_APP_NAME to let SDL know the name of your application for various places it might show up in system information
-* Added SDL_RenderGeometry() and SDL_RenderGeometryRaw() to allow rendering of arbitrary shapes using the SDL 2D render API
-* Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate application data with an SDL texture
-* Added SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() to convert between window coordinates and logical render coordinates
-* Added SDL_RenderSetVSync() to change whether a renderer present is synchronized with vblank at runtime
-* Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
-* Added a window event SDL_WINDOWEVENT_DISPLAY_CHANGED which is sent when a window changes what display it's centered on
-* Added SDL_GetWindowICCProfile() to query a window's ICC profile, and a window event SDL_WINDOWEVENT_ICCPROF_CHANGED that is sent when it changes
-* Added the hint SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY to allow EGL windows to be transparent instead of opaque
-* SDL_WaitEvent() has been redesigned to use less CPU in most cases
-* Added SDL_SetWindowMouseRect() and SDL_GetWindowMouseRect() to confine the mouse cursor to an area of a window
-* You can now read precise mouse wheel motion using 'preciseX' and 'preciseY' event fields
-* Added SDL_GameControllerHasRumble() and SDL_GameControllerHasRumbleTriggers() to query whether a game controller supports rumble
-* Added SDL_JoystickHasRumble() and SDL_JoystickHasRumbleTriggers() to query whether a joystick supports rumble
-* SDL's hidapi implementation is now available as a public API in SDL_hidapi.h
-
-Windows:
-* Improved relative mouse motion over Windows Remote Desktop
-* Added the hint SDL_HINT_IME_SHOW_UI to show native UI components instead of hiding them (defaults off)
-
-Windows/UWP:
-* WGI is used instead of XInput for better controller support in UWP apps
-
-Linux:
-* Added the hint SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME to set the activity that's displayed by the system when the screensaver is disabled
-* Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices
-* Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices that will be opened in addition to the normal joystick detection
-* Added SDL_LinuxSetThreadPriorityAndPolicy() for more control over a thread priority on Linux
-
-Android:
-* Added support for audio output and capture using AAudio on Android 8.1 and newer
-* Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
-
-Apple Arcade:
-* Added SDL_GameControllerGetAppleSFSymbolsNameForButton() and SDL_GameControllerGetAppleSFSymbolsNameForAxis() to support Apple Arcade titles
-
-iOS:
-* Added documentation that the UIApplicationSupportsIndirectInputEvents key must be set to true in your application's Info.plist in order to get real Bluetooth mouse events.
-* Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
-
-
----------------------------------------------------------------------------
-2.0.16:
----------------------------------------------------------------------------
-General:
-* Added SDL_FlashWindow() to get a user's attention
-* Added SDL_GetAudioDeviceSpec() to get the preferred audio format of a device
-* Added SDL_SetWindowAlwaysOnTop() to dynamically change the SDL_WINDOW_ALWAYS_ON_TOP flag for a window
-* Added SDL_SetWindowKeyboardGrab() to support grabbing the keyboard independently of the mouse
-* Added SDL_SoftStretchLinear() to do bilinear scaling between 32-bit software surfaces
-* Added SDL_UpdateNVTexture() to update streaming NV12/21 textures
-* Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow sending custom trigger effects to the DualSense controller
-* Added SDL_GameControllerGetSensorDataRate() to get the sensor data rate for PlayStation and Nintendo Switch controllers
-* Added support for the Amazon Luna game controller
-* Added rumble support for the Google Stadia controller using the HIDAPI driver
-* Added SDL_GameControllerType constants for the Amazon Luna and Google Stadia controllers
-* Added analog rumble for Nintendo Switch Pro controllers using the HIDAPI driver
-* Reduced CPU usage when using SDL_WaitEvent() and SDL_WaitEventTimeout()
-
-Windows:
-* Added SDL_SetWindowsMessageHook() to set a function that is called for all Windows messages
-* Added SDL_RenderGetD3D11Device() to get the D3D11 device used by the SDL renderer
-
-Linux:
-* Greatly improved Wayland support
-* Added support for audio output and capture using Pipewire
-* Added the hint SDL_HINT_AUDIO_INCLUDE_MONITORS to control whether PulseAudio recording should include monitor devices
-* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_ROLE to describe the role of your application for audio control panels
-
-Android:
-* Added SDL_AndroidShowToast() to show a lightweight notification
-
-iOS:
-* Added support for mouse relative mode on iOS 14.1 and newer
-* Added support for the Xbox Series X controller
-
-tvOS:
-* Added support for the Xbox Series X controller
-
-
----------------------------------------------------------------------------
-2.0.14:
----------------------------------------------------------------------------
-General:
-* Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver
-* Added game controller button constants for paddles and new buttons
-* Added game controller functions to get additional information:
-	* SDL_GameControllerGetSerial()
-	* SDL_GameControllerHasAxis()
-	* SDL_GameControllerHasButton()
-	* SDL_GameControllerGetNumTouchpads()
-	* SDL_GameControllerGetNumTouchpadFingers()
-	* SDL_GameControllerGetTouchpadFinger()
-	* SDL_GameControllerHasSensor()
-	* SDL_GameControllerSetSensorEnabled()
-	* SDL_GameControllerIsSensorEnabled()
-	* SDL_GameControllerGetSensorData()
-	* SDL_GameControllerRumbleTriggers()
-	* SDL_GameControllerHasLED()
-	* SDL_GameControllerSetLED()
-* Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used.
-* Added joystick functions to get additional information:
-	* SDL_JoystickGetSerial()
-	* SDL_JoystickRumbleTriggers()
-	* SDL_JoystickHasLED()
-	* SDL_JoystickSetLED()
-* Added an API to allow the application to create virtual joysticks:
-	* SDL_JoystickAttachVirtual()
-	* SDL_JoystickDetachVirtual()
-	* SDL_JoystickIsVirtual()
-	* SDL_JoystickSetVirtualAxis()
-	* SDL_JoystickSetVirtualButton()
-	* SDL_JoystickSetVirtualHat()
-* Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list
-* Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
-* Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size
-* The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers
-* Added SDL_GetPreferredLocales() to get the application's current locale setting
-* Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's default locale setting
-* Added SDL_OpenURL() to open a URL in the system's default browser
-* Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding
-* Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
-* Added SDL_GetErrorMsg() to get the last error in a thread-safe way
-* Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf()
-* Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc.
-
-Windows:
-* Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously
-* Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used
-* Added the hint SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT to control whether XInput and WGI should be used to for complete controller functionality with the RAWINPUT driver.
-
-macOS:
-* Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view
-* Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view
-* Added SDL_Metal_GetDrawableSize() to get the size of a window's drawable, in pixels
-
-Linux:
-* Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application
-* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream
-* Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux
-* Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy
-* Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy
-
-Android:
-* Added SDL_AndroidRequestPermission() to request a specific system permission
-* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background
-
-OS/2:
-* Added support for OS/2, see docs/README-os2.md for details
-
-Emscripten (running in a web browser):
-* Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally
-
-
----------------------------------------------------------------------------
-2.0.12:
----------------------------------------------------------------------------
-
-General:
-* Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
-* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
-* Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
-* Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
-* Added the window underneath the finger to the SDL_TouchFingerEvent
-* Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
-* Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
-* Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
-* Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
-* Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled.
-* Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
-* Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
-* Added support for many game controllers, including:
-	* 8BitDo FC30 Pro
-	* 8BitDo M30 GamePad
-	* BDA PS4 Fightpad
-	* HORI Fighting Commander
-	* Hyperkin Duke
-	* Hyperkin X91
-	* MOGA XP5-A Plus
-	* NACON GC-400ES
-	* NVIDIA Controller v01.04
-	* PDP Versus Fighting Pad
-	* Razer Raion Fightpad for PS4
-	* Razer Serval
-	* Stadia Controller
-	* SteelSeries Stratus Duo
-	* Victrix Pro Fight Stick for PS4
-	* Xbox One Elite Series 2
-* Fixed blocking game controller rumble calls when using the HIDAPI driver
-* Added SDL_zeroa() macro to zero an array of elements
-* Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
-
-Windows:
-* Fixed crash when using the release SDL DLL with applications built with gcc
-* Fixed performance regression in event handling introduced in 2.0.10
-* Added support for SDL_SetThreadPriority() for UWP applications
-
-Linux:
-* Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
-* Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
-
-iOS / tvOS / macOS:
-* Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
-
-iOS/ tvOS:
-* Added support for Bluetooth Steam Controllers as game controllers
-
-tvOS:
-* Fixed support for surround sound on Apple TV
-
-Android:
-* Added SDL_GetAndroidSDKVersion() to return the API level of the current device
-* Added support for audio capture using OpenSL-ES
-* Added support for Bluetooth Steam Controllers as game controllers
-* Fixed rare crashes when the app goes into the background or terminates
-
-
----------------------------------------------------------------------------
-2.0.10:
----------------------------------------------------------------------------
-
-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.
-
-
----------------------------------------------------------------------------
-2.0.9:
----------------------------------------------------------------------------
-
-General:
-* Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
-* Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
-* Added SDL_GetDisplayOrientation() to return the current display orientation
-* Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
-* Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support)
-* Added support for many other popular game controllers
-* Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller.
-* Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
-* Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
-* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
-* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
-* Added SDL_HasColorKey() to return whether a surface has a colorkey active
-* Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
-* Added SDL_IsTablet() to return whether the application is running on a tablet
-* Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
-
-Mac OS X:
-* Fixed black screen at start on Mac OS X Mojave
-
-Linux:
-* Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
-
-iOS:
-* Fixed Asian IME input
-
-Android:
-* Updated required Android SDK to API 26, to match Google's new App Store requirements
-* Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
-* Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0)
-* Added support for custom mouse cursors on Android 7.0 and newer
-* Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK
-* Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
-* Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
-* Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
-
-
----------------------------------------------------------------------------
-2.0.8:
----------------------------------------------------------------------------
-
-General:
-* Added SDL_fmod() and SDL_log10()
-* Each of the SDL math functions now has the corresponding float version
-* Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709
-
-Windows:
-* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
-* Added resampling support on WASAPI on Windows 7 and above
-
-Windows UWP:
-* Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
-
-Mac OS X:
-* Added support for the Vulkan SDK for Mac:
-  https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
-* Added support for OpenGL ES using ANGLE when it's available
-
-Mac OS X / iOS / tvOS:
-* Added a Metal 2D render implementation
-* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
-
-iOS:
-* Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications.
-
-iOS / Android:
-* Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default)
-
-Android:
-* SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
-* SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
-* Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
-
-Android / tvOS:
-* Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events.
-
-Linux:
-* Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1"
-* Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
-
-
----------------------------------------------------------------------------
-2.0.7:
----------------------------------------------------------------------------
-
-General:
-* Added audio stream conversion functions:
-	SDL_NewAudioStream
-	SDL_AudioStreamPut
-	SDL_AudioStreamGet
-	SDL_AudioStreamAvailable
-	SDL_AudioStreamFlush
-	SDL_AudioStreamClear
-	SDL_FreeAudioStream
-* Added functions to query and set the SDL memory allocation functions:
-	SDL_GetMemoryFunctions()
-	SDL_SetMemoryFunctions()
-	SDL_GetNumAllocations()
-* Added locking functions for multi-threaded access to the joystick and game controller APIs:
-	SDL_LockJoysticks()
-	SDL_UnlockJoysticks()
-* The following functions are now thread-safe:
-	SDL_SetEventFilter()
-	SDL_GetEventFilter()
-	SDL_AddEventWatch()
-	SDL_DelEventWatch()
-
-
-General:
----------------------------------------------------------------------------
-2.0.6:
----------------------------------------------------------------------------
-
-General:
-* Added cross-platform Vulkan graphics support in SDL_vulkan.h
-	SDL_Vulkan_LoadLibrary()
-	SDL_Vulkan_GetVkGetInstanceProcAddr()
-	SDL_Vulkan_GetInstanceExtensions()
-	SDL_Vulkan_CreateSurface()
-	SDL_Vulkan_GetDrawableSize()
-	SDL_Vulkan_UnloadLibrary()
-  This is all the platform-specific code you need to bring up Vulkan on all SDL platforms. You can look at an example in test/testvulkan.c
-* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
-* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
-* Added support for many game controllers, including the Nintendo Switch Pro Controller
-* Added support for inverted axes and separate axis directions in game controller mappings
-* Added functions to return information about a joystick before it's opened:
-	SDL_JoystickGetDeviceVendor()
-	SDL_JoystickGetDeviceProduct()
-	SDL_JoystickGetDeviceProductVersion()
-	SDL_JoystickGetDeviceType()
-	SDL_JoystickGetDeviceInstanceID()
-* Added functions to return information about an open joystick:
-	SDL_JoystickGetVendor()
-	SDL_JoystickGetProduct()
-	SDL_JoystickGetProductVersion()
-	SDL_JoystickGetType()
-	SDL_JoystickGetAxisInitialState()
-* Added functions to return information about an open game controller:
-	SDL_GameControllerGetVendor()
-	SDL_GameControllerGetProduct()
-	SDL_GameControllerGetProductVersion()
-* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
-* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
-* Added SDL_DuplicateSurface() to make a copy of a surface
-* Added an experimental JACK audio driver
-* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
-* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
-* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
-	"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
-	"1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
-* Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read from raw mouse input
-* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
-
-Windows:
-* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
-* The old XAudio2 audio driver is deprecated and will be removed in the next release
-* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
-* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
-* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
-* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
-
-Linux:
-* Added an experimental KMS/DRM video driver for embedded development
-
-iOS:
-* Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
-
----------------------------------------------------------------------------
-2.0.5:
----------------------------------------------------------------------------
-
-General:
-* Implemented audio capture support for some platforms
-* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
-* Added events for dragging and dropping text
-* Added events for dragging and dropping multiple items
-* By default the click raising a window will not be delivered to the SDL application. You can set the hint SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to "1" to allow that click through to the window.
-* Saving a surface with an alpha channel as a BMP will use a newer BMP format that supports alpha information. You can set the hint SDL_HINT_BMP_SAVE_LEGACY_FORMAT to "1" to use the old format.
-* Added SDL_GetHintBoolean() to get the boolean value of a hint
-* Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
-* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
-* Added SDL_GetDisplayUsableBounds() which returns the area usable for windows. For example, on Mac OS X, this subtracts the area occupied by the menu bar and dock.
-* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
-* Added a window event SDL_WINDOWEVENT_HIT_TEST when a window had a hit test that wasn't SDL_HITTEST_NORMAL (e.g. in the title bar or window frame)
-* Added SDL_SetWindowResizable() to change whether a window is resizable
-* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
-* Added SDL_SetWindowModalFor() to set a window as modal for another window
-* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
-* Fixed flipped images when reading back from target textures when using the OpenGL renderer
-* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
-* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
-
-Windows:
-* Added a hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to prevent SDL from raising a debugger exception to name threads. This exception can cause problems with .NET applications when running under a debugger.
-* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
-* Fixed XBox controller triggers automatically being pulled at startup
-* The first icon from the executable is used as the default window icon at runtime
-* Fixed SDL log messages being printed twice if SDL was built with C library support
-* Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
-
-Mac OS X:
-* Fixed selecting the dummy video driver
-* The caps lock key now generates a pressed event when pressed and a released event when released, instead of a press/release event pair when pressed.
-* Fixed mouse wheel events on Mac OS X 10.12
-* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
-
-Linux:
-* Added support for the Fcitx IME
-* Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
-* Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
-* Added initial support for touchscreens on Raspberry Pi
-
-OpenBSD:
-* SDL_GetBasePath() is now implemented on OpenBSD
-
-iOS:
-* Added support for dynamically loaded objects on iOS 8 and newer
-
-tvOS:
-* Added support for Apple TV
-* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.  
-
-Android:
-* Fixed SDL not resizing window when Android screen resolution changes
-* Corrected the joystick Z axis reporting for the accelerometer
-
-Emscripten (running in a web browser):
-* Many bug fixes and improvements
-
-
----------------------------------------------------------------------------
-2.0.4:
----------------------------------------------------------------------------
-
-General:
-* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
-* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
-* Added an API to queue audio instead of using the audio callback:
-    SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
-* Added events for audio device hot plug support:
-    SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
-* Added SDL_PointInRect()
-* Added SDL_HasAVX2() to detect CPUs with AVX2 support
-* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
-* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
-* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
-* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
-* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
-* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
-* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
-* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
-* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
-* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
-* Added a Vivante video driver that is used on various SoC platforms
-* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated
-* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
-* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
-* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
-* Improved support for WAV and BMP files with unusual chunks in them
-* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
-* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
-* Added SDL_GetDisplayDPI() to get the DPI information for a display
-* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
-* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
-* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
-
-Windows:
-* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
-* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
-* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
-* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
-* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
-* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
-* SDL_SysWMinfo now contains the window HDC
-* Added support for Unicode command line options
-* Prevent beeping when Alt-key combos are pressed
-* SDL_SetTextInputRect() re-positions the OS-rendered IME
-* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
-* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
-
-Mac OS X:
-* Implemented drag-and-drop support
-* Improved joystick hot-plug detection
-* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
-* Fixed relative mouse mode when the application loses/regains focus
-* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
-* Fixed the refresh rate of display modes
-* SDL_SysWMInfo is now ARC-compatible
-* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
-
-Linux:
-* Enabled building with Mir and Wayland support by default.
-* Added IBus IME support
-* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
-* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
-* Added support for multiple audio devices when using Pulseaudio
-* Fixed duplicate mouse events when using relative mouse motion
-
-iOS:
-* Added support for iOS 8
-* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
-* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
-* Added native resolution support for the iPhone 6 Plus
-* Added support for MFi game controllers
-* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
-* Added sRGB OpenGL ES context support on iOS 7+
-* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
-* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
-* Fixed various rotation and orientation issues
-* Fixed memory leaks
-
-Android:
-* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
-* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
-* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
-* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
-
-Raspberry Pi:
-* Added support for the Raspberry Pi 2
-
-
----------------------------------------------------------------------------
-2.0.3:
----------------------------------------------------------------------------
-
-Mac OS X:
-* Fixed creating an OpenGL context by default on Mac OS X 10.6
-
-
----------------------------------------------------------------------------
-2.0.2:
----------------------------------------------------------------------------
-General:
-* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
-* Added an API to load a database of game controller mappings from a file:
-    SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
-* Added game controller mappings for the PS4 and OUYA controllers
-* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
-* Added SDL_DetachThread()
-* Added SDL_HasAVX() to determine if the CPU has AVX features
-* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
-* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
-  them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
-* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
-* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
-* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
-* testgl2 does not need to link with libGL anymore
-* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
-* Added controllermap test program to visually map a game controller
-
-Windows:
-* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
-  the driver or emulated through ANGLE)
-* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
-* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
-* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
-
-Mac OS X:
-* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.
-
-Linux:
-* Fixed fullscreen and focused behavior when receiving NotifyGrab events
-* Added experimental Wayland and Mir support, disabled by default
-
-Android:
-* Joystick support (minimum SDK version required to build SDL is now 12, 
-  the required runtime version remains at 10, but on such devices joystick 
-  support won't be available).
-* Hotplugging support for joysticks
-* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
-
-
----------------------------------------------------------------------------
-2.0.1:
----------------------------------------------------------------------------
-
-General:
-* Added an API to get common filesystem paths in SDL_filesystem.h:
-    SDL_GetBasePath(), SDL_GetPrefPath()
-* Added an API to do optimized YV12 and IYUV texture updates:
-    SDL_UpdateYUVTexture()
-* Added an API to get the amount of RAM on the system:
-    SDL_GetSystemRAM()
-* Added a macro to perform timestamp comparisons with SDL_GetTicks():
-    SDL_TICKS_PASSED()
-* Dramatically improved OpenGL ES 2.0 rendering performance
-* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
-
-Windows:
-* Created a static library configuration for the Visual Studio 2010 project
-* Added a hint to create the Direct3D device with support for multi-threading:
-    SDL_HINT_RENDER_DIRECT3D_THREADSAFE
-* Added a function to get the D3D9 adapter index for a display:
-    SDL_Direct3D9GetAdapterIndex()
-* Added a function to get the D3D9 device for a D3D9 renderer:
-    SDL_RenderGetD3D9Device()
-* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
-* Fixed crash when using two XInput controllers at the same time
-* Fixed detecting a mixture of XInput and DirectInput controllers
-* Fixed clearing a D3D render target larger than the window
-* Improved support for format specifiers in SDL_snprintf()
-
-Mac OS X:
-* Added support for retina displays:
-  Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
-* Fixed mouse warping in fullscreen mode
-* Right mouse click is emulated by holding the Ctrl key while left clicking
-
-Linux:
-* Fixed float audio support with the PulseAudio driver
-* Fixed missing line endpoints in the OpenGL renderer on some drivers
-* X11 symbols are no longer defined to avoid collisions when linking statically
-
-iOS:
-* Fixed status bar visibility on iOS 7
-* Flipped the accelerometer Y axis to match expected values
-
-Android:
-IMPORTANT: You MUST get the updated SDLActivity.java to match C code
-* Moved EGL initialization to native code 
-* Fixed the accelerometer axis rotation relative to the device rotation
-* Fixed race conditions when handling the EGL context on pause/resume
-* Touch devices are available for enumeration immediately after init
-
-Raspberry Pi:
-* Added support for the Raspberry Pi, see README-raspberrypi.txt for details
+
+This is a list of major changes in SDL's version history.
+
+---------------------------------------------------------------------------
+2.0.20:
+---------------------------------------------------------------------------
+
+General:
+* SDL_RenderGeometryRaw() takes a pointer to SDL_Color, not int. You can cast color data in SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 on little endian systems) for this parameter.
+* Improved accuracy of horizontal and vertical line drawing when using OpenGL or OpenGLES
+* Added the hint SDL_HINT_RENDER_LINE_METHOD to control the method of line drawing used, to select speed, correctness, and compatibility.
+
+Windows:
+* Fixed size of custom cursors
+
+Linux:
+* Fixed hotplug controller detection, broken in 2.0.18
+
+
+---------------------------------------------------------------------------
+2.0.18:
+---------------------------------------------------------------------------
+
+General:
+* The SDL wiki documentation and development headers are automatically kept in sync
+* Each function has information about in which version of SDL it was introduced
+* SDL-specific CMake options are now prefixed with 'SDL_'. Be sure to update your CMake build scripts accordingly!
+* Added the hint SDL_HINT_APP_NAME to let SDL know the name of your application for various places it might show up in system information
+* Added SDL_RenderGeometry() and SDL_RenderGeometryRaw() to allow rendering of arbitrary shapes using the SDL 2D render API
+* Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate application data with an SDL texture
+* Added SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() to convert between window coordinates and logical render coordinates
+* Added SDL_RenderSetVSync() to change whether a renderer present is synchronized with vblank at runtime
+* Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
+* Added a window event SDL_WINDOWEVENT_DISPLAY_CHANGED which is sent when a window changes what display it's centered on
+* Added SDL_GetWindowICCProfile() to query a window's ICC profile, and a window event SDL_WINDOWEVENT_ICCPROF_CHANGED that is sent when it changes
+* Added the hint SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY to allow EGL windows to be transparent instead of opaque
+* SDL_WaitEvent() has been redesigned to use less CPU in most cases
+* Added SDL_SetWindowMouseRect() and SDL_GetWindowMouseRect() to confine the mouse cursor to an area of a window
+* You can now read precise mouse wheel motion using 'preciseX' and 'preciseY' event fields
+* Added SDL_GameControllerHasRumble() and SDL_GameControllerHasRumbleTriggers() to query whether a game controller supports rumble
+* Added SDL_JoystickHasRumble() and SDL_JoystickHasRumbleTriggers() to query whether a joystick supports rumble
+* SDL's hidapi implementation is now available as a public API in SDL_hidapi.h
+
+Windows:
+* Improved relative mouse motion over Windows Remote Desktop
+* Added the hint SDL_HINT_IME_SHOW_UI to show native UI components instead of hiding them (defaults off)
+
+Windows/UWP:
+* WGI is used instead of XInput for better controller support in UWP apps
+
+Linux:
+* Added the hint SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME to set the activity that's displayed by the system when the screensaver is disabled
+* Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices
+* Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices that will be opened in addition to the normal joystick detection
+* Added SDL_LinuxSetThreadPriorityAndPolicy() for more control over a thread priority on Linux
+
+Android:
+* Added support for audio output and capture using AAudio on Android 8.1 and newer
+* Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
+
+Apple Arcade:
+* Added SDL_GameControllerGetAppleSFSymbolsNameForButton() and SDL_GameControllerGetAppleSFSymbolsNameForAxis() to support Apple Arcade titles
+
+iOS:
+* Added documentation that the UIApplicationSupportsIndirectInputEvents key must be set to true in your application's Info.plist in order to get real Bluetooth mouse events.
+* Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
+
+
+---------------------------------------------------------------------------
+2.0.16:
+---------------------------------------------------------------------------
+General:
+* Added SDL_FlashWindow() to get a user's attention
+* Added SDL_GetAudioDeviceSpec() to get the preferred audio format of a device
+* Added SDL_SetWindowAlwaysOnTop() to dynamically change the SDL_WINDOW_ALWAYS_ON_TOP flag for a window
+* Added SDL_SetWindowKeyboardGrab() to support grabbing the keyboard independently of the mouse
+* Added SDL_SoftStretchLinear() to do bilinear scaling between 32-bit software surfaces
+* Added SDL_UpdateNVTexture() to update streaming NV12/21 textures
+* Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow sending custom trigger effects to the DualSense controller
+* Added SDL_GameControllerGetSensorDataRate() to get the sensor data rate for PlayStation and Nintendo Switch controllers
+* Added support for the Amazon Luna game controller
+* Added rumble support for the Google Stadia controller using the HIDAPI driver
+* Added SDL_GameControllerType constants for the Amazon Luna and Google Stadia controllers
+* Added analog rumble for Nintendo Switch Pro controllers using the HIDAPI driver
+* Reduced CPU usage when using SDL_WaitEvent() and SDL_WaitEventTimeout()
+
+Windows:
+* Added SDL_SetWindowsMessageHook() to set a function that is called for all Windows messages
+* Added SDL_RenderGetD3D11Device() to get the D3D11 device used by the SDL renderer
+
+Linux:
+* Greatly improved Wayland support
+* Added support for audio output and capture using Pipewire
+* Added the hint SDL_HINT_AUDIO_INCLUDE_MONITORS to control whether PulseAudio recording should include monitor devices
+* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_ROLE to describe the role of your application for audio control panels
+
+Android:
+* Added SDL_AndroidShowToast() to show a lightweight notification
+
+iOS:
+* Added support for mouse relative mode on iOS 14.1 and newer
+* Added support for the Xbox Series X controller
+
+tvOS:
+* Added support for the Xbox Series X controller
+
+
+---------------------------------------------------------------------------
+2.0.14:
+---------------------------------------------------------------------------
+General:
+* Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver
+* Added game controller button constants for paddles and new buttons
+* Added game controller functions to get additional information:
+	* SDL_GameControllerGetSerial()
+	* SDL_GameControllerHasAxis()
+	* SDL_GameControllerHasButton()
+	* SDL_GameControllerGetNumTouchpads()
+	* SDL_GameControllerGetNumTouchpadFingers()
+	* SDL_GameControllerGetTouchpadFinger()
+	* SDL_GameControllerHasSensor()
+	* SDL_GameControllerSetSensorEnabled()
+	* SDL_GameControllerIsSensorEnabled()
+	* SDL_GameControllerGetSensorData()
+	* SDL_GameControllerRumbleTriggers()
+	* SDL_GameControllerHasLED()
+	* SDL_GameControllerSetLED()
+* Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used.
+* Added joystick functions to get additional information:
+	* SDL_JoystickGetSerial()
+	* SDL_JoystickRumbleTriggers()
+	* SDL_JoystickHasLED()
+	* SDL_JoystickSetLED()
+* Added an API to allow the application to create virtual joysticks:
+	* SDL_JoystickAttachVirtual()
+	* SDL_JoystickDetachVirtual()
+	* SDL_JoystickIsVirtual()
+	* SDL_JoystickSetVirtualAxis()
+	* SDL_JoystickSetVirtualButton()
+	* SDL_JoystickSetVirtualHat()
+* Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list
+* Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
+* Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size
+* The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers
+* Added SDL_GetPreferredLocales() to get the application's current locale setting
+* Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's default locale setting
+* Added SDL_OpenURL() to open a URL in the system's default browser
+* Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding
+* Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
+* Added SDL_GetErrorMsg() to get the last error in a thread-safe way
+* Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf()
+* Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc.
+
+Windows:
+* Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously
+* Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used
+* Added the hint SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT to control whether XInput and WGI should be used to for complete controller functionality with the RAWINPUT driver.
+
+macOS:
+* Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view
+* Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view
+* Added SDL_Metal_GetDrawableSize() to get the size of a window's drawable, in pixels
+
+Linux:
+* Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application
+* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream
+* Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux
+* Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy
+* Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy
+
+Android:
+* Added SDL_AndroidRequestPermission() to request a specific system permission
+* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background
+
+OS/2:
+* Added support for OS/2, see docs/README-os2.md for details
+
+Emscripten (running in a web browser):
+* Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally
+
+
+---------------------------------------------------------------------------
+2.0.12:
+---------------------------------------------------------------------------
+
+General:
+* Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
+* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
+* Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
+* Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
+* Added the window underneath the finger to the SDL_TouchFingerEvent
+* Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
+* Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
+* Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
+* Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
+* Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled.
+* Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
+* Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
+* Added support for many game controllers, including:
+	* 8BitDo FC30 Pro
+	* 8BitDo M30 GamePad
+	* BDA PS4 Fightpad
+	* HORI Fighting Commander
+	* Hyperkin Duke
+	* Hyperkin X91
+	* MOGA XP5-A Plus
+	* NACON GC-400ES
+	* NVIDIA Controller v01.04
+	* PDP Versus Fighting Pad
+	* Razer Raion Fightpad for PS4
+	* Razer Serval
+	* Stadia Controller
+	* SteelSeries Stratus Duo
+	* Victrix Pro Fight Stick for PS4
+	* Xbox One Elite Series 2
+* Fixed blocking game controller rumble calls when using the HIDAPI driver
+* Added SDL_zeroa() macro to zero an array of elements
+* Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
+
+Windows:
+* Fixed crash when using the release SDL DLL with applications built with gcc
+* Fixed performance regression in event handling introduced in 2.0.10
+* Added support for SDL_SetThreadPriority() for UWP applications
+
+Linux:
+* Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
+* Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
+
+iOS / tvOS / macOS:
+* Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
+
+iOS/ tvOS:
+* Added support for Bluetooth Steam Controllers as game controllers
+
+tvOS:
+* Fixed support for surround sound on Apple TV
+
+Android:
+* Added SDL_GetAndroidSDKVersion() to return the API level of the current device
+* Added support for audio capture using OpenSL-ES
+* Added support for Bluetooth Steam Controllers as game controllers
+* Fixed rare crashes when the app goes into the background or terminates
+
+
+---------------------------------------------------------------------------
+2.0.10:
+---------------------------------------------------------------------------
+
+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.
+
+
+---------------------------------------------------------------------------
+2.0.9:
+---------------------------------------------------------------------------
+
+General:
+* Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
+* Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
+* Added SDL_GetDisplayOrientation() to return the current display orientation
+* Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
+* Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support)
+* Added support for many other popular game controllers
+* Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller.
+* Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
+* Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
+* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
+* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
+* Added SDL_HasColorKey() to return whether a surface has a colorkey active
+* Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
+* Added SDL_IsTablet() to return whether the application is running on a tablet
+* Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
+
+Mac OS X:
+* Fixed black screen at start on Mac OS X Mojave
+
+Linux:
+* Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
+
+iOS:
+* Fixed Asian IME input
+
+Android:
+* Updated required Android SDK to API 26, to match Google's new App Store requirements
+* Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
+* Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0)
+* Added support for custom mouse cursors on Android 7.0 and newer
+* Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK
+* Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
+* Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
+* Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
+
+
+---------------------------------------------------------------------------
+2.0.8:
+---------------------------------------------------------------------------
+
+General:
+* Added SDL_fmod() and SDL_log10()
+* Each of the SDL math functions now has the corresponding float version
+* Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709
+
+Windows:
+* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
+* Added resampling support on WASAPI on Windows 7 and above
+
+Windows UWP:
+* Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
+
+Mac OS X:
+* Added support for the Vulkan SDK for Mac:
+  https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
+* Added support for OpenGL ES using ANGLE when it's available
+
+Mac OS X / iOS / tvOS:
+* Added a Metal 2D render implementation
+* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
+
+iOS:
+* Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications.
+
+iOS / Android:
+* Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default)
+
+Android:
+* SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
+* SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
+* Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
+
+Android / tvOS:
+* Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events.
+
+Linux:
+* Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1"
+* Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
+
+
+---------------------------------------------------------------------------
+2.0.7:
+---------------------------------------------------------------------------
+
+General:
+* Added audio stream conversion functions:
+	SDL_NewAudioStream
+	SDL_AudioStreamPut
+	SDL_AudioStreamGet
+	SDL_AudioStreamAvailable
+	SDL_AudioStreamFlush
+	SDL_AudioStreamClear
+	SDL_FreeAudioStream
+* Added functions to query and set the SDL memory allocation functions:
+	SDL_GetMemoryFunctions()
+	SDL_SetMemoryFunctions()
+	SDL_GetNumAllocations()
+* Added locking functions for multi-threaded access to the joystick and game controller APIs:
+	SDL_LockJoysticks()
+	SDL_UnlockJoysticks()
+* The following functions are now thread-safe:
+	SDL_SetEventFilter()
+	SDL_GetEventFilter()
+	SDL_AddEventWatch()
+	SDL_DelEventWatch()
+
+
+General:
+---------------------------------------------------------------------------
+2.0.6:
+---------------------------------------------------------------------------
+
+General:
+* Added cross-platform Vulkan graphics support in SDL_vulkan.h
+	SDL_Vulkan_LoadLibrary()
+	SDL_Vulkan_GetVkGetInstanceProcAddr()
+	SDL_Vulkan_GetInstanceExtensions()
+	SDL_Vulkan_CreateSurface()
+	SDL_Vulkan_GetDrawableSize()
+	SDL_Vulkan_UnloadLibrary()
+  This is all the platform-specific code you need to bring up Vulkan on all SDL platforms. You can look at an example in test/testvulkan.c
+* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
+* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
+* Added support for many game controllers, including the Nintendo Switch Pro Controller
+* Added support for inverted axes and separate axis directions in game controller mappings
+* Added functions to return information about a joystick before it's opened:
+	SDL_JoystickGetDeviceVendor()
+	SDL_JoystickGetDeviceProduct()
+	SDL_JoystickGetDeviceProductVersion()
+	SDL_JoystickGetDeviceType()
+	SDL_JoystickGetDeviceInstanceID()
+* Added functions to return information about an open joystick:
+	SDL_JoystickGetVendor()
+	SDL_JoystickGetProduct()
+	SDL_JoystickGetProductVersion()
+	SDL_JoystickGetType()
+	SDL_JoystickGetAxisInitialState()
+* Added functions to return information about an open game controller:
+	SDL_GameControllerGetVendor()
+	SDL_GameControllerGetProduct()
+	SDL_GameControllerGetProductVersion()
+* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
+* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
+* Added SDL_DuplicateSurface() to make a copy of a surface
+* Added an experimental JACK audio driver
+* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
+* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
+* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
+	"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
+	"1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
+* Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read from raw mouse input
+* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
+
+Windows:
+* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
+* The old XAudio2 audio driver is deprecated and will be removed in the next release
+* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
+* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
+* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
+* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
+
+Linux:
+* Added an experimental KMS/DRM video driver for embedded development
+
+iOS:
+* Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
+
+---------------------------------------------------------------------------
+2.0.5:
+---------------------------------------------------------------------------
+
+General:
+* Implemented audio capture support for some platforms
+* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
+* Added events for dragging and dropping text
+* Added events for dragging and dropping multiple items
+* By default the click raising a window will not be delivered to the SDL application. You can set the hint SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to "1" to allow that click through to the window.
+* Saving a surface with an alpha channel as a BMP will use a newer BMP format that supports alpha information. You can set the hint SDL_HINT_BMP_SAVE_LEGACY_FORMAT to "1" to use the old format.
+* Added SDL_GetHintBoolean() to get the boolean value of a hint
+* Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
+* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
+* Added SDL_GetDisplayUsableBounds() which returns the area usable for windows. For example, on Mac OS X, this subtracts the area occupied by the menu bar and dock.
+* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
+* Added a window event SDL_WINDOWEVENT_HIT_TEST when a window had a hit test that wasn't SDL_HITTEST_NORMAL (e.g. in the title bar or window frame)
+* Added SDL_SetWindowResizable() to change whether a window is resizable
+* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
+* Added SDL_SetWindowModalFor() to set a window as modal for another window
+* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
+* Fixed flipped images when reading back from target textures when using the OpenGL renderer
+* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
+* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
+
+Windows:
+* Added a hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to prevent SDL from raising a debugger exception to name threads. This exception can cause problems with .NET applications when running under a debugger.
+* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
+* Fixed XBox controller triggers automatically being pulled at startup
+* The first icon from the executable is used as the default window icon at runtime
+* Fixed SDL log messages being printed twice if SDL was built with C library support
+* Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
+
+Mac OS X:
+* Fixed selecting the dummy video driver
+* The caps lock key now generates a pressed event when pressed and a released event when released, instead of a press/release event pair when pressed.
+* Fixed mouse wheel events on Mac OS X 10.12
+* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
+
+Linux:
+* Added support for the Fcitx IME
+* Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
+* Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
+* Added initial support for touchscreens on Raspberry Pi
+
+OpenBSD:
+* SDL_GetBasePath() is now implemented on OpenBSD
+
+iOS:
+* Added support for dynamically loaded objects on iOS 8 and newer
+
+tvOS:
+* Added support for Apple TV
+* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.  
+
+Android:
+* Fixed SDL not resizing window when Android screen resolution changes
+* Corrected the joystick Z axis reporting for the accelerometer
+
+Emscripten (running in a web browser):
+* Many bug fixes and improvements
+
+
+---------------------------------------------------------------------------
+2.0.4:
+---------------------------------------------------------------------------
+
+General:
+* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
+* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
+* Added an API to queue audio instead of using the audio callback:
+    SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
+* Added events for audio device hot plug support:
+    SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
+* Added SDL_PointInRect()
+* Added SDL_HasAVX2() to detect CPUs with AVX2 support
+* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
+* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
+* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
+* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
+* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
+* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
+* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
+* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
+* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
+* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
+* Added a Vivante video driver that is used on various SoC platforms
+* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated
+* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
+* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
+* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
+* Improved support for WAV and BMP files with unusual chunks in them
+* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
+* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
+* Added SDL_GetDisplayDPI() to get the DPI information for a display
+* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
+* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
+* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
+
+Windows:
+* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
+* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
+* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
+* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
+* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
+* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
+* SDL_SysWMinfo now contains the window HDC
+* Added support for Unicode command line options
+* Prevent beeping when Alt-key combos are pressed
+* SDL_SetTextInputRect() re-positions the OS-rendered IME
+* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
+* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
+
+Mac OS X:
+* Implemented drag-and-drop support
+* Improved joystick hot-plug detection
+* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
+* Fixed relative mouse mode when the application loses/regains focus
+* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
+* Fixed the refresh rate of display modes
+* SDL_SysWMInfo is now ARC-compatible
+* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
+
+Linux:
+* Enabled building with Mir and Wayland support by default.
+* Added IBus IME support
+* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
+* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
+* Added support for multiple audio devices when using Pulseaudio
+* Fixed duplicate mouse events when using relative mouse motion
+
+iOS:
+* Added support for iOS 8
+* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
+* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
+* Added native resolution support for the iPhone 6 Plus
+* Added support for MFi game controllers
+* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
+* Added sRGB OpenGL ES context support on iOS 7+
+* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
+* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
+* Fixed various rotation and orientation issues
+* Fixed memory leaks
+
+Android:
+* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
+* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
+* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
+* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
+
+Raspberry Pi:
+* Added support for the Raspberry Pi 2
+
+
+---------------------------------------------------------------------------
+2.0.3:
+---------------------------------------------------------------------------
+
+Mac OS X:
+* Fixed creating an OpenGL context by default on Mac OS X 10.6
+
+
+---------------------------------------------------------------------------
+2.0.2:
+---------------------------------------------------------------------------
+General:
+* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
+* Added an API to load a database of game controller mappings from a file:
+    SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
+* Added game controller mappings for the PS4 and OUYA controllers
+* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
+* Added SDL_DetachThread()
+* Added SDL_HasAVX() to determine if the CPU has AVX features
+* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
+* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
+  them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
+* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
+* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
+* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
+* testgl2 does not need to link with libGL anymore
+* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
+* Added controllermap test program to visually map a game controller
+
+Windows:
+* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
+  the driver or emulated through ANGLE)
+* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
+* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
+* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
+
+Mac OS X:
+* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.
+
+Linux:
+* Fixed fullscreen and focused behavior when receiving NotifyGrab events
+* Added experimental Wayland and Mir support, disabled by default
+
+Android:
+* Joystick support (minimum SDK version required to build SDL is now 12, 
+  the required runtime version remains at 10, but on such devices joystick 
+  support won't be available).
+* Hotplugging support for joysticks
+* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
+
+
+---------------------------------------------------------------------------
+2.0.1:
+---------------------------------------------------------------------------
+
+General:
+* Added an API to get common filesystem paths in SDL_filesystem.h:
+    SDL_GetBasePath(), SDL_GetPrefPath()
+* Added an API to do optimized YV12 and IYUV texture updates:
+    SDL_UpdateYUVTexture()
+* Added an API to get the amount of RAM on the system:
+    SDL_GetSystemRAM()
+* Added a macro to perform timestamp comparisons with SDL_GetTicks():
+    SDL_TICKS_PASSED()
+* Dramatically improved OpenGL ES 2.0 rendering performance
+* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
+
+Windows:
+* Created a static library configuration for the Visual Studio 2010 project
+* Added a hint to create the Direct3D device with support for multi-threading:
+    SDL_HINT_RENDER_DIRECT3D_THREADSAFE
+* Added a function to get the D3D9 adapter index for a display:
+    SDL_Direct3D9GetAdapterIndex()
+* Added a function to get the D3D9 device for a D3D9 renderer:
+    SDL_RenderGetD3D9Device()
+* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
+* Fixed crash when using two XInput controllers at the same time
+* Fixed detecting a mixture of XInput and DirectInput controllers
+* Fixed clearing a D3D render target larger than the window
+* Improved support for format specifiers in SDL_snprintf()
+
+Mac OS X:
+* Added support for retina displays:
+  Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
+* Fixed mouse warping in fullscreen mode
+* Right mouse click is emulated by holding the Ctrl key while left clicking
+
+Linux:
+* Fixed float audio support with the PulseAudio driver
+* Fixed missing line endpoints in the OpenGL renderer on some drivers
+* X11 symbols are no longer defined to avoid collisions when linking statically
+
+iOS:
+* Fixed status bar visibility on iOS 7
+* Flipped the accelerometer Y axis to match expected values
+
+Android:
+IMPORTANT: You MUST get the updated SDLActivity.java to match C code
+* Moved EGL initialization to native code 
+* Fixed the accelerometer axis rotation relative to the device rotation
+* Fixed race conditions when handling the EGL context on pause/resume
+* Touch devices are available for enumeration immediately after init
+
+Raspberry Pi:
+* Added support for the Raspberry Pi, see README-raspberrypi.txt for details

+ 2 - 2
sdl.mod/SDL/Xcode/SDL/Info-Framework.plist

@@ -19,10 +19,10 @@
 	<key>CFBundlePackageType</key>
 	<key>CFBundlePackageType</key>
 	<string>FMWK</string>
 	<string>FMWK</string>
 	<key>CFBundleShortVersionString</key>
 	<key>CFBundleShortVersionString</key>
-	<string>2.0.19</string>
+	<string>2.0.21</string>
 	<key>CFBundleSignature</key>
 	<key>CFBundleSignature</key>
 	<string>SDLX</string>
 	<string>SDLX</string>
 	<key>CFBundleVersion</key>
 	<key>CFBundleVersion</key>
-	<string>2.0.19</string>
+	<string>2.0.21</string>
 </dict>
 </dict>
 </plist>
 </plist>

+ 2 - 2
sdl.mod/SDL/Xcode/SDL/SDL.xcodeproj/project.pbxproj

@@ -9111,7 +9111,7 @@
 				DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
 				DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
 				DEPLOYMENT_POSTPROCESSING = YES;
 				DEPLOYMENT_POSTPROCESSING = YES;
 				DYLIB_COMPATIBILITY_VERSION = 1.0.0;
 				DYLIB_COMPATIBILITY_VERSION = 1.0.0;
-				DYLIB_CURRENT_VERSION = 19.0.0;
+				DYLIB_CURRENT_VERSION = 19.3.0;
 				DYLIB_INSTALL_NAME_BASE = "@rpath";
 				DYLIB_INSTALL_NAME_BASE = "@rpath";
 				ENABLE_STRICT_OBJC_MSGSEND = YES;
 				ENABLE_STRICT_OBJC_MSGSEND = YES;
 				GCC_ALTIVEC_EXTENSIONS = YES;
 				GCC_ALTIVEC_EXTENSIONS = YES;
@@ -9195,7 +9195,7 @@
 				CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
 				CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
 				DEBUG_INFORMATION_FORMAT = dwarf;
 				DEBUG_INFORMATION_FORMAT = dwarf;
 				DYLIB_COMPATIBILITY_VERSION = 1.0.0;
 				DYLIB_COMPATIBILITY_VERSION = 1.0.0;
-				DYLIB_CURRENT_VERSION = 19.0.0;
+				DYLIB_CURRENT_VERSION = 19.3.0;
 				DYLIB_INSTALL_NAME_BASE = "@rpath";
 				DYLIB_INSTALL_NAME_BASE = "@rpath";
 				ENABLE_STRICT_OBJC_MSGSEND = YES;
 				ENABLE_STRICT_OBJC_MSGSEND = YES;
 				ENABLE_TESTABILITY = YES;
 				ENABLE_TESTABILITY = YES;

+ 1 - 1
sdl.mod/SDL/Xcode/SDL/pkg-support/resources/License.txt

@@ -1,6 +1,6 @@
 
 
 Simple DirectMedia Layer
 Simple DirectMedia Layer
-Copyright (C) 1997-2021 Sam Lantinga <[email protected]>
+Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
   
   
 This software is provided 'as-is', without any express or implied
 This software is provided 'as-is', without any express or implied
 warranty.  In no event will the authors be held liable for any damages
 warranty.  In no event will the authors be held liable for any damages

+ 0 - 0
sdl.mod/SDL/android-project-ant/AndroidManifest.xml


+ 1 - 0
sdl.mod/SDL/android-project-ant/AndroidManifest.xml

@@ -0,0 +1 @@
+../android-project/app/src/main/AndroidManifest.xml

+ 0 - 0
sdl.mod/SDL/android-project-ant/src


+ 1 - 0
sdl.mod/SDL/android-project-ant/src

@@ -0,0 +1 @@
+../android-project/app/src/main/java

+ 3 - 0
sdl.mod/SDL/android-project/app/src/main/java/org/libsdl/app/HIDDeviceManager.java

@@ -141,6 +141,9 @@ public class HIDDeviceManager {
 
 
     private void initializeUSB() {
     private void initializeUSB() {
         mUsbManager = (UsbManager)mContext.getSystemService(Context.USB_SERVICE);
         mUsbManager = (UsbManager)mContext.getSystemService(Context.USB_SERVICE);
+        if (mUsbManager == null) {
+            return;
+        }
 
 
         /*
         /*
         // Logging
         // Logging

+ 1 - 1
sdl.mod/SDL/android-project/app/src/main/java/org/libsdl/app/SDLActivity.java

@@ -1204,7 +1204,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
 
 
         for (int id : ids) {
         for (int id : ids) {
             InputDevice device = InputDevice.getDevice(id);
             InputDevice device = InputDevice.getDevice(id);
-            if (device != null && (device.getSources() & InputDevice.SOURCE_TOUCHSCREEN) != 0) {
+            if (device != null && (device.getSources() & InputDevice.SOURCE_TOUCHSCREEN) == InputDevice.SOURCE_TOUCHSCREEN) {
                 nativeAddTouch(device.getId(), device.getName());
                 nativeAddTouch(device.getId(), device.getName());
             }
             }
         }
         }

+ 2 - 0
sdl.mod/SDL/android-project/app/src/main/java/org/libsdl/app/SDLControllerManager.java

@@ -319,6 +319,7 @@ class SDLJoystickHandler_API19 extends SDLJoystickHandler_API16 {
             KeyEvent.KEYCODE_BUTTON_X,
             KeyEvent.KEYCODE_BUTTON_X,
             KeyEvent.KEYCODE_BUTTON_Y,
             KeyEvent.KEYCODE_BUTTON_Y,
             KeyEvent.KEYCODE_BACK,
             KeyEvent.KEYCODE_BACK,
+            KeyEvent.KEYCODE_MENU,
             KeyEvent.KEYCODE_BUTTON_MODE,
             KeyEvent.KEYCODE_BUTTON_MODE,
             KeyEvent.KEYCODE_BUTTON_START,
             KeyEvent.KEYCODE_BUTTON_START,
             KeyEvent.KEYCODE_BUTTON_THUMBL,
             KeyEvent.KEYCODE_BUTTON_THUMBL,
@@ -360,6 +361,7 @@ class SDLJoystickHandler_API19 extends SDLJoystickHandler_API16 {
             (1 << 2),   // X -> X
             (1 << 2),   // X -> X
             (1 << 3),   // Y -> Y
             (1 << 3),   // Y -> Y
             (1 << 4),   // BACK -> BACK
             (1 << 4),   // BACK -> BACK
+            (1 << 6),   // MENU -> START
             (1 << 5),   // MODE -> GUIDE
             (1 << 5),   // MODE -> GUIDE
             (1 << 6),   // START -> START
             (1 << 6),   // START -> START
             (1 << 7),   // THUMBL -> LEFTSTICK
             (1 << 7),   // THUMBL -> LEFTSTICK

+ 90 - 90
sdl.mod/SDL/android-project/gradlew

@@ -1,90 +1,90 @@
-@if "%DEBUG%" == "" @echo off
-@rem ##########################################################################
-@rem
-@rem  Gradle startup script for Windows
-@rem
-@rem ##########################################################################
-
-@rem Set local scope for the variables with windows NT shell
-if "%OS%"=="Windows_NT" setlocal
-
-@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
-set DEFAULT_JVM_OPTS=
-
-set DIRNAME=%~dp0
-if "%DIRNAME%" == "" set DIRNAME=.
-set APP_BASE_NAME=%~n0
-set APP_HOME=%DIRNAME%
-
-@rem Find java.exe
-if defined JAVA_HOME goto findJavaFromJavaHome
-
-set JAVA_EXE=java.exe
-%JAVA_EXE% -version >NUL 2>&1
-if "%ERRORLEVEL%" == "0" goto init
-
-echo.
-echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
-echo.
-echo Please set the JAVA_HOME variable in your environment to match the
-echo location of your Java installation.
-
-goto fail
-
-:findJavaFromJavaHome
-set JAVA_HOME=%JAVA_HOME:"=%
-set JAVA_EXE=%JAVA_HOME%/bin/java.exe
-
-if exist "%JAVA_EXE%" goto init
-
-echo.
-echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
-echo.
-echo Please set the JAVA_HOME variable in your environment to match the
-echo location of your Java installation.
-
-goto fail
-
-:init
-@rem Get command-line arguments, handling Windowz variants
-
-if not "%OS%" == "Windows_NT" goto win9xME_args
-if "%@eval[2+2]" == "4" goto 4NT_args
-
-:win9xME_args
-@rem Slurp the command line arguments.
-set CMD_LINE_ARGS=
-set _SKIP=2
-
-:win9xME_args_slurp
-if "x%~1" == "x" goto execute
-
-set CMD_LINE_ARGS=%*
-goto execute
-
-:4NT_args
-@rem Get arguments from the 4NT Shell from JP Software
-set CMD_LINE_ARGS=%$
-
-:execute
-@rem Setup the command line
-
-set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
-
-@rem Execute Gradle
-"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
-
-:end
-@rem End local scope for the variables with windows NT shell
-if "%ERRORLEVEL%"=="0" goto mainEnd
-
-:fail
-rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
-rem the _cmd.exe /c_ return code!
-if  not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
-exit /b 1
-
-:mainEnd
-if "%OS%"=="Windows_NT" endlocal
-
-:omega
+@if "%DEBUG%" == "" @echo off
+@rem ##########################################################################
+@rem
+@rem  Gradle startup script for Windows
+@rem
+@rem ##########################################################################
+
+@rem Set local scope for the variables with windows NT shell
+if "%OS%"=="Windows_NT" setlocal
+
+@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
+set DEFAULT_JVM_OPTS=
+
+set DIRNAME=%~dp0
+if "%DIRNAME%" == "" set DIRNAME=.
+set APP_BASE_NAME=%~n0
+set APP_HOME=%DIRNAME%
+
+@rem Find java.exe
+if defined JAVA_HOME goto findJavaFromJavaHome
+
+set JAVA_EXE=java.exe
+%JAVA_EXE% -version >NUL 2>&1
+if "%ERRORLEVEL%" == "0" goto init
+
+echo.
+echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
+echo.
+echo Please set the JAVA_HOME variable in your environment to match the
+echo location of your Java installation.
+
+goto fail
+
+:findJavaFromJavaHome
+set JAVA_HOME=%JAVA_HOME:"=%
+set JAVA_EXE=%JAVA_HOME%/bin/java.exe
+
+if exist "%JAVA_EXE%" goto init
+
+echo.
+echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
+echo.
+echo Please set the JAVA_HOME variable in your environment to match the
+echo location of your Java installation.
+
+goto fail
+
+:init
+@rem Get command-line arguments, handling Windowz variants
+
+if not "%OS%" == "Windows_NT" goto win9xME_args
+if "%@eval[2+2]" == "4" goto 4NT_args
+
+:win9xME_args
+@rem Slurp the command line arguments.
+set CMD_LINE_ARGS=
+set _SKIP=2
+
+:win9xME_args_slurp
+if "x%~1" == "x" goto execute
+
+set CMD_LINE_ARGS=%*
+goto execute
+
+:4NT_args
+@rem Get arguments from the 4NT Shell from JP Software
+set CMD_LINE_ARGS=%$
+
+:execute
+@rem Setup the command line
+
+set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
+
+@rem Execute Gradle
+"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
+
+:end
+@rem End local scope for the variables with windows NT shell
+if "%ERRORLEVEL%"=="0" goto mainEnd
+
+:fail
+rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
+rem the _cmd.exe /c_ return code!
+if  not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
+exit /b 1
+
+:mainEnd
+if "%OS%"=="Windows_NT" endlocal
+
+:omega

+ 8 - 5
sdl.mod/SDL/autogen.sh

@@ -1,14 +1,14 @@
 #! /bin/sh
 #! /bin/sh
 # Attempt to guess a canonical system name.
 # Attempt to guess a canonical system name.
-#   Copyright 1992-2021 Free Software Foundation, Inc.
+#   Copyright 1992-2022 Free Software Foundation, Inc.
 
 
 # shellcheck disable=SC2006,SC2268 # see below for rationale
 # shellcheck disable=SC2006,SC2268 # see below for rationale
 
 
-timestamp='2021-06-03'
+timestamp='2022-01-03'
 
 
 # This file is free software; you can redistribute it and/or modify it
 # This file is free software; you can redistribute it and/or modify it
 # under the terms of the GNU General Public License as published by
 # under the terms of the GNU General Public License as published by
-# the Free Software Foundation; either version 3 of the License, or
+# the Free Software Foundation, either version 3 of the License, or
 # (at your option) any later version.
 # (at your option) any later version.
 #
 #
 # This program is distributed in the hope that it will be useful, but
 # This program is distributed in the hope that it will be useful, but
@@ -60,7 +60,7 @@ version="\
 GNU config.guess ($timestamp)
 GNU config.guess ($timestamp)
 
 
 Originally written by Per Bothner.
 Originally written by Per Bothner.
-Copyright 1992-2021 Free Software Foundation, Inc.
+Copyright 1992-2022 Free Software Foundation, Inc.
 
 
 This is free software; see the source for copying conditions.  There is NO
 This is free software; see the source for copying conditions.  There is NO
 warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE."
 warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE."
@@ -437,7 +437,7 @@ case $UNAME_MACHINE:$UNAME_SYSTEM:$UNAME_RELEASE:$UNAME_VERSION in
 	# This test works for both compilers.
 	# This test works for both compilers.
 	if test "$CC_FOR_BUILD" != no_compiler_found; then
 	if test "$CC_FOR_BUILD" != no_compiler_found; then
 	    if (echo '#ifdef __amd64'; echo IS_64BIT_ARCH; echo '#endif') | \
 	    if (echo '#ifdef __amd64'; echo IS_64BIT_ARCH; echo '#endif') | \
-		(CCOPTS="" $CC_FOR_BUILD -E - 2>/dev/null) | \
+		(CCOPTS="" $CC_FOR_BUILD -m64 -E - 2>/dev/null) | \
 		grep IS_64BIT_ARCH >/dev/null
 		grep IS_64BIT_ARCH >/dev/null
 	    then
 	    then
 		SUN_ARCH=x86_64
 		SUN_ARCH=x86_64
@@ -1522,6 +1522,9 @@ EOF
     i*86:rdos:*:*)
     i*86:rdos:*:*)
 	GUESS=$UNAME_MACHINE-pc-rdos
 	GUESS=$UNAME_MACHINE-pc-rdos
 	;;
 	;;
+    i*86:Fiwix:*:*)
+	GUESS=$UNAME_MACHINE-pc-fiwix
+	;;
     *:AROS:*:*)
     *:AROS:*:*)
 	GUESS=$UNAME_MACHINE-unknown-aros
 	GUESS=$UNAME_MACHINE-unknown-aros
 	;;
 	;;

+ 13 - 7
sdl.mod/SDL/build-scripts/config.sub

@@ -1,14 +1,14 @@
 #! /bin/sh
 #! /bin/sh
 # Configuration validation subroutine script.
 # Configuration validation subroutine script.
-#   Copyright 1992-2021 Free Software Foundation, Inc.
+#   Copyright 1992-2022 Free Software Foundation, Inc.
 
 
 # shellcheck disable=SC2006,SC2268 # see below for rationale
 # shellcheck disable=SC2006,SC2268 # see below for rationale
 
 
-timestamp='2021-08-14'
+timestamp='2022-01-03'
 
 
 # This file is free software; you can redistribute it and/or modify it
 # This file is free software; you can redistribute it and/or modify it
 # under the terms of the GNU General Public License as published by
 # under the terms of the GNU General Public License as published by
-# the Free Software Foundation; either version 3 of the License, or
+# the Free Software Foundation, either version 3 of the License, or
 # (at your option) any later version.
 # (at your option) any later version.
 #
 #
 # This program is distributed in the hope that it will be useful, but
 # This program is distributed in the hope that it will be useful, but
@@ -76,7 +76,7 @@ Report bugs and patches to <[email protected]>."
 version="\
 version="\
 GNU config.sub ($timestamp)
 GNU config.sub ($timestamp)
 
 
-Copyright 1992-2021 Free Software Foundation, Inc.
+Copyright 1992-2022 Free Software Foundation, Inc.
 
 
 This is free software; see the source for copying conditions.  There is NO
 This is free software; see the source for copying conditions.  There is NO
 warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE."
 warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE."
@@ -1020,6 +1020,11 @@ case $cpu-$vendor in
 		;;
 		;;
 
 
 	# Here we normalize CPU types with a missing or matching vendor
 	# Here we normalize CPU types with a missing or matching vendor
+	armh-unknown | armh-alt)
+		cpu=armv7l
+		vendor=alt
+		basic_os=${basic_os:-linux-gnueabihf}
+		;;
 	dpx20-unknown | dpx20-bull)
 	dpx20-unknown | dpx20-bull)
 		cpu=rs6000
 		cpu=rs6000
 		vendor=bull
 		vendor=bull
@@ -1121,7 +1126,7 @@ case $cpu-$vendor in
 	xscale-* | xscalee[bl]-*)
 	xscale-* | xscalee[bl]-*)
 		cpu=`echo "$cpu" | sed 's/^xscale/arm/'`
 		cpu=`echo "$cpu" | sed 's/^xscale/arm/'`
 		;;
 		;;
-	arm64-*)
+	arm64-* | aarch64le-*)
 		cpu=aarch64
 		cpu=aarch64
 		;;
 		;;
 
 
@@ -1304,7 +1309,7 @@ esac
 if test x$basic_os != x
 if test x$basic_os != x
 then
 then
 
 
-# First recognize some ad-hoc caes, or perhaps split kernel-os, or else just
+# First recognize some ad-hoc cases, or perhaps split kernel-os, or else just
 # set os.
 # set os.
 case $basic_os in
 case $basic_os in
 	gnu/linux*)
 	gnu/linux*)
@@ -1748,7 +1753,8 @@ case $os in
 	     | skyos* | haiku* | rdos* | toppers* | drops* | es* \
 	     | skyos* | haiku* | rdos* | toppers* | drops* | es* \
 	     | onefs* | tirtos* | phoenix* | fuchsia* | redox* | bme* \
 	     | onefs* | tirtos* | phoenix* | fuchsia* | redox* | bme* \
 	     | midnightbsd* | amdhsa* | unleashed* | emscripten* | wasi* \
 	     | midnightbsd* | amdhsa* | unleashed* | emscripten* | wasi* \
-	     | nsk* | powerunix* | genode* | zvmoe* | qnx* | emx* | zephyr*)
+	     | nsk* | powerunix* | genode* | zvmoe* | qnx* | emx* | zephyr* \
+	     | fiwix* )
 		;;
 		;;
 	# This one is extra strict with allowed versions
 	# This one is extra strict with allowed versions
 	sco3.2v2 | sco3.2v[4-9]* | sco5v6*)
 	sco3.2v2 | sco3.2v[4-9]* | sco5v6*)

+ 3 - 4
sdl.mod/SDL/build-scripts/emscripten-buildbot.sh

@@ -12,8 +12,7 @@ if [ -z "$WATCOM" ]; then
     echo "This is often something like '/usr/local/share/watcom'" 1>&2
     echo "This is often something like '/usr/local/share/watcom'" 1>&2
     exit 1
     exit 1
 fi
 fi
-
-export PATH="$WATCOM/binl:$PATH"
+export PATH="$WATCOM/binl64:$PATH"
 
 
 ZIPFILE="$1"
 ZIPFILE="$1"
 if [ -z $1 ]; then
 if [ -z $1 ]; then
@@ -31,8 +30,8 @@ rm -f $ZIPFILE
 wmake -f Makefile.os2
 wmake -f Makefile.os2
 rm -rf $ZIPDIR
 rm -rf $ZIPDIR
 mkdir -p $ZIPDIR
 mkdir -p $ZIPDIR
-chmod a+r SDL2.lib SDL2.dll
-mv SDL2.lib SDL2.dll $ZIPDIR/
+chmod 644 SDL2.dll SDL2.lib SDL2test.lib
+mv SDL2.dll SDL2.lib SDL2test.lib $ZIPDIR/
 cp -R include $ZIPDIR/
 cp -R include $ZIPDIR/
 zip -9r "buildbot/$ZIPFILE" $ZIPDIR
 zip -9r "buildbot/$ZIPFILE" $ZIPDIR
 
 

+ 262 - 19
sdl.mod/SDL/build-scripts/raspberrypi-buildbot.sh

@@ -14,6 +14,7 @@ foreach (@ARGV) {
     $copy_direction = 1, next if $_ eq '--copy-to-headers';
     $copy_direction = 1, next if $_ eq '--copy-to-headers';
     $copy_direction = 1, next if $_ eq '--copy-to-header';
     $copy_direction = 1, next if $_ eq '--copy-to-header';
     $copy_direction = -1, next if $_ eq '--copy-to-wiki';
     $copy_direction = -1, next if $_ eq '--copy-to-wiki';
+    $copy_direction = -2, next if $_ eq '--copy-to-manpages';
     $srcpath = $_, next if not defined $srcpath;
     $srcpath = $_, next if not defined $srcpath;
     $wikipath = $_, next if not defined $wikipath;
     $wikipath = $_, next if not defined $wikipath;
 }
 }
@@ -199,6 +200,9 @@ sub wikify {
 }
 }
 
 
 
 
+my $dewikify_mode = 'md';
+my $dewikify_manpage_code_indent = 1;
+
 sub dewikify_chunk {
 sub dewikify_chunk {
     my $wikitype = shift;
     my $wikitype = shift;
     my $str = shift;
     my $str = shift;
@@ -207,30 +211,67 @@ sub dewikify_chunk {
 
 
     #print("\n\nDEWIKIFY CHUNK:\n\n$str\n\n\n");
     #print("\n\nDEWIKIFY CHUNK:\n\n$str\n\n\n");
 
 
-    if ($wikitype eq 'mediawiki') {
-        # Doxygen supports Markdown (and it just simply looks better than MediaWiki
-        # when looking at the raw headers), so do some conversions here as necessary.
+    if ($dewikify_mode eq 'md') {
+        if ($wikitype eq 'mediawiki') {
+            # Doxygen supports Markdown (and it just simply looks better than MediaWiki
+            # when looking at the raw headers), so do some conversions here as necessary.
 
 
-        $str =~ s/\[\[(SDL_[a-zA-Z0-9_]+)\]\]/$1/gms;  # Dump obvious wikilinks.
+            $str =~ s/\[\[(SDL_[a-zA-Z0-9_]+)\]\]/$1/gms;  # Dump obvious wikilinks.
 
 
-        # <code></code> is also popular.  :/
-        $str =~ s/\<code>(.*?)<\/code>/`$1`/gms;
+            # <code></code> is also popular.  :/
+            $str =~ s/\<code>(.*?)<\/code>/`$1`/gms;
 
 
-        # bold+italic
-        $str =~ s/\'''''(.*?)'''''/***$1***/gms;
+            # bold+italic
+            $str =~ s/'''''(.*?)'''''/***$1***/gms;
 
 
-        # bold
-        $str =~ s/\'''(.*?)'''/**$1**/gms;
+            # bold
+            $str =~ s/'''(.*?)'''/**$1**/gms;
 
 
-        # italic
-        $str =~ s/\''(.*?)''/*$1*/gms;
+            # italic
+            $str =~ s/''(.*?)''/*$1*/gms;
 
 
-        # bullets
-        $str =~ s/^\* /- /gm;
-    }
+            # bullets
+            $str =~ s/^\* /- /gm;
+        }
+
+        if (defined $code) {
+            $str .= "```$codelang$code```";
+        }
+    } elsif ($dewikify_mode eq 'manpage') {
+        $str =~ s/\./\\[char46]/gms;  # make sure these can't become control codes.
+        if ($wikitype eq 'mediawiki') {
+            $str =~ s/\s*\[\[(SDL_[a-zA-Z0-9_]+)\]\]\s*/\n.BR $1\n/gms;  # Dump obvious wikilinks.
+
+            # <code></code> is also popular.  :/
+            $str =~ s/\s*\<code>(.*?)<\/code>\s*/\n.BR $1\n/gms;
+
+            # bold+italic
+            $str =~ s/\s*'''''(.*?)'''''\s*/\n.BI $1\n/gms;
 
 
-    if (defined $code) {
-        $str .= "```$codelang$code```";
+            # bold
+            $str =~ s/\s*'''(.*?)'''\s*/\n.B $1\n/gms;
+
+            # italic
+            $str =~ s/\s*''(.*?)''\s*/\n.I $1\n/gms;
+
+            # bullets
+            $str =~ s/^\* /\n\\\(bu /gm;
+        } else {
+            die("Unexpected wikitype when converting to manpages\n");   # !!! FIXME: need to handle Markdown wiki pages.
+        }
+
+        if (defined $code) {
+            $code =~ s/\A\n+//gms;
+            $code =~ s/\n+\Z//gms;
+            if ($dewikify_manpage_code_indent) {
+                $str .= "\n.IP\n"
+            } else {
+                $str .= "\n.PP\n"
+            }
+            $str .= ".EX\n$code\n.EE\n.PP\n";
+        }
+    } else {
+        die("Unexpected dewikify_mode\n");
     }
     }
 
 
     #print("\n\nDEWIKIFY CHUNK DONE:\n\n$str\n\n\n");
     #print("\n\nDEWIKIFY CHUNK DONE:\n\n$str\n\n\n");
@@ -260,7 +301,7 @@ sub dewikify {
 }
 }
 
 
 sub usage {
 sub usage {
-    die("USAGE: $0 <source code git clone path> <wiki git clone path> [--copy-to-headers|--copy-to-wiki] [--warn-about-missing]\n\n");
+    die("USAGE: $0 <source code git clone path> <wiki git clone path> [--copy-to-headers|--copy-to-wiki|--copy-to-manpages] [--warn-about-missing]\n\n");
 }
 }
 
 
 usage() if not defined $srcpath;
 usage() if not defined $srcpath;
@@ -551,6 +592,7 @@ if ($warn_about_missing) {
 if ($copy_direction == 1) {  # --copy-to-headers
 if ($copy_direction == 1) {  # --copy-to-headers
     my %changed_headers = ();
     my %changed_headers = ();
 
 
+    $dewikify_mode = 'md';
     $wordwrap_mode = 'md';   # the headers use Markdown format.
     $wordwrap_mode = 'md';   # the headers use Markdown format.
 
 
     foreach (keys %headerfuncs) {
     foreach (keys %headerfuncs) {
@@ -740,7 +782,7 @@ if ($copy_direction == 1) {  # --copy-to-headers
         my $fn = $_;
         my $fn = $_;
         next if not $headerfuncshasdoxygen{$fn};
         next if not $headerfuncshasdoxygen{$fn};
         my $wikitype = defined $wikitypes{$fn} ? $wikitypes{$fn} : 'mediawiki';  # default to MediaWiki for new stuff FOR NOW.
         my $wikitype = defined $wikitypes{$fn} ? $wikitypes{$fn} : 'mediawiki';  # default to MediaWiki for new stuff FOR NOW.
-        die("Unexpected wikitype '$wikitype'\n") if (($wikitype ne 'mediawiki') and ($wikitype ne 'md'));
+        die("Unexpected wikitype '$wikitype'\n") if (($wikitype ne 'mediawiki') and ($wikitype ne 'md') and ($wikitype ne 'manpage'));
 
 
         #print("$fn\n"); next;
         #print("$fn\n"); next;
 
 
@@ -1009,6 +1051,207 @@ if ($copy_direction == 1) {  # --copy-to-headers
         close(FH);
         close(FH);
         rename($path, "$wikipath/$_.${wikitype}") or die("Can't rename '$path' to '$wikipath/$_.${wikitype}': $!\n");
         rename($path, "$wikipath/$_.${wikitype}") or die("Can't rename '$path' to '$wikipath/$_.${wikitype}': $!\n");
     }
     }
+
+} elsif ($copy_direction == -2) { # --copy-to-manpages
+    # This only takes from the wiki data, since it has sections we omit from the headers, like code examples.
+
+    my $manpath = "$srcpath/man";
+    mkdir($manpath);
+    $manpath .= "/man3";
+    mkdir($manpath);
+
+    $dewikify_mode = 'manpage';
+    $wordwrap_mode = 'manpage';
+
+    my $introtxt = '';
+    if (0) {
+    open(FH, '<', "$srcpath/LICENSE.txt") or die("Can't open '$srcpath/LICENSE.txt': $!\n");
+    while (<FH>) {
+        chomp;
+        $introtxt .= ".\\\" $_\n";
+    }
+    close(FH);
+    }
+
+    my $gitrev = `cd "$srcpath" ; git rev-list HEAD~..`;
+    chomp($gitrev);
+
+    open(FH, '<', "$srcpath/include/SDL_version.h") or die("Can't open '$srcpath/include/SDL_version.h': $!\n");
+    my $majorver = 0;
+    my $minorver = 0;
+    my $patchver = 0;
+    while (<FH>) {
+        chomp;
+        if (/\A\#define SDL_MAJOR_VERSION\s+(\d+)\Z/) {
+            $majorver = int($1);
+        } elsif (/\A\#define SDL_MINOR_VERSION\s+(\d+)\Z/) {
+            $minorver = int($1);
+        } elsif (/\A\#define SDL_PATCHLEVEL\s+(\d+)\Z/) {
+            $patchver = int($1);
+        }
+    }
+    close(FH);
+    my $sdlversion = "$majorver.$minorver.$patchver";
+
+    foreach (keys %headerfuncs) {
+        my $fn = $_;
+        next if not defined $wikifuncs{$fn};  # don't have a page for that function, skip it.
+        my $wikitype = $wikitypes{$fn};
+        my $sectionsref = $wikifuncs{$fn};
+        my $remarks = %$sectionsref{'Remarks'};
+        my $params = %$sectionsref{'Function Parameters'};
+        my $returns = %$sectionsref{'Return Value'};
+        my $version = %$sectionsref{'Version'};
+        my $related = %$sectionsref{'Related Functions'};
+        my $examples = %$sectionsref{'Code Examples'};
+        my $deprecated = %$sectionsref{'Deprecated'};
+        my $brief = %$sectionsref{'[Brief]'};
+        my $decl = $headerdecls{$fn};
+        my $str = '';
+
+        $brief = "$brief";
+        $brief =~ s/\A[\s\n]*\= .*? \=\s*?\n+//ms;
+        $brief =~ s/\A[\s\n]*\=\= .*? \=\=\s*?\n+//ms;
+        $brief =~ s/\A(.*?\.) /$1\n/;  # \brief should only be one sentence, delimited by a period+space. Split if necessary.
+        my @briefsplit = split /\n/, $brief;
+        $brief = shift @briefsplit;
+        $brief = dewikify($wikitype, $brief);
+
+        if (defined $remarks) {
+            $remarks = dewikify($wikitype, join("\n", @briefsplit) . $remarks);
+        }
+
+        $str .= $introtxt;
+
+        $str .= ".\\\" This manpage content is licensed under Creative Commons\n";
+        $str .= ".\\\"  Attribution 4.0 International (CC BY 4.0)\n";
+        $str .= ".\\\"   https://creativecommons.org/licenses/by/4.0/\n";
+        $str .= ".\\\" This manpage was generated from SDL's wiki page for $fn:\n";
+        $str .= ".\\\"   https://wiki.libsdl.org/$fn\n";
+        $str .= ".\\\" Generated with SDL/build-scripts/wikiheaders.pl\n";
+        $str .= ".\\\"  revision $gitrev\n" if $gitrev ne '';
+        $str .= ".\\\" Please report issues in this manpage's content at:\n";
+        $str .= ".\\\"   https://github.com/libsdl-org/sdlwiki/issues/new?title=Feedback%20on%20page%20$fn\n";
+        $str .= ".\\\" Please report issues in the generation of this manpage from the wiki at:\n";
+        $str .= ".\\\"   https://github.com/libsdl-org/SDL/issues/new?title=Misgenerated%20manpage%20for%20$fn\n";
+        $str .= ".\\\" SDL can be found at https://libsdl.org/\n";
+
+        $str .= ".TH $fn 3 \"SDL $sdlversion\" \"Simple Directmedia Layer\" \"SDL$majorver FUNCTIONS\"\n";
+        $str .= ".SH NAME\n";
+
+        $str .= "$fn";
+        $str .= " \\- $brief" if (defined $brief);
+        $str .= "\n";
+
+        $str .= ".SH SYNOPSIS\n";
+        $str .= ".nf\n";
+        $str .= ".B #include \\(dqSDL.h\\(dq\n";
+        $str .= ".PP\n";
+
+        my @decllines = split /\n/, $decl;
+        foreach (@decllines) {
+            $str .= ".BI \"$_\n";
+        }
+        $str .= ".fi\n";
+
+        if (defined $remarks) {
+            $str .= ".SH DESCRIPTION\n";
+            $str .= $remarks . "\n";
+        }
+
+        if (defined $deprecated) {
+            $str .= ".SH DEPRECATED\n";
+            $str .= dewikify($wikitype, $deprecated) . "\n";
+        }
+
+        if (defined $params) {
+            $str .= ".SH FUNCTION PARAMETERS\n";
+            my @lines = split /\n/, $params;
+            if ($wikitype eq 'mediawiki') {
+                die("Unexpected data parsing MediaWiki table") if (shift @lines ne '{|');  # Dump the '{|' start
+                while (scalar(@lines) >= 3) {
+                    my $name = shift @lines;
+                    my $desc = shift @lines;
+                    my $terminator = shift @lines;  # the '|-' or '|}' line.
+                    last if ($terminator ne '|-') and ($terminator ne '|}');  # we seem to have run out of table.
+                    $name =~ s/\A\|\s*//;
+                    $name =~ s/\A\*\*(.*?)\*\*/$1/;
+                    $name =~ s/\A\'\'\'(.*?)\'\'\'/$1/;
+                    $desc =~ s/\A\|\s*//;
+                    $desc = dewikify($wikitype, $desc);
+                    #print STDERR "FN: $fn   NAME: $name   DESC: $desc TERM: $terminator\n";
+
+                    $str .= ".TP\n";
+                    $str .= ".I $name\n";
+                    $str .= "$desc\n";
+                }
+            } else {
+                die("write me");
+            }
+        }
+
+        if (defined $returns) {
+            $str .= ".SH RETURN VALUE\n";
+            $str .= dewikify($wikitype, $returns) . "\n";
+        }
+
+        if (defined $examples) {
+            $str .= ".SH CODE EXAMPLES\n";
+            $dewikify_manpage_code_indent = 0;
+            $str .= dewikify($wikitype, $examples) . "\n";
+            $dewikify_manpage_code_indent = 1;
+        }
+
+        if (defined $version) {
+            $str .= ".SH AVAILABILITY\n";
+            $str .= dewikify($wikitype, $version) . "\n";
+        }
+
+        if (defined $related) {
+            $str .= ".SH SEE ALSO\n";
+            # !!! FIXME: lots of code duplication in all of these.
+            my $v = dewikify($wikitype, $related);
+            my @desclines = split /\n/, $v;
+            my $nextstr = '';
+            foreach (@desclines) {
+                s/\A(\:|\* )//;
+                s/\(\)\Z//;  # Convert "SDL_Func()" to "SDL_Func"
+                s/\A\.BR\s+//;  # dewikify added this, but we want to handle it.
+                s/\A\s+//;
+                s/\s+\Z//;
+                next if $_ eq '';
+                $str .= "$nextstr.BR $_ (3)";
+                $nextstr = ",\n";
+            }
+            $str .= "\n";
+        }
+
+        if (0) {
+        $str .= ".SH COPYRIGHT\n";
+        $str .= "This manpage is licensed under\n";
+        $str .= ".UR https://creativecommons.org/licenses/by/4.0/\n";
+        $str .= "Creative Commons Attribution 4.0 International (CC BY 4.0)\n";
+        $str .= ".UE\n";
+        $str .= ".PP\n";
+        $str .= "This manpage was generated from\n";
+        $str .= ".UR https://wiki.libsdl.org/$fn\n";
+        $str .= "SDL's wiki\n";
+        $str .= ".UE\n";
+        $str .= "using SDL/build-scripts/wikiheaders.pl";
+        $str .= " revision $gitrev" if $gitrev ne '';
+        $str .= ".\n";
+        $str .= "Please report issues in this manpage at\n";
+        $str .= ".UR https://github.com/libsdl-org/sdlwiki/issues/new\n";
+        $str .= "our bugtracker!\n";
+        $str .= ".UE\n";
+        }
+
+        my $path = "$manpath/$_.3.tmp";
+        open(FH, '>', $path) or die("Can't open '$path': $!\n");
+        print FH $str;
+        close(FH);
+        rename($path, "$manpath/$_.3") or die("Can't rename '$path' to '$manpath/$_.3': $!\n");
+    }
 }
 }
 
 
 # end of wikiheaders.pl ...
 # end of wikiheaders.pl ...

+ 27 - 27
sdl.mod/SDL/build-scripts/windows-buildbot-zipper.bat

@@ -1,28 +1,28 @@
-@echo off
-rem just a helper batch file for collecting up files and zipping them.
-rem usage: windows-buildbot-zipper.bat <target> <slndir> <zipfilename>
-rem must be run from root of SDL source tree.
-
-IF EXIST %2\%1\Release GOTO okaydir
-echo Please run from root of source tree after doing a Release build.
-GOTO done
-
-:okaydir
-erase /q /f /s zipper
-IF EXIST zipper GOTO zippermade
-mkdir zipper
-:zippermade
-mkdir zipper\SDL
-mkdir zipper\SDL\include
-mkdir zipper\SDL\lib
-copy include\*.h include\
-copy %2\%1\Release\SDL2.dll zipper\SDL\lib\
-copy %2\%1\Release\SDL2.lib zipper\SDL\lib\
-copy %2\%1\Release\SDL2main.lib zipper\SDL\lib\
+@echo off
+rem just a helper batch file for collecting up files and zipping them.
+rem usage: windows-buildbot-zipper.bat <target> <slndir> <zipfilename>
+rem must be run from root of SDL source tree.
+
+IF EXIST %2\%1\Release GOTO okaydir
+echo Please run from root of source tree after doing a Release build.
+GOTO done
+
+:okaydir
+erase /q /f /s zipper
+IF EXIST zipper GOTO zippermade
+mkdir zipper
+:zippermade
+mkdir zipper\SDL
+mkdir zipper\SDL\include
+mkdir zipper\SDL\lib
+copy include\*.h include\
+copy %2\%1\Release\SDL2.dll zipper\SDL\lib\
+copy %2\%1\Release\SDL2.lib zipper\SDL\lib\
+copy %2\%1\Release\SDL2main.lib zipper\SDL\lib\
 cd zipper
 cd zipper
-zip -9r ..\%3 SDL
-cd ..
-erase /q /f /s zipper
-
-:done
-
+zip -9r ..\%3 SDL
+cd ..
+erase /q /f /s zipper
+
+:done
+

+ 7 - 7
sdl.mod/SDL/build-scripts/winrtbuild.bat

@@ -1,8 +1,8 @@
-@ECHO OFF
-REM
-REM winrtbuild.bat: a batch file to help launch the winrtbuild.ps1
-REM   Powershell script, either from Windows Explorer, or through Buildbot.
-REM
-SET ThisScriptsDirectory=%~dp0
-SET PowerShellScriptPath=%ThisScriptsDirectory%winrtbuild.ps1
+@ECHO OFF
+REM
+REM winrtbuild.bat: a batch file to help launch the winrtbuild.ps1
+REM   Powershell script, either from Windows Explorer, or through Buildbot.
+REM
+SET ThisScriptsDirectory=%~dp0
+SET PowerShellScriptPath=%ThisScriptsDirectory%winrtbuild.ps1
 PowerShell -NoProfile -ExecutionPolicy Bypass -Command "& '%PowerShellScriptPath%'";
 PowerShell -NoProfile -ExecutionPolicy Bypass -Command "& '%PowerShellScriptPath%'";

+ 302 - 302
sdl.mod/SDL/build-scripts/winrtbuild.ps1

@@ -1,302 +1,302 @@
-#
-# winrtbuild.ps1 -- A Powershell script to build all SDL/WinRT variants,
-#    across all WinRT platforms, in all of their supported, CPU architectures.
-#
-# Initial version written by David Ludwig <[email protected]>
-#
-# This script can be launched from Windows Explorer by double-clicking
-# on winrtbuild.bat
-#
-# Output will be placed in the following subdirectories of the SDL source
-# tree:
-#   * VisualC-WinRT\lib\  -- final .dll, .lib, and .pdb files
-#   * VisualC-WinRT\obj\  -- intermediate build files
-#
-# Recommended Dependencies:
-#   * Windows 8.1 or higher
-#   * Powershell 4.0 or higher (included as part of Windows 8.1)
-#   * Visual C++ 2012, for building Windows 8.0 and Windows Phone 8.0 binaries.
-#   * Visual C++ 2013, for building Windows 8.1 and Windows Phone 8.1 binaries
-#   * SDKs for Windows 8.0, Windows 8.1, Windows Phone 8.0, and
-#     Windows Phone 8.1, as needed
-#
-# Commom parameters/variables may include, but aren't strictly limited to:
-#   * PlatformToolset: the name of one of Visual Studio's build platforms.
-#     Different PlatformToolsets output different binaries.  One
-#     PlatformToolset exists for each WinRT platform.  Possible values
-#     may include:
-#       - "v110": Visual Studio 2012 build tools, plus the Windows 8.0 SDK
-#       - "v110_wp80": Visual Studio 2012 build tools, plus the Windows Phone 8.0 SDK
-#       - "v120": Visual Studio 2013 build tools, plus the Windows 8.1 SDK
-#       - "v120_wp81": Visual Studio 2013 build tools, plus the Windows Phone 8.1 SDK
-#   * VSProjectPath: the full path to a Visual Studio or Visual C++ project file
-#   * VSProjectName: the internal name of a Visual Studio or Visual C++ project
-#     file.  Some of Visual Studio's own build tools use this name when
-#     calculating paths for build-output.
-#   * Platform: a Visual Studio platform name, which often maps to a CPU
-#     CPU architecture.  Possible values may include: "Win32" (for 32-bit x86),
-#     "ARM", or "x64" (for 64-bit x86).
-#
-
-# Base version of SDL, used for packaging purposes
-$SDLVersion = "2.0.19"
-
-# Gets the .bat file that sets up an MSBuild environment, given one of
-# Visual Studio's, "PlatformToolset"s.
-function Get-MSBuild-Env-Launcher
-{
-    param(
-        [Parameter(Mandatory=$true,Position=1)][string]$PlatformToolset
-    )
-
-    if ($PlatformToolset -eq "v110") {      # Windows 8.0 (not Windows Phone), via VS 2012
-        return "C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\vcvarsall.bat"
-    }
-    if ($PlatformToolset -eq "v110_wp80") { # Windows Phone 8.0, via VS 2012
-        return "C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\WPSDK\WP80\vcvarsphoneall.bat"
-    }
-    if ($PlatformToolset -eq "v120") {      # Windows 8.1 (not Windows Phone), via VS 2013
-        return "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"
-    }
-    if ($PlatformToolset -eq "v120_wp81") { # Windows Phone 8.1, via VS 2013
-        return "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"
-    }
-    if ($PlatformToolset -eq "v140") {      # Windows 10, via VS 2015
-        return "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
-    }
-    return ""
-}
-
-# Gets a string that identifies the build-variant of SDL/WinRT that is specific
-# to a particular Visual Studio PlatformToolset.
-function Get-SDL-WinRT-Variant-Name
-{
-    param(
-        [Parameter(Mandatory=$true,Position=1)][string]$PlatformToolset,
-
-        # If true, append a string to this function's output, identifying the
-        # build-variant's minimum-supported version of Visual Studio.
-        [switch]$IncludeVSSuffix = $false
-    )
-
-    if ($PlatformToolset -eq "v110") {      # Windows 8.0 (not Windows Phone), via VS 2012 project files
-        if ($IncludeVSSuffix) {
-            return "WinRT80_VS2012"
-        } else {
-            return "WinRT80"
-        }
-    }
-    if ($PlatformToolset -eq "v110_wp80") { # Windows Phone 8.0, via VS 2012 project files
-        if ($IncludeVSSuffix) {
-            return "WinPhone80_VS2012"
-        } else {
-            return "WinPhone80"
-        }
-    }
-    if ($PlatformToolset -eq "v120") {      # Windows 8.1 (not Windows Phone), via VS 2013 project files
-        if ($IncludeVSSuffix) {
-            return "WinRT81_VS2013"
-        } else {
-            return "WinRT81"
-        }
-    }
-    if ($PlatformToolset -eq "v120_wp81") { # Windows Phone 8.1, via VS 2013 project files
-        if ($IncludeVSSuffix) {
-            return "WinPhone81_VS2013"
-        } else {
-            return "WinPhone81"
-        }
-    }
-    if ($PlatformToolset -eq "v140") {      # Windows 10, via VS 2015 project files
-        if ($IncludeVSSuffix) {
-            return "UWP_VS2015"
-        } else {
-            return "UWP"
-        }
-    }
-    return ""
-}
-
-# Returns the internal name of a Visual Studio Project.
-#
-# The internal name of a VS Project is encoded inside the project file
-# itself, inside a set of <ProjectName></ProjectName> XML tags.
-function Get-VS-ProjectName
-{
-    param(
-        [Parameter(Mandatory=$true,Position=1)]$VSProjectPath
-    )
-
-    # For now, just do a regex for the project name:
-    $matches = (Get-Content $VSProjectPath | Select-String -Pattern ".*<ProjectName>([^<]+)<.*").Matches
-    foreach ($match in $matches) {
-        if ($match.Groups.Count -ge 1) {
-            return $match.Groups[1].Value
-        }
-    }
-    return $null
-}
-
-# Build a specific variant of SDL/WinRT
-function Build-SDL-WinRT-Variant
-{
-    #
-    # Read in arguments:
-    #
-    param (
-        # name of an SDL project file, minus extensions and
-        # platform-identifying suffixes
-        [Parameter(Mandatory=$true,Position=1)][string]$SDLProjectName,
-
-        [Parameter(Mandatory=$true,Position=2)][string]$PlatformToolset,
-
-        [Parameter(Mandatory=$true,Position=3)][string]$Platform
-    )
-
-    #
-    # Derive other properties from read-in arguments:
-    #
-
-    # The .bat file to setup a platform-appropriate MSBuild environment:
-    $BatchFileForMSBuildEnv = Get-MSBuild-Env-Launcher $PlatformToolset
-
-    # The full path to the VS Project that'll be built:
-    $VSProjectPath = "$PSScriptRoot\..\VisualC-WinRT\$(Get-SDL-WinRT-Variant-Name $PlatformToolset -IncludeVSSuffix)\$SDLProjectName-$(Get-SDL-WinRT-Variant-Name $PlatformToolset).vcxproj"
-
-    # The internal name of the VS Project, used in some post-build steps:
-    $VSProjectName = Get-VS-ProjectName $VSProjectPath
-
-    # Where to place output binaries (.dll, .lib, and .pdb files):
-    $OutDir = "$PSScriptRoot\..\VisualC-WinRT\lib\$(Get-SDL-WinRT-Variant-Name $PlatformToolset)\$Platform"
-
-    # Where to place intermediate build files:
-    $IntermediateDir = "$PSScriptRoot\..\VisualC-WinRT\obj\$SDLProjectName-$(Get-SDL-WinRT-Variant-Name $PlatformToolset)\$Platform"
-
-    #
-    # Build the VS Project:
-    #
-    cmd.exe /c " ""$BatchFileForMSBuildEnv"" x86 & msbuild ""$VSProjectPath"" /p:Configuration=Release /p:Platform=$Platform /p:OutDir=""$OutDir\\"" /p:IntDir=""$IntermediateDir\\""" | Out-Host
-    $BuildResult = $?
-
-    #
-    # Move .dll files into place.  This fixes a problem whereby MSBuild may
-    # put output files into a sub-directory of $OutDir, rather than $OutDir
-    # itself.
-    #
-    if (Test-Path "$OutDir\$VSProjectName\") {
-        Move-Item -Force "$OutDir\$VSProjectName\*" "$OutDir"
-    }
-
-    #
-    # Clean up unneeded files in $OutDir:
-    #
-    if (Test-Path "$OutDir\$VSProjectName\") {
-        Remove-Item -Recurse "$OutDir\$VSProjectName"
-    }
-    Remove-Item "$OutDir\*.exp"
-    Remove-Item "$OutDir\*.ilk"
-    Remove-Item "$OutDir\*.pri"
-
-    #
-    # All done.  Indicate success, or failure, to the caller:
-    #
-    #echo "RESULT: $BuildResult" | Out-Host
-    return $BuildResult
-}
-
-
-#
-# Build each variant, with corresponding .dll, .lib, and .pdb files:
-#
-$DidAnyDLLBuildFail = $false
-$DidAnyNugetBuildFail = $false
-
-# Ryan disabled WP8.0, because it doesn't appear to have mmdeviceapi.h that SDL_wasapi needs.
-# My assumption is that no one will miss this, but send patches otherwise!  --ryan.
-# Build for Windows Phone 8.0, via VC++ 2012:
-#if ( ! (Build-SDL-WinRT-Variant "SDL" "v110_wp80" "ARM"))   { $DidAnyDLLBuildFail = $true }
-#if ( ! (Build-SDL-WinRT-Variant "SDL" "v110_wp80" "Win32")) { $DidAnyDLLBuildFail = $true }
-
-# Build for Windows Phone 8.1, via VC++ 2013:
-if ( ! (Build-SDL-WinRT-Variant "SDL" "v120_wp81" "ARM"))   { $DidAnyDLLBuildFail = $true }
-if ( ! (Build-SDL-WinRT-Variant "SDL" "v120_wp81" "Win32")) { $DidAnyDLLBuildFail = $true }
-
-# Build for Windows 8.0 and Windows RT 8.0, via VC++ 2012:
-#
-# Win 8.0 auto-building was disabled on 2017-Feb-25, by David Ludwig <[email protected]>.
-# Steam's OS-usage surveys indicate that Windows 8.0 use is pretty much nil, plus
-# Microsoft hasn't supported Windows 8.0 development for a few years now.
-# The commented-out lines below may still work on some systems, though.
-# 
-#if ( ! (Build-SDL-WinRT-Variant "SDL" "v110" "ARM"))        { $DidAnyDLLBuildFail = $true }
-#if ( ! (Build-SDL-WinRT-Variant "SDL" "v110" "Win32"))      { $DidAnyDLLBuildFail = $true }
-#if ( ! (Build-SDL-WinRT-Variant "SDL" "v110" "x64"))        { $DidAnyDLLBuildFail = $true }
-
-# Build for Windows 8.1 and Windows RT 8.1, via VC++ 2013:
-if ( ! (Build-SDL-WinRT-Variant "SDL" "v120" "ARM"))        { $DidAnyDLLBuildFail = $true }
-if ( ! (Build-SDL-WinRT-Variant "SDL" "v120" "Win32"))      { $DidAnyDLLBuildFail = $true }
-if ( ! (Build-SDL-WinRT-Variant "SDL" "v120" "x64"))        { $DidAnyDLLBuildFail = $true }
-
-# Build for Windows 10, via VC++ 2015
-if ( ! (Build-SDL-WinRT-Variant "SDL" "v140" "ARM"))        { $DidAnyDLLBuildFail = $true }
-if ( ! (Build-SDL-WinRT-Variant "SDL" "v140" "Win32"))      { $DidAnyDLLBuildFail = $true }
-if ( ! (Build-SDL-WinRT-Variant "SDL" "v140" "x64"))        { $DidAnyDLLBuildFail = $true }
-
-# Build NuGet packages, if possible
-if ($DidAnyDLLBuildFail -eq $true) {
-    Write-Warning -Message "Unable to build all variants.  NuGet packages will not be built."
-    $DidAnyNugetBuildFail = $true
-} else {
-    $NugetPath = (Get-Command -CommandType Application nuget.exe | %{$_.Path}) 2> $null
-    if ("$NugetPath" -eq "") {
-        Write-Warning -Message "Unable to find nuget.exe.  NuGet packages will not be built."
-        $DidAnyNugetBuildFail = $true
-    } else {
-        Write-Host -ForegroundColor Cyan "Building SDL2 NuGet packages..."
-        Write-Host -ForegroundColor Cyan "... via NuGet install: $NugetPath"
-        $NugetOutputDir = "$PSScriptRoot\..\VisualC-WinRT\lib\nuget"
-        Write-Host -ForegroundColor Cyan "...  output directory: $NugetOutputDir"
-        $SDLHGRevision = $($(hg log -l 1 --repository "$PSScriptRoot\.." | select-string "changeset") -Replace "changeset:\W*(\d+).*",'$1') 2>$null
-        Write-Host -ForegroundColor Cyan "...       HG Revision: $SDLHGRevision"
-
-        # Base options to nuget.exe
-        $NugetOptions = @("pack", "PACKAGE_NAME_WILL_GO_HERE", "-Output", "$NugetOutputDir")
-
-        # Try attaching hg revision to NuGet package:
-        $NugetOptions += "-Version"
-        if ("$SDLHGRevision" -eq "") {
-            Write-Warning -Message "Unable to find the Mercurial revision (maybe hg.exe can't be found?).  NuGet packages will not have this attached to their name."
-            $NugetOptions += "$SDLVersion-Unofficial"
-        } else {
-            $NugetOptions += "$SDLVersion.$SDLHGRevision-Unofficial"
-        }
-
-        # Create NuGet output dir, if not yet created:
-        if ($(Test-Path "$NugetOutputDir") -eq $false) {
-            New-Item "$NugetOutputDir" -type directory
-        }
-
-        # Package SDL2:
-        $NugetOptions[1] = "$PSScriptRoot\..\VisualC-WinRT\SDL2-WinRT.nuspec"
-        &"$NugetPath" $NugetOptions -Symbols
-        if ( ! $? ) { $DidAnyNugetBuildFail = $true }
-
-        # Package SDL2main:
-        $NugetOptions[1] = "$PSScriptRoot\..\VisualC-WinRT\SDL2main-WinRT-NonXAML.nuspec"
-        &"$NugetPath" $NugetOptions
-        if ( ! $? ) { $DidAnyNugetBuildFail = $true }
-    }
-}
-
-
-# Let the script's caller know whether or not any errors occurred.
-# Exit codes compatible with Buildbot are used (1 for error, 0 for success).
-if ($DidAnyDLLBuildFail -eq $true) {
-    Write-Error -Message "Unable to build all known variants of SDL2 for WinRT"
-    exit 1
-} elseif ($DidAnyNugetBuildFail -eq $true) {
-    Write-Warning -Message "Unable to build NuGet packages"
-    exit 0  # Should NuGet package build failure lead to a non-failing result code instead?
-} else {
-    exit 0
-}
+#
+# winrtbuild.ps1 -- A Powershell script to build all SDL/WinRT variants,
+#    across all WinRT platforms, in all of their supported, CPU architectures.
+#
+# Initial version written by David Ludwig <[email protected]>
+#
+# This script can be launched from Windows Explorer by double-clicking
+# on winrtbuild.bat
+#
+# Output will be placed in the following subdirectories of the SDL source
+# tree:
+#   * VisualC-WinRT\lib\  -- final .dll, .lib, and .pdb files
+#   * VisualC-WinRT\obj\  -- intermediate build files
+#
+# Recommended Dependencies:
+#   * Windows 8.1 or higher
+#   * Powershell 4.0 or higher (included as part of Windows 8.1)
+#   * Visual C++ 2012, for building Windows 8.0 and Windows Phone 8.0 binaries.
+#   * Visual C++ 2013, for building Windows 8.1 and Windows Phone 8.1 binaries
+#   * SDKs for Windows 8.0, Windows 8.1, Windows Phone 8.0, and
+#     Windows Phone 8.1, as needed
+#
+# Commom parameters/variables may include, but aren't strictly limited to:
+#   * PlatformToolset: the name of one of Visual Studio's build platforms.
+#     Different PlatformToolsets output different binaries.  One
+#     PlatformToolset exists for each WinRT platform.  Possible values
+#     may include:
+#       - "v110": Visual Studio 2012 build tools, plus the Windows 8.0 SDK
+#       - "v110_wp80": Visual Studio 2012 build tools, plus the Windows Phone 8.0 SDK
+#       - "v120": Visual Studio 2013 build tools, plus the Windows 8.1 SDK
+#       - "v120_wp81": Visual Studio 2013 build tools, plus the Windows Phone 8.1 SDK
+#   * VSProjectPath: the full path to a Visual Studio or Visual C++ project file
+#   * VSProjectName: the internal name of a Visual Studio or Visual C++ project
+#     file.  Some of Visual Studio's own build tools use this name when
+#     calculating paths for build-output.
+#   * Platform: a Visual Studio platform name, which often maps to a CPU
+#     CPU architecture.  Possible values may include: "Win32" (for 32-bit x86),
+#     "ARM", or "x64" (for 64-bit x86).
+#
+
+# Base version of SDL, used for packaging purposes
+$SDLVersion = "2.0.21"
+
+# Gets the .bat file that sets up an MSBuild environment, given one of
+# Visual Studio's, "PlatformToolset"s.
+function Get-MSBuild-Env-Launcher
+{
+    param(
+        [Parameter(Mandatory=$true,Position=1)][string]$PlatformToolset
+    )
+
+    if ($PlatformToolset -eq "v110") {      # Windows 8.0 (not Windows Phone), via VS 2012
+        return "C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\vcvarsall.bat"
+    }
+    if ($PlatformToolset -eq "v110_wp80") { # Windows Phone 8.0, via VS 2012
+        return "C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\WPSDK\WP80\vcvarsphoneall.bat"
+    }
+    if ($PlatformToolset -eq "v120") {      # Windows 8.1 (not Windows Phone), via VS 2013
+        return "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"
+    }
+    if ($PlatformToolset -eq "v120_wp81") { # Windows Phone 8.1, via VS 2013
+        return "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"
+    }
+    if ($PlatformToolset -eq "v140") {      # Windows 10, via VS 2015
+        return "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
+    }
+    return ""
+}
+
+# Gets a string that identifies the build-variant of SDL/WinRT that is specific
+# to a particular Visual Studio PlatformToolset.
+function Get-SDL-WinRT-Variant-Name
+{
+    param(
+        [Parameter(Mandatory=$true,Position=1)][string]$PlatformToolset,
+
+        # If true, append a string to this function's output, identifying the
+        # build-variant's minimum-supported version of Visual Studio.
+        [switch]$IncludeVSSuffix = $false
+    )
+
+    if ($PlatformToolset -eq "v110") {      # Windows 8.0 (not Windows Phone), via VS 2012 project files
+        if ($IncludeVSSuffix) {
+            return "WinRT80_VS2012"
+        } else {
+            return "WinRT80"
+        }
+    }
+    if ($PlatformToolset -eq "v110_wp80") { # Windows Phone 8.0, via VS 2012 project files
+        if ($IncludeVSSuffix) {
+            return "WinPhone80_VS2012"
+        } else {
+            return "WinPhone80"
+        }
+    }
+    if ($PlatformToolset -eq "v120") {      # Windows 8.1 (not Windows Phone), via VS 2013 project files
+        if ($IncludeVSSuffix) {
+            return "WinRT81_VS2013"
+        } else {
+            return "WinRT81"
+        }
+    }
+    if ($PlatformToolset -eq "v120_wp81") { # Windows Phone 8.1, via VS 2013 project files
+        if ($IncludeVSSuffix) {
+            return "WinPhone81_VS2013"
+        } else {
+            return "WinPhone81"
+        }
+    }
+    if ($PlatformToolset -eq "v140") {      # Windows 10, via VS 2015 project files
+        if ($IncludeVSSuffix) {
+            return "UWP_VS2015"
+        } else {
+            return "UWP"
+        }
+    }
+    return ""
+}
+
+# Returns the internal name of a Visual Studio Project.
+#
+# The internal name of a VS Project is encoded inside the project file
+# itself, inside a set of <ProjectName></ProjectName> XML tags.
+function Get-VS-ProjectName
+{
+    param(
+        [Parameter(Mandatory=$true,Position=1)]$VSProjectPath
+    )
+
+    # For now, just do a regex for the project name:
+    $matches = (Get-Content $VSProjectPath | Select-String -Pattern ".*<ProjectName>([^<]+)<.*").Matches
+    foreach ($match in $matches) {
+        if ($match.Groups.Count -ge 1) {
+            return $match.Groups[1].Value
+        }
+    }
+    return $null
+}
+
+# Build a specific variant of SDL/WinRT
+function Build-SDL-WinRT-Variant
+{
+    #
+    # Read in arguments:
+    #
+    param (
+        # name of an SDL project file, minus extensions and
+        # platform-identifying suffixes
+        [Parameter(Mandatory=$true,Position=1)][string]$SDLProjectName,
+
+        [Parameter(Mandatory=$true,Position=2)][string]$PlatformToolset,
+
+        [Parameter(Mandatory=$true,Position=3)][string]$Platform
+    )
+
+    #
+    # Derive other properties from read-in arguments:
+    #
+
+    # The .bat file to setup a platform-appropriate MSBuild environment:
+    $BatchFileForMSBuildEnv = Get-MSBuild-Env-Launcher $PlatformToolset
+
+    # The full path to the VS Project that'll be built:
+    $VSProjectPath = "$PSScriptRoot\..\VisualC-WinRT\$(Get-SDL-WinRT-Variant-Name $PlatformToolset -IncludeVSSuffix)\$SDLProjectName-$(Get-SDL-WinRT-Variant-Name $PlatformToolset).vcxproj"
+
+    # The internal name of the VS Project, used in some post-build steps:
+    $VSProjectName = Get-VS-ProjectName $VSProjectPath
+
+    # Where to place output binaries (.dll, .lib, and .pdb files):
+    $OutDir = "$PSScriptRoot\..\VisualC-WinRT\lib\$(Get-SDL-WinRT-Variant-Name $PlatformToolset)\$Platform"
+
+    # Where to place intermediate build files:
+    $IntermediateDir = "$PSScriptRoot\..\VisualC-WinRT\obj\$SDLProjectName-$(Get-SDL-WinRT-Variant-Name $PlatformToolset)\$Platform"
+
+    #
+    # Build the VS Project:
+    #
+    cmd.exe /c " ""$BatchFileForMSBuildEnv"" x86 & msbuild ""$VSProjectPath"" /p:Configuration=Release /p:Platform=$Platform /p:OutDir=""$OutDir\\"" /p:IntDir=""$IntermediateDir\\""" | Out-Host
+    $BuildResult = $?
+
+    #
+    # Move .dll files into place.  This fixes a problem whereby MSBuild may
+    # put output files into a sub-directory of $OutDir, rather than $OutDir
+    # itself.
+    #
+    if (Test-Path "$OutDir\$VSProjectName\") {
+        Move-Item -Force "$OutDir\$VSProjectName\*" "$OutDir"
+    }
+
+    #
+    # Clean up unneeded files in $OutDir:
+    #
+    if (Test-Path "$OutDir\$VSProjectName\") {
+        Remove-Item -Recurse "$OutDir\$VSProjectName"
+    }
+    Remove-Item "$OutDir\*.exp"
+    Remove-Item "$OutDir\*.ilk"
+    Remove-Item "$OutDir\*.pri"
+
+    #
+    # All done.  Indicate success, or failure, to the caller:
+    #
+    #echo "RESULT: $BuildResult" | Out-Host
+    return $BuildResult
+}
+
+
+#
+# Build each variant, with corresponding .dll, .lib, and .pdb files:
+#
+$DidAnyDLLBuildFail = $false
+$DidAnyNugetBuildFail = $false
+
+# Ryan disabled WP8.0, because it doesn't appear to have mmdeviceapi.h that SDL_wasapi needs.
+# My assumption is that no one will miss this, but send patches otherwise!  --ryan.
+# Build for Windows Phone 8.0, via VC++ 2012:
+#if ( ! (Build-SDL-WinRT-Variant "SDL" "v110_wp80" "ARM"))   { $DidAnyDLLBuildFail = $true }
+#if ( ! (Build-SDL-WinRT-Variant "SDL" "v110_wp80" "Win32")) { $DidAnyDLLBuildFail = $true }
+
+# Build for Windows Phone 8.1, via VC++ 2013:
+if ( ! (Build-SDL-WinRT-Variant "SDL" "v120_wp81" "ARM"))   { $DidAnyDLLBuildFail = $true }
+if ( ! (Build-SDL-WinRT-Variant "SDL" "v120_wp81" "Win32")) { $DidAnyDLLBuildFail = $true }
+
+# Build for Windows 8.0 and Windows RT 8.0, via VC++ 2012:
+#
+# Win 8.0 auto-building was disabled on 2017-Feb-25, by David Ludwig <[email protected]>.
+# Steam's OS-usage surveys indicate that Windows 8.0 use is pretty much nil, plus
+# Microsoft hasn't supported Windows 8.0 development for a few years now.
+# The commented-out lines below may still work on some systems, though.
+# 
+#if ( ! (Build-SDL-WinRT-Variant "SDL" "v110" "ARM"))        { $DidAnyDLLBuildFail = $true }
+#if ( ! (Build-SDL-WinRT-Variant "SDL" "v110" "Win32"))      { $DidAnyDLLBuildFail = $true }
+#if ( ! (Build-SDL-WinRT-Variant "SDL" "v110" "x64"))        { $DidAnyDLLBuildFail = $true }
+
+# Build for Windows 8.1 and Windows RT 8.1, via VC++ 2013:
+if ( ! (Build-SDL-WinRT-Variant "SDL" "v120" "ARM"))        { $DidAnyDLLBuildFail = $true }
+if ( ! (Build-SDL-WinRT-Variant "SDL" "v120" "Win32"))      { $DidAnyDLLBuildFail = $true }
+if ( ! (Build-SDL-WinRT-Variant "SDL" "v120" "x64"))        { $DidAnyDLLBuildFail = $true }
+
+# Build for Windows 10, via VC++ 2015
+if ( ! (Build-SDL-WinRT-Variant "SDL" "v140" "ARM"))        { $DidAnyDLLBuildFail = $true }
+if ( ! (Build-SDL-WinRT-Variant "SDL" "v140" "Win32"))      { $DidAnyDLLBuildFail = $true }
+if ( ! (Build-SDL-WinRT-Variant "SDL" "v140" "x64"))        { $DidAnyDLLBuildFail = $true }
+
+# Build NuGet packages, if possible
+if ($DidAnyDLLBuildFail -eq $true) {
+    Write-Warning -Message "Unable to build all variants.  NuGet packages will not be built."
+    $DidAnyNugetBuildFail = $true
+} else {
+    $NugetPath = (Get-Command -CommandType Application nuget.exe | %{$_.Path}) 2> $null
+    if ("$NugetPath" -eq "") {
+        Write-Warning -Message "Unable to find nuget.exe.  NuGet packages will not be built."
+        $DidAnyNugetBuildFail = $true
+    } else {
+        Write-Host -ForegroundColor Cyan "Building SDL2 NuGet packages..."
+        Write-Host -ForegroundColor Cyan "... via NuGet install: $NugetPath"
+        $NugetOutputDir = "$PSScriptRoot\..\VisualC-WinRT\lib\nuget"
+        Write-Host -ForegroundColor Cyan "...  output directory: $NugetOutputDir"
+        $SDLHGRevision = $($(hg log -l 1 --repository "$PSScriptRoot\.." | select-string "changeset") -Replace "changeset:\W*(\d+).*",'$1') 2>$null
+        Write-Host -ForegroundColor Cyan "...       HG Revision: $SDLHGRevision"
+
+        # Base options to nuget.exe
+        $NugetOptions = @("pack", "PACKAGE_NAME_WILL_GO_HERE", "-Output", "$NugetOutputDir")
+
+        # Try attaching hg revision to NuGet package:
+        $NugetOptions += "-Version"
+        if ("$SDLHGRevision" -eq "") {
+            Write-Warning -Message "Unable to find the Mercurial revision (maybe hg.exe can't be found?).  NuGet packages will not have this attached to their name."
+            $NugetOptions += "$SDLVersion-Unofficial"
+        } else {
+            $NugetOptions += "$SDLVersion.$SDLHGRevision-Unofficial"
+        }
+
+        # Create NuGet output dir, if not yet created:
+        if ($(Test-Path "$NugetOutputDir") -eq $false) {
+            New-Item "$NugetOutputDir" -type directory
+        }
+
+        # Package SDL2:
+        $NugetOptions[1] = "$PSScriptRoot\..\VisualC-WinRT\SDL2-WinRT.nuspec"
+        &"$NugetPath" $NugetOptions -Symbols
+        if ( ! $? ) { $DidAnyNugetBuildFail = $true }
+
+        # Package SDL2main:
+        $NugetOptions[1] = "$PSScriptRoot\..\VisualC-WinRT\SDL2main-WinRT-NonXAML.nuspec"
+        &"$NugetPath" $NugetOptions
+        if ( ! $? ) { $DidAnyNugetBuildFail = $true }
+    }
+}
+
+
+# Let the script's caller know whether or not any errors occurred.
+# Exit codes compatible with Buildbot are used (1 for error, 0 for success).
+if ($DidAnyDLLBuildFail -eq $true) {
+    Write-Error -Message "Unable to build all known variants of SDL2 for WinRT"
+    exit 1
+} elseif ($DidAnyNugetBuildFail -eq $true) {
+    Write-Warning -Message "Unable to build NuGet packages"
+    exit 0  # Should NuGet package build failure lead to a non-failing result code instead?
+} else {
+    exit 0
+}

+ 13 - 6
sdl.mod/SDL/cmake/macros.cmake

@@ -92,12 +92,19 @@ macro(LISTTOSTRREV _LIST _OUTPUT)
   endforeach()
   endforeach()
 endmacro()
 endmacro()
 
 
-macro(CHECK_OBJC_SOURCE_COMPILES SOURCE VAR)
-  set(PREV_REQUIRED_DEFS "${CMAKE_REQUIRED_DEFINITIONS}")
-  set(CMAKE_REQUIRED_DEFINITIONS "-x objective-c ${PREV_REQUIRED_DEFS}")
-  CHECK_C_SOURCE_COMPILES(${SOURCE} ${VAR})
-  set(CMAKE_REQUIRED_DEFINITIONS "${PREV_REQUIRED_DEFS}")
-endmacro()
+if(${CMAKE_VERSION} VERSION_LESS "3.16.0")
+  macro(CHECK_OBJC_SOURCE_COMPILES SOURCE VAR)
+    set(PREV_REQUIRED_DEFS "${CMAKE_REQUIRED_DEFINITIONS}")
+    set(CMAKE_REQUIRED_DEFINITIONS "-x objective-c ${PREV_REQUIRED_DEFS}")
+    CHECK_C_SOURCE_COMPILES(${SOURCE} ${VAR})
+    set(CMAKE_REQUIRED_DEFINITIONS "${PREV_REQUIRED_DEFS}")
+  endmacro()
+else()
+  include(CheckOBJCSourceCompiles)
+  if (APPLE)
+      enable_language(OBJC)
+  endif()
+endif()
 
 
 if(CMAKE_VERSION VERSION_LESS 3.13.0)
 if(CMAKE_VERSION VERSION_LESS 3.13.0)
   macro(target_link_directories _TARGET _SCOPE)
   macro(target_link_directories _TARGET _SCOPE)

+ 9 - 4
sdl.mod/SDL/cmake/sdlchecks.cmake

@@ -817,8 +817,7 @@ endmacro()
 macro(CheckEGL)
 macro(CheckEGL)
   if (SDL_OPENGL OR SDL_OPENGLES)
   if (SDL_OPENGL OR SDL_OPENGLES)
     pkg_check_modules(EGL egl)
     pkg_check_modules(EGL egl)
-    string(REPLACE "-D_THREAD_SAFE;" "-D_THREAD_SAFE=1;" EGL_CFLAGS "${EGL_CFLAGS}")
-    set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} ${EGL_CFLAGS}")
+    set(CMAKE_REQUIRED_DEFINITIONS "${CMAKE_REQUIRED_DEFINITIONS} ${EGL_CFLAGS}")
     check_c_source_compiles("
     check_c_source_compiles("
         #define EGL_API_FB
         #define EGL_API_FB
         #define MESA_EGL_NO_X11_HEADERS
         #define MESA_EGL_NO_X11_HEADERS
@@ -1170,10 +1169,12 @@ macro(CheckHIDAPI)
         set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${LIBUSB_CFLAGS}")
         set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${LIBUSB_CFLAGS}")
         if(HIDAPI_ONLY_LIBUSB)
         if(HIDAPI_ONLY_LIBUSB)
           list(APPEND EXTRA_LIBS ${LIBUSB_LIBS})
           list(APPEND EXTRA_LIBS ${LIBUSB_LIBS})
+        elseif(OS2)
+          set(SDL_LIBUSB_DYNAMIC "\"usb100.dll\"")
         else()
         else()
           # libusb is loaded dynamically, so don't add it to EXTRA_LIBS
           # libusb is loaded dynamically, so don't add it to EXTRA_LIBS
           FindLibraryAndSONAME("usb-1.0")
           FindLibraryAndSONAME("usb-1.0")
-          set(SDL_LIBUSB_DYNAMIC "\"${USB_LIB_SONAME}\"")
+          set(SDL_LIBUSB_DYNAMIC "\"${USB_1.0_LIB_SONAME}\"")
         endif()
         endif()
       endif()
       endif()
     endif()
     endif()
@@ -1221,7 +1222,11 @@ macro(CheckRPI)
     set(CMAKE_REQUIRED_LIBRARIES "${VIDEO_RPI_LIBRARIES}")
     set(CMAKE_REQUIRED_LIBRARIES "${VIDEO_RPI_LIBRARIES}")
     check_c_source_compiles("
     check_c_source_compiles("
         #include <bcm_host.h>
         #include <bcm_host.h>
-        int main(int argc, char **argv) {}" HAVE_RPI)
+        #include <EGL/eglplatform.h>
+        int main(int argc, char **argv) {
+          EGL_DISPMANX_WINDOW_T window;
+          bcm_host_init();
+        }" HAVE_RPI)
     set(CMAKE_REQUIRED_FLAGS "${ORIG_CMAKE_REQUIRED_FLAGS}")
     set(CMAKE_REQUIRED_FLAGS "${ORIG_CMAKE_REQUIRED_FLAGS}")
     set(CMAKE_REQUIRED_LIBRARIES)
     set(CMAKE_REQUIRED_LIBRARIES)
 
 

+ 181 - 72
sdl.mod/SDL/configure

@@ -822,6 +822,8 @@ enable_filesystem
 enable_threads
 enable_threads
 enable_timers
 enable_timers
 enable_file
 enable_file
+enable_misc
+enable_locale
 enable_loadso
 enable_loadso
 enable_cpuinfo
 enable_cpuinfo
 enable_assembly
 enable_assembly
@@ -1599,6 +1601,8 @@ Optional Features:
   --enable-threads        Enable the threading subsystem [default=yes]
   --enable-threads        Enable the threading subsystem [default=yes]
   --enable-timers         Enable the timer subsystem [default=yes]
   --enable-timers         Enable the timer subsystem [default=yes]
   --enable-file           Enable the file subsystem [default=yes]
   --enable-file           Enable the file subsystem [default=yes]
+  --enable-misc           Enable the misc subsystem [default=yes]
+  --enable-locale         Enable the locale subsystem [default=yes]
   --enable-loadso         Enable the shared object loading subsystem
   --enable-loadso         Enable the shared object loading subsystem
                           [default=yes]
                           [default=yes]
   --enable-cpuinfo        Enable the cpuinfo subsystem [default=yes]
   --enable-cpuinfo        Enable the cpuinfo subsystem [default=yes]
@@ -2855,9 +2859,9 @@ orig_CFLAGS="$CFLAGS"
 #
 #
 SDL_MAJOR_VERSION=2
 SDL_MAJOR_VERSION=2
 SDL_MINOR_VERSION=0
 SDL_MINOR_VERSION=0
-SDL_MICRO_VERSION=19
-SDL_INTERFACE_AGE=1
-SDL_BINARY_AGE=19
+SDL_MICRO_VERSION=21
+SDL_INTERFACE_AGE=3
+SDL_BINARY_AGE=21
 SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION
 SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION
 
 
 
 
@@ -16999,9 +17003,8 @@ fi
 $as_echo_n "checking for linker option --no-undefined... " >&6; }
 $as_echo_n "checking for linker option --no-undefined... " >&6; }
 have_no_undefined=no
 have_no_undefined=no
 case "$host" in
 case "$host" in
-        *-*-openbsd*)
+    *-*-openbsd*)
         ;;
         ;;
-
     *)
     *)
         save_LDFLAGS="$LDFLAGS"
         save_LDFLAGS="$LDFLAGS"
         LDFLAGS="$LDFLAGS -Wl,--no-undefined"
         LDFLAGS="$LDFLAGS -Wl,--no-undefined"
@@ -17138,7 +17141,7 @@ if test x$enable_libc = xyes; then
 $as_echo "#define HAVE_LIBC 1" >>confdefs.h
 $as_echo "#define HAVE_LIBC 1" >>confdefs.h
 
 
 
 
-        { $as_echo "$as_me:${as_lineno-$LINENO}: checking for ANSI C header files" >&5
+    { $as_echo "$as_me:${as_lineno-$LINENO}: checking for ANSI C header files" >&5
 $as_echo_n "checking for ANSI C header files... " >&6; }
 $as_echo_n "checking for ANSI C header files... " >&6; }
 if ${ac_cv_header_stdc+:} false; then :
 if ${ac_cv_header_stdc+:} false; then :
   $as_echo_n "(cached) " >&6
   $as_echo_n "(cached) " >&6
@@ -17264,7 +17267,7 @@ fi
 done
 done
 
 
 
 
-        ac_fn_c_check_type "$LINENO" "size_t" "ac_cv_type_size_t" "$ac_includes_default"
+    ac_fn_c_check_type "$LINENO" "size_t" "ac_cv_type_size_t" "$ac_includes_default"
 if test "x$ac_cv_type_size_t" = xyes; then :
 if test "x$ac_cv_type_size_t" = xyes; then :
 
 
 else
 else
@@ -17276,7 +17279,7 @@ _ACEOF
 fi
 fi
 
 
 
 
-          { $as_echo "$as_me:${as_lineno-$LINENO}: checking for M_PI in math.h" >&5
+      { $as_echo "$as_me:${as_lineno-$LINENO}: checking for M_PI in math.h" >&5
 $as_echo_n "checking for M_PI in math.h... " >&6; }
 $as_echo_n "checking for M_PI in math.h... " >&6; }
 if ${ac_cv_define_M_PI+:} false; then :
 if ${ac_cv_define_M_PI+:} false; then :
   $as_echo_n "(cached) " >&6
   $as_echo_n "(cached) " >&6
@@ -17309,11 +17312,7 @@ $as_echo "#define HAVE_M_PI /**/" >>confdefs.h
   fi
   fi
 
 
 
 
-        case "$host" in
-    *-*-cygwin* | *-*-mingw*)
-        ;;
-    *)
-        # The Ultrix 4.2 mips builtin alloca declared by alloca.h only works
+    # The Ultrix 4.2 mips builtin alloca declared by alloca.h only works
 # for constant arguments.  Useless!
 # for constant arguments.  Useless!
 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for working alloca.h" >&5
 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for working alloca.h" >&5
 $as_echo_n "checking for working alloca.h... " >&6; }
 $as_echo_n "checking for working alloca.h... " >&6; }
@@ -17499,8 +17498,6 @@ _ACEOF
 
 
 fi
 fi
 
 
-        ;;
-    esac
 
 
     { $as_echo "$as_me:${as_lineno-$LINENO}: checking for working memcmp" >&5
     { $as_echo "$as_me:${as_lineno-$LINENO}: checking for working memcmp" >&5
 $as_echo_n "checking for working memcmp... " >&6; }
 $as_echo_n "checking for working memcmp... " >&6; }
@@ -17840,7 +17837,7 @@ $as_echo "#define HAVE_SA_SIGACTION 1" >>confdefs.h
 fi
 fi
 
 
 
 
-        for ac_header in libunwind.h
+    for ac_header in libunwind.h
 do :
 do :
   ac_fn_c_check_header_mongrel "$LINENO" "libunwind.h" "ac_cv_header_libunwind_h" "$ac_includes_default"
   ac_fn_c_check_header_mongrel "$LINENO" "libunwind.h" "ac_cv_header_libunwind_h" "$ac_includes_default"
 if test "x$ac_cv_header_libunwind_h" = xyes; then :
 if test "x$ac_cv_header_libunwind_h" = xyes; then :
@@ -17953,11 +17950,20 @@ SOURCES="$SOURCES $srcdir/src/video/yuv2rgb/*.c"
 SOURCES="$SOURCES $srcdir/src/locale/*.c"
 SOURCES="$SOURCES $srcdir/src/locale/*.c"
 
 
 
 
+case "$host" in
+    *-*-emscripten*)
+        default_atomic=no
+        ;;
+    *)
+        default_atomic=yes
+        ;;
+esac
+
 # Check whether --enable-atomic was given.
 # Check whether --enable-atomic was given.
 if test "${enable_atomic+set}" = set; then :
 if test "${enable_atomic+set}" = set; then :
   enableval=$enable_atomic;
   enableval=$enable_atomic;
 else
 else
-  enable_atomic=yes
+  enable_atomic=$default_atomic
 fi
 fi
 
 
 if test x$enable_atomic != xyes; then
 if test x$enable_atomic != xyes; then
@@ -18149,6 +18155,34 @@ $as_echo "#define SDL_FILE_DISABLED 1" >>confdefs.h
 else
 else
     SUMMARY_modules="${SUMMARY_modules} file"
     SUMMARY_modules="${SUMMARY_modules} file"
 fi
 fi
+# Check whether --enable-misc was given.
+if test "${enable_misc+set}" = set; then :
+  enableval=$enable_misc;
+else
+  enable_misc=yes
+fi
+
+if test x$enable_misc != xyes; then
+
+$as_echo "#define SDL_MISC_DISABLED 1" >>confdefs.h
+
+else
+    SUMMARY_modules="${SUMMARY_modules} misc"
+fi
+# Check whether --enable-locale was given.
+if test "${enable_locale+set}" = set; then :
+  enableval=$enable_locale;
+else
+  enable_locale=yes
+fi
+
+if test x$enable_locale != xyes; then
+
+$as_echo "#define SDL_LOCALE_DISABLED 1" >>confdefs.h
+
+else
+    SUMMARY_modules="${SUMMARY_modules} locale"
+fi
 # Check whether --enable-loadso was given.
 # Check whether --enable-loadso was given.
 if test "${enable_loadso+set}" = set; then :
 if test "${enable_loadso+set}" = set; then :
   enableval=$enable_loadso;
   enableval=$enable_loadso;
@@ -18219,7 +18253,7 @@ fi
         fi
         fi
     fi
     fi
 
 
-        # Check whether --enable-mmx was given.
+    # Check whether --enable-mmx was given.
 if test "${enable_mmx+set}" = set; then :
 if test "${enable_mmx+set}" = set; then :
   enableval=$enable_mmx;
   enableval=$enable_mmx;
 else
 else
@@ -20150,6 +20184,7 @@ $as_echo "#define SDL_AUDIO_DRIVER_DISK 1" >>confdefs.h
 
 
         SOURCES="$SOURCES $srcdir/src/audio/disk/*.c"
         SOURCES="$SOURCES $srcdir/src/audio/disk/*.c"
         SUMMARY_audio="${SUMMARY_audio} disk"
         SUMMARY_audio="${SUMMARY_audio} disk"
+        have_audio=yes
     fi
     fi
 }
 }
 
 
@@ -20168,6 +20203,7 @@ $as_echo "#define SDL_AUDIO_DRIVER_DUMMY 1" >>confdefs.h
 
 
         SOURCES="$SOURCES $srcdir/src/audio/dummy/*.c"
         SOURCES="$SOURCES $srcdir/src/audio/dummy/*.c"
         SUMMARY_audio="${SUMMARY_audio} dummy"
         SUMMARY_audio="${SUMMARY_audio} dummy"
+        have_audio=yes
     fi
     fi
 }
 }
 
 
@@ -20496,7 +20532,7 @@ $as_echo "$have_gcc_Wall" >&6; }
     if test x$have_gcc_Wall = xyes; then
     if test x$have_gcc_Wall = xyes; then
         EXTRA_CFLAGS="$EXTRA_CFLAGS -Wall"
         EXTRA_CFLAGS="$EXTRA_CFLAGS -Wall"
 
 
-                { $as_echo "$as_me:${as_lineno-$LINENO}: checking for necessary GCC -Wno-multichar option" >&5
+        { $as_echo "$as_me:${as_lineno-$LINENO}: checking for necessary GCC -Wno-multichar option" >&5
 $as_echo_n "checking for necessary GCC -Wno-multichar option... " >&6; }
 $as_echo_n "checking for necessary GCC -Wno-multichar option... " >&6; }
         need_gcc_Wno_multichar=no
         need_gcc_Wno_multichar=no
         case "$host" in
         case "$host" in
@@ -20577,7 +20613,8 @@ fi
                     wayland_client_lib=`find_lib "libwayland-client.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`
                     wayland_client_lib=`find_lib "libwayland-client.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`
                     wayland_egl_lib=`find_lib "libwayland-egl.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`
                     wayland_egl_lib=`find_lib "libwayland-egl.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`
                     if test x$wayland_egl_lib = x; then
                     if test x$wayland_egl_lib = x; then
-                                                wayland_egl_lib=`find_lib "mesa-egl/libwayland-egl.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`
+                        # This works in Ubuntu 13.10, maybe others
+                        wayland_egl_lib=`find_lib "mesa-egl/libwayland-egl.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`
                     fi
                     fi
                     wayland_cursor_lib=`find_lib "libwayland-cursor.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`
                     wayland_cursor_lib=`find_lib "libwayland-cursor.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`
                     xkbcommon_lib=`find_lib "libxkbcommon.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`
                     xkbcommon_lib=`find_lib "libxkbcommon.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`
@@ -20734,8 +20771,10 @@ $as_echo "#define SDL_VIDEO_RENDER_OGL_ES2 1" >>confdefs.h
         SDLMAIN_SOURCES="$srcdir/src/main/nacl/*.c"
         SDLMAIN_SOURCES="$srcdir/src/main/nacl/*.c"
         SOURCES="$SOURCES $srcdir/src/audio/nacl/*.c"
         SOURCES="$SOURCES $srcdir/src/audio/nacl/*.c"
         SUMMARY_audio="${SUMMARY_audio} nacl"
         SUMMARY_audio="${SUMMARY_audio} nacl"
+        have_audio=yes
         SOURCES="$SOURCES $srcdir/src/video/nacl/*.c"
         SOURCES="$SOURCES $srcdir/src/video/nacl/*.c"
         SUMMARY_video="${SUMMARY_video} nacl opengles2"
         SUMMARY_video="${SUMMARY_video} nacl opengles2"
+        have_video=yes
 
 
 fi
 fi
 rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext
 rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext
@@ -20880,6 +20919,7 @@ $as_echo "$have_video_rpi" >&6; }
 $as_echo "#define SDL_VIDEO_DRIVER_RPI 1" >>confdefs.h
 $as_echo "#define SDL_VIDEO_DRIVER_RPI 1" >>confdefs.h
 
 
             SUMMARY_video="${SUMMARY_video} rpi"
             SUMMARY_video="${SUMMARY_video} rpi"
+            have_video=yes
         fi
         fi
     fi
     fi
 }
 }
@@ -21731,7 +21771,7 @@ _ACEOF
             fi
             fi
             have_video=yes
             have_video=yes
 
 
-                        { $as_echo "$as_me:${as_lineno-$LINENO}: checking for XGenericEvent" >&5
+            { $as_echo "$as_me:${as_lineno-$LINENO}: checking for XGenericEvent" >&5
 $as_echo_n "checking for XGenericEvent... " >&6; }
 $as_echo_n "checking for XGenericEvent... " >&6; }
             have_XGenericEvent=no
             have_XGenericEvent=no
             cat confdefs.h - <<_ACEOF >conftest.$ac_ext
             cat confdefs.h - <<_ACEOF >conftest.$ac_ext
@@ -22219,7 +22259,7 @@ else
 fi
 fi
 
 
             if test x$enable_video_x11_xrandr = xyes; then
             if test x$enable_video_x11_xrandr = xyes; then
-                                definitely_enable_video_x11_xrandr=no
+                definitely_enable_video_x11_xrandr=no
                 have_xrandr_h_hdr=no
                 have_xrandr_h_hdr=no
                 cat confdefs.h - <<_ACEOF >conftest.$ac_ext
                 cat confdefs.h - <<_ACEOF >conftest.$ac_ext
 /* end confdefs.h.  */
 /* end confdefs.h.  */
@@ -22601,7 +22641,7 @@ fi
 
 
     if test x$enable_video = xyes -a x$enable_video_cocoa = xyes; then
     if test x$enable_video = xyes -a x$enable_video_cocoa = xyes; then
         save_CFLAGS="$CFLAGS"
         save_CFLAGS="$CFLAGS"
-                CFLAGS="$CFLAGS -x objective-c"
+        CFLAGS="$CFLAGS -x objective-c"
         { $as_echo "$as_me:${as_lineno-$LINENO}: checking for Cocoa framework" >&5
         { $as_echo "$as_me:${as_lineno-$LINENO}: checking for Cocoa framework" >&5
 $as_echo_n "checking for Cocoa framework... " >&6; }
 $as_echo_n "checking for Cocoa framework... " >&6; }
         have_cocoa=no
         have_cocoa=no
@@ -22654,7 +22694,7 @@ fi
 
 
     if test x$enable_video = xyes -a x$enable_video_metal = xyes; then
     if test x$enable_video = xyes -a x$enable_video_metal = xyes; then
         save_CFLAGS="$CFLAGS"
         save_CFLAGS="$CFLAGS"
-                CFLAGS="$CFLAGS -x objective-c"
+        CFLAGS="$CFLAGS -x objective-c"
         { $as_echo "$as_me:${as_lineno-$LINENO}: checking for Metal framework" >&5
         { $as_echo "$as_me:${as_lineno-$LINENO}: checking for Metal framework" >&5
 $as_echo_n "checking for Metal framework... " >&6; }
 $as_echo_n "checking for Metal framework... " >&6; }
         have_metal=no
         have_metal=no
@@ -23592,7 +23632,7 @@ rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext
                 ;;
                 ;;
             *-*-darwin*)
             *-*-darwin*)
                 save_CFLAGS="$CFLAGS"
                 save_CFLAGS="$CFLAGS"
-                                CFLAGS="$CFLAGS -x objective-c"
+                CFLAGS="$CFLAGS -x objective-c"
                 cat confdefs.h - <<_ACEOF >conftest.$ac_ext
                 cat confdefs.h - <<_ACEOF >conftest.$ac_ext
 /* end confdefs.h.  */
 /* end confdefs.h.  */
 
 
@@ -23645,7 +23685,7 @@ $as_echo "#define SDL_VIDEO_VULKAN 1" >>confdefs.h
 
 
 CheckInputEvents()
 CheckInputEvents()
 {
 {
-            { $as_echo "$as_me:${as_lineno-$LINENO}: checking for Linux 2.4 unified input interface" >&5
+        { $as_echo "$as_me:${as_lineno-$LINENO}: checking for Linux 2.4 unified input interface" >&5
 $as_echo_n "checking for Linux 2.4 unified input interface... " >&6; }
 $as_echo_n "checking for Linux 2.4 unified input interface... " >&6; }
         use_input_events=no
         use_input_events=no
         cat confdefs.h - <<_ACEOF >conftest.$ac_ext
         cat confdefs.h - <<_ACEOF >conftest.$ac_ext
@@ -23681,7 +23721,6 @@ $as_echo "#define SDL_INPUT_LINUXEV 1" >>confdefs.h
 
 
 CheckInputKD()
 CheckInputKD()
 {
 {
-
     { $as_echo "$as_me:${as_lineno-$LINENO}: checking for Linux kd.h" >&5
     { $as_echo "$as_me:${as_lineno-$LINENO}: checking for Linux kd.h" >&5
 $as_echo_n "checking for Linux kd.h... " >&6; }
 $as_echo_n "checking for Linux kd.h... " >&6; }
     use_input_kd=no
     use_input_kd=no
@@ -24161,7 +24200,7 @@ fi
     if test x$enable_joystick_mfi = xyes; then
     if test x$enable_joystick_mfi = xyes; then
         save_CFLAGS="$CFLAGS"
         save_CFLAGS="$CFLAGS"
         save_LDFLAGS="$LDFLAGS"
         save_LDFLAGS="$LDFLAGS"
-                CFLAGS="$CFLAGS -x objective-c -fobjc-weak"
+        CFLAGS="$CFLAGS -x objective-c -fobjc-weak"
         LDFLAGS="$LDFLAGS -Wl,-weak_framework,CoreHaptics -Wl,-weak_framework,GameController"
         LDFLAGS="$LDFLAGS -Wl,-weak_framework,CoreHaptics -Wl,-weak_framework,GameController"
         { $as_echo "$as_me:${as_lineno-$LINENO}: checking for GameController framework" >&5
         { $as_echo "$as_me:${as_lineno-$LINENO}: checking for GameController framework" >&5
 $as_echo_n "checking for GameController framework... " >&6; }
 $as_echo_n "checking for GameController framework... " >&6; }
@@ -24228,7 +24267,7 @@ else
   enable_pthreads=maybe
   enable_pthreads=maybe
 fi
 fi
 
 
-        # Check whether --enable-pthread-sem was given.
+    # Check whether --enable-pthread-sem was given.
 if test "${enable_pthread_sem+set}" = set; then :
 if test "${enable_pthread_sem+set}" = set; then :
   enableval=$enable_pthread_sem;
   enableval=$enable_pthread_sem;
 else
 else
@@ -25403,6 +25442,9 @@ fi
                 enable_hidapi_libusb=yes
                 enable_hidapi_libusb=yes
                 require_hidapi_libusb=yes
                 require_hidapi_libusb=yes
                 ;;
                 ;;
+           *-*-os2* )
+                enable_hidapi_libusb=yes
+                ;;
         esac
         esac
 
 
         hidapi_support=yes
         hidapi_support=yes
@@ -25513,6 +25555,9 @@ $as_echo "$as_me: WARNING: You must have SDL_LoadObject() support for dynamic li
                         *-*-cygwin* | *-*-mingw* )
                         *-*-cygwin* | *-*-mingw* )
                             libusb_lib="libusb-1.0.dll"
                             libusb_lib="libusb-1.0.dll"
                             ;;
                             ;;
+                        *-*-os2* )
+                            libusb_lib="usb100.dll"
+                            ;;
                     esac
                     esac
                     if test x$libusb_lib = x; then
                     if test x$libusb_lib = x; then
                         libusb_lib=`find_lib "libusb-1.0.so.*" "" | sed 's/.*\/\(.*\)/\1/; q'`
                         libusb_lib=`find_lib "libusb-1.0.so.*" "" | sed 's/.*\/\(.*\)/\1/; q'`
@@ -25738,6 +25783,7 @@ case "$host" in
 $as_echo "#define SDL_VIDEO_DRIVER_ANDROID 1" >>confdefs.h
 $as_echo "#define SDL_VIDEO_DRIVER_ANDROID 1" >>confdefs.h
 
 
                     SUMMARY_video="${SUMMARY_video} android"
                     SUMMARY_video="${SUMMARY_video} android"
+                    have_video=yes
                 fi
                 fi
                 ;;
                 ;;
             *-*-linux*)         ARCH=linux ;;
             *-*-linux*)         ARCH=linux ;;
@@ -25819,12 +25865,16 @@ $as_echo "#define SDL_VIDEO_DRIVER_ANDROID 1" >>confdefs.h
         CheckRPATH
         CheckRPATH
         CheckVivanteVideo
         CheckVivanteVideo
 
 
-        SOURCES="$SOURCES $srcdir/src/misc/unix/*.c"
-        have_misc=yes
-
-        SOURCES="$SOURCES $srcdir/src/locale/unix/*.c"
-        have_locale=yes
-
+        # Set up files for the misc library
+        if test x$enable_misc = xyes; then
+            SOURCES="$SOURCES $srcdir/src/misc/unix/*.c"
+            have_misc=yes
+        fi
+        # Set up files for the locale library
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/unix/*.c"
+            have_locale=yes
+        fi
         # Set up files for the audio library
         # Set up files for the audio library
         if test x$enable_audio = xyes; then
         if test x$enable_audio = xyes; then
           case $ARCH in
           case $ARCH in
@@ -26036,12 +26086,16 @@ $as_echo "#define SDL_TIMER_UNIX 1" >>confdefs.h
 
 
         # Set up the core platform files
         # Set up the core platform files
         SOURCES="$SOURCES $srcdir/src/core/windows/*.c"
         SOURCES="$SOURCES $srcdir/src/core/windows/*.c"
-        SOURCES="$SOURCES $srcdir/src/misc/windows/*.c"
-        have_misc=yes
+        # Set up files for the misc library
+        if test x$enable_misc = xyes; then
+            SOURCES="$SOURCES $srcdir/src/misc/windows/*.c"
+            have_misc=yes
+        fi
         # Use the Windows locale APIs.
         # Use the Windows locale APIs.
-        SOURCES="$SOURCES $srcdir/src/locale/windows/*.c"
-        have_locale=yes
-
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/windows/*.c"
+            have_locale=yes
+        fi
         # Set up files for the video library
         # Set up files for the video library
         if test x$enable_video = xyes; then
         if test x$enable_video = xyes; then
 
 
@@ -26134,6 +26188,17 @@ $as_echo "#define SDL_HAPTIC_DINPUT 1" >>confdefs.h
                 have_haptic=yes
                 have_haptic=yes
             fi
             fi
         fi
         fi
+        ac_fn_c_check_header_mongrel "$LINENO" "tpcshrd.h" "ac_cv_header_tpcshrd_h" "$ac_includes_default"
+if test "x$ac_cv_header_tpcshrd_h" = xyes; then :
+  have_tpcshrd_h=yes
+fi
+
+
+        if test x$have_tpcshrd_h = xyes; then
+
+$as_echo "#define HAVE_TPCSHRD_H 1" >>confdefs.h
+
+        fi
         # Set up files for the sensor library
         # Set up files for the sensor library
         ac_fn_c_check_header_mongrel "$LINENO" "sensorsapi.h" "ac_cv_header_sensorsapi_h" "$ac_includes_default"
         ac_fn_c_check_header_mongrel "$LINENO" "sensorsapi.h" "ac_cv_header_sensorsapi_h" "$ac_includes_default"
 if test "x$ac_cv_header_sensorsapi_h" = xyes; then :
 if test "x$ac_cv_header_sensorsapi_h" = xyes; then :
@@ -26254,13 +26319,11 @@ fi
             SDL_LIBS="-lcygwin $SDL_LIBS"
             SDL_LIBS="-lcygwin $SDL_LIBS"
         fi
         fi
         ;;
         ;;
-
-        *-*-beos*)
+    *-*-beos*)
         as_fn_error $? "
         as_fn_error $? "
 *** BeOS support has been removed as of SDL 2.0.2.
 *** BeOS support has been removed as of SDL 2.0.2.
         " "$LINENO" 5
         " "$LINENO" 5
         ;;
         ;;
-
     *-*-haiku*)
     *-*-haiku*)
         ARCH=haiku
         ARCH=haiku
         ac_default_prefix=/boot/system
         ac_default_prefix=/boot/system
@@ -26315,14 +26378,16 @@ $as_echo "#define SDL_FILESYSTEM_HAIKU 1" >>confdefs.h
             SOURCES="$SOURCES $srcdir/src/filesystem/haiku/*.cc"
             SOURCES="$SOURCES $srcdir/src/filesystem/haiku/*.cc"
             have_filesystem=yes
             have_filesystem=yes
         fi
         fi
-
-        SOURCES="$SOURCES $srcdir/src/misc/haiku/*.cc"
-        have_misc=yes
-
+        # Set up files for the misc library
+        if test x$enable_misc = xyes; then
+            SOURCES="$SOURCES $srcdir/src/misc/haiku/*.cc"
+            have_misc=yes
+        fi
         # Set up files for the locale library
         # Set up files for the locale library
-        SOURCES="$SOURCES $srcdir/src/locale/haiku/*.cc"
-        have_locale=yes
-
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/haiku/*.cc"
+            have_locale=yes
+        fi
         # The Haiku platform requires special setup.
         # The Haiku platform requires special setup.
         SOURCES="$srcdir/src/main/haiku/*.cc $SOURCES"
         SOURCES="$srcdir/src/main/haiku/*.cc $SOURCES"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lroot -lbe -lmedia -lgame -ldevice -ltextencoding"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lroot -lbe -lmedia -lgame -ldevice -ltextencoding"
@@ -26342,13 +26407,16 @@ $as_echo "#define SDL_FILESYSTEM_HAIKU 1" >>confdefs.h
         CheckVulkan
         CheckVulkan
         CheckPTHREAD
         CheckPTHREAD
 
 
-        SOURCES="$SOURCES $srcdir/src/misc/ios/*.m"
-        have_misc=yes
-
+        # Set up files for the misc library
+        if test x$enable_misc = xyes; then
+            SOURCES="$SOURCES $srcdir/src/misc/ios/*.m"
+            have_misc=yes
+        fi
         # Set up files for the locale library
         # Set up files for the locale library
-        SOURCES="$SOURCES $srcdir/src/locale/macosx/*.m"
-        have_locale=yes
-
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/macosx/*.m"
+            have_locale=yes
+        fi
         # Set up files for the audio library
         # Set up files for the audio library
         if test x$enable_audio = xyes; then
         if test x$enable_audio = xyes; then
 
 
@@ -26431,6 +26499,8 @@ $as_echo "#define SDL_VIDEO_RENDER_OGL_ES 1" >>confdefs.h
 $as_echo "#define SDL_VIDEO_RENDER_OGL_ES2 1" >>confdefs.h
 $as_echo "#define SDL_VIDEO_RENDER_OGL_ES2 1" >>confdefs.h
 
 
         SOURCES="$SOURCES $srcdir/src/video/uikit/*.m"
         SOURCES="$SOURCES $srcdir/src/video/uikit/*.m"
+        SUMMARY_video="${SUMMARY_video} uikit"
+        have_video=yes
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lm -liconv -lobjc"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lm -liconv -lobjc"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -Wl,-framework,AVFoundation"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -Wl,-framework,AVFoundation"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -Wl,-framework,AudioToolbox"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -Wl,-framework,AudioToolbox"
@@ -26476,13 +26546,16 @@ $as_echo "#define SDL_VIDEO_RENDER_OGL_ES2 1" >>confdefs.h
         CheckPTHREAD
         CheckPTHREAD
         CheckHIDAPI
         CheckHIDAPI
 
 
-        SOURCES="$SOURCES $srcdir/src/misc/macosx/*.m"
-        have_misc=yes
-
+        # Set up files for the misc library
+        if test x$enable_misc = xyes; then
+            SOURCES="$SOURCES $srcdir/src/misc/macosx/*.m"
+            have_misc=yes
+        fi
         # Set up files for the locale library
         # Set up files for the locale library
-        SOURCES="$SOURCES $srcdir/src/locale/macosx/*.m"
-        have_locale=yes
-
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/macosx/*.m"
+            have_locale=yes
+        fi
         # Set up files for the audio library
         # Set up files for the audio library
         if test x$enable_audio = xyes; then
         if test x$enable_audio = xyes; then
 
 
@@ -26610,6 +26683,9 @@ $as_echo "#define SDL_AUDIO_DRIVER_EMSCRIPTEN 1" >>confdefs.h
         CheckClockGettime
         CheckClockGettime
         CheckEmscriptenGLES
         CheckEmscriptenGLES
 
 
+        SOURCES="$SOURCES $srcdir/src/misc/emscripten/*.c"
+        have_misc=yes
+
          # Set up files for the power library
          # Set up files for the power library
         if test x$enable_power = xyes; then
         if test x$enable_power = xyes; then
 
 
@@ -26645,8 +26721,10 @@ $as_echo "#define SDL_TIMER_UNIX 1" >>confdefs.h
             have_timers=yes
             have_timers=yes
         fi
         fi
         # Set up files for the locale library
         # Set up files for the locale library
-        SOURCES="$SOURCES $srcdir/src/locale/emscripten/*.c"
-        have_locale=yes
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/emscripten/*.c"
+            have_locale=yes
+        fi
         ;;
         ;;
     *-*-riscos*)
     *-*-riscos*)
         ARCH=riscos
         ARCH=riscos
@@ -26662,9 +26740,11 @@ $as_echo "#define SDL_TIMER_UNIX 1" >>confdefs.h
         CheckPTHREAD
         CheckPTHREAD
         CheckClockGettime
         CheckClockGettime
 
 
-        SOURCES="$SOURCES $srcdir/src/misc/riscos/*.c"
-        have_misc=yes
-
+        # Set up files for the misc library
+        if test x$enable_misc = xyes; then
+            SOURCES="$SOURCES $srcdir/src/misc/riscos/*.c"
+            have_misc=yes
+        fi
         # Set up files for the video library
         # Set up files for the video library
         if test x$enable_video = xyes; then
         if test x$enable_video = xyes; then
 
 
@@ -26709,6 +26789,7 @@ $as_echo "#define SDL_TIMER_UNIX 1" >>confdefs.h
         CheckDummyVideo
         CheckDummyVideo
         CheckDiskAudio
         CheckDiskAudio
         CheckDummyAudio
         CheckDummyAudio
+        CheckHIDAPI
 
 
         # Set up the core platform files
         # Set up the core platform files
         SOURCES="$SOURCES $srcdir/src/core/os2/*.c"
         SOURCES="$SOURCES $srcdir/src/core/os2/*.c"
@@ -26716,8 +26797,10 @@ $as_echo "#define SDL_TIMER_UNIX 1" >>confdefs.h
             SOURCES="$SOURCES $srcdir/src/core/os2/geniconv/*.c"
             SOURCES="$SOURCES $srcdir/src/core/os2/geniconv/*.c"
         fi
         fi
         # Use the Unix locale APIs.
         # Use the Unix locale APIs.
-        SOURCES="$SOURCES $srcdir/src/locale/unix/*.c"
-        have_locale=yes
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/unix/*.c"
+            have_locale=yes
+        fi
         # Set up files for the video library
         # Set up files for the video library
         if test x$enable_video = xyes; then
         if test x$enable_video = xyes; then
 
 
@@ -26814,10 +26897,36 @@ INSTALL_SDL2_CONFIG=$enable_sdl2_config
 
 
 # Verify that we have all the platform specific files we need
 # Verify that we have all the platform specific files we need
 
 
+if test x$have_audio != xyes; then
+    if test x$enable_audio = xyes; then
+
+$as_echo "#define SDL_AUDIO_DRIVER_DUMMY 1" >>confdefs.h
+
+    fi
+    SOURCES="$SOURCES $srcdir/src/audio/dummy/*.c"
+fi
+if test x$have_video != xyes; then
+    if test x$enable_video = xyes; then
+
+$as_echo "#define SDL_VIDEO_DRIVER_DUMMY 1" >>confdefs.h
+
+    fi
+    SOURCES="$SOURCES $srcdir/src/video/dummy/*.c"
+fi
 if test x$have_misc != xyes; then
 if test x$have_misc != xyes; then
+    if test x$enable_misc = xyes; then
+
+$as_echo "#define SDL_MISC_DUMMY 1" >>confdefs.h
+
+    fi
     SOURCES="$SOURCES $srcdir/src/misc/dummy/*.c"
     SOURCES="$SOURCES $srcdir/src/misc/dummy/*.c"
 fi
 fi
 if test x$have_locale != xyes; then
 if test x$have_locale != xyes; then
+    if test x$enable_locale = xyes; then
+
+$as_echo "#define SDL_LOCALE_DUMMY 1" >>confdefs.h
+
+    fi
     SOURCES="$SOURCES $srcdir/src/locale/dummy/*.c"
     SOURCES="$SOURCES $srcdir/src/locale/dummy/*.c"
 fi
 fi
 if test x$have_joystick != xyes; then
 if test x$have_joystick != xyes; then
@@ -26855,7 +26964,7 @@ fi
 if test x$have_timers != xyes; then
 if test x$have_timers != xyes; then
     if test x$enable_timers = xyes; then
     if test x$enable_timers = xyes; then
 
 
-$as_echo "#define SDL_TIMERS_DISABLED 1" >>confdefs.h
+$as_echo "#define SDL_TIMER_DUMMY 1" >>confdefs.h
 
 
     fi
     fi
     SOURCES="$SOURCES $srcdir/src/timer/dummy/*.c"
     SOURCES="$SOURCES $srcdir/src/timer/dummy/*.c"
@@ -26863,7 +26972,7 @@ fi
 if test x$have_filesystem != xyes; then
 if test x$have_filesystem != xyes; then
     if test x$enable_filesystem = xyes; then
     if test x$enable_filesystem = xyes; then
 
 
-$as_echo "#define SDL_FILESYSTEM_DISABLED 1" >>confdefs.h
+$as_echo "#define SDL_FILESYSTEM_DUMMY 1" >>confdefs.h
 
 
     fi
     fi
     SOURCES="$SOURCES $srcdir/src/filesystem/dummy/*.c"
     SOURCES="$SOURCES $srcdir/src/filesystem/dummy/*.c"
@@ -26871,7 +26980,7 @@ fi
 if test x$have_loadso != xyes; then
 if test x$have_loadso != xyes; then
     if test x$enable_loadso = xyes; then
     if test x$enable_loadso = xyes; then
 
 
-$as_echo "#define SDL_LOADSO_DISABLED 1" >>confdefs.h
+$as_echo "#define SDL_LOADSO_DUMMY 1" >>confdefs.h
 
 
     fi
     fi
     SOURCES="$SOURCES $srcdir/src/loadso/dummy/*.c"
     SOURCES="$SOURCES $srcdir/src/loadso/dummy/*.c"

+ 157 - 81
sdl.mod/SDL/configure.ac

@@ -22,9 +22,9 @@ dnl Set various version strings - taken gratefully from the GTk sources
 #
 #
 SDL_MAJOR_VERSION=2
 SDL_MAJOR_VERSION=2
 SDL_MINOR_VERSION=0
 SDL_MINOR_VERSION=0
-SDL_MICRO_VERSION=19
-SDL_INTERFACE_AGE=1
-SDL_BINARY_AGE=19
+SDL_MICRO_VERSION=21
+SDL_INTERFACE_AGE=3
+SDL_BINARY_AGE=21
 SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION
 SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION
 
 
 AC_SUBST(SDL_MAJOR_VERSION)
 AC_SUBST(SDL_MAJOR_VERSION)
@@ -241,10 +241,9 @@ fi
 AC_MSG_CHECKING(for linker option --no-undefined)
 AC_MSG_CHECKING(for linker option --no-undefined)
 have_no_undefined=no
 have_no_undefined=no
 case "$host" in
 case "$host" in
-    dnl Skip this on platforms where it is just simply busted.
+dnl Skip this on platforms where it is just simply busted.
     *-*-openbsd*)
     *-*-openbsd*)
         ;;
         ;;
-
     *)
     *)
         save_LDFLAGS="$LDFLAGS"
         save_LDFLAGS="$LDFLAGS"
         LDFLAGS="$LDFLAGS -Wl,--no-undefined"
         LDFLAGS="$LDFLAGS -Wl,--no-undefined"
@@ -309,25 +308,19 @@ AC_ARG_ENABLE(libc,
 if test x$enable_libc = xyes; then
 if test x$enable_libc = xyes; then
     AC_DEFINE(HAVE_LIBC, 1, [ ])
     AC_DEFINE(HAVE_LIBC, 1, [ ])
 
 
-    dnl Check for C library headers
+dnl Check for C library headers
     AC_HEADER_STDC
     AC_HEADER_STDC
     AC_CHECK_HEADERS(sys/types.h stdio.h stdlib.h stddef.h stdarg.h malloc.h memory.h string.h strings.h wchar.h inttypes.h stdint.h limits.h ctype.h math.h float.h iconv.h signal.h)
     AC_CHECK_HEADERS(sys/types.h stdio.h stdlib.h stddef.h stdarg.h malloc.h memory.h string.h strings.h wchar.h inttypes.h stdint.h limits.h ctype.h math.h float.h iconv.h signal.h)
 
 
-    dnl Check for typedefs, structures, etc.
+dnl Check for typedefs, structures, etc.
     AC_TYPE_SIZE_T
     AC_TYPE_SIZE_T
 
 
-    dnl Check for defines
+dnl Check for defines
     AC_CHECK_DEFINE(M_PI, math.h)
     AC_CHECK_DEFINE(M_PI, math.h)
 
 
-    dnl Checks for library functions.
-    case "$host" in
-    *-*-cygwin* | *-*-mingw*)
-        ;;
-    *)
-        AC_FUNC_ALLOCA
-        ;;
-    esac
+    AC_FUNC_ALLOCA
 
 
+dnl Checks for library functions.
     AC_FUNC_MEMCMP
     AC_FUNC_MEMCMP
     if test x$ac_cv_func_memcmp_working = xyes; then
     if test x$ac_cv_func_memcmp_working = xyes; then
         AC_DEFINE(HAVE_MEMCMP, 1, [ ])
         AC_DEFINE(HAVE_MEMCMP, 1, [ ])
@@ -354,7 +347,7 @@ if test x$enable_libc = xyes; then
 
 
     AC_CHECK_MEMBER(struct sigaction.sa_sigaction,[AC_DEFINE([HAVE_SA_SIGACTION], 1, [ ])], ,[#include <signal.h>])
     AC_CHECK_MEMBER(struct sigaction.sa_sigaction,[AC_DEFINE([HAVE_SA_SIGACTION], 1, [ ])], ,[#include <signal.h>])
 
 
-    dnl Check for additional non-standard headers
+dnl Check for additional non-standard headers
     AC_CHECK_HEADERS(libunwind.h)
     AC_CHECK_HEADERS(libunwind.h)
 fi
 fi
 
 
@@ -422,9 +415,18 @@ SOURCES="$SOURCES $srcdir/src/locale/*.c"
 
 
 dnl Enable/disable various subsystems of the SDL library
 dnl Enable/disable various subsystems of the SDL library
 
 
+case "$host" in
+    *-*-emscripten*)
+        default_atomic=no
+        ;;
+    *)
+        default_atomic=yes
+        ;;
+esac
+
 AC_ARG_ENABLE(atomic,
 AC_ARG_ENABLE(atomic,
 [AS_HELP_STRING([--enable-atomic], [Enable the atomic operations subsystem [default=yes]])],
 [AS_HELP_STRING([--enable-atomic], [Enable the atomic operations subsystem [default=yes]])],
-              , enable_atomic=yes)
+              , enable_atomic=$default_atomic)
 if test x$enable_atomic != xyes; then
 if test x$enable_atomic != xyes; then
     AC_DEFINE(SDL_ATOMIC_DISABLED, 1, [ ])
     AC_DEFINE(SDL_ATOMIC_DISABLED, 1, [ ])
 else
 else
@@ -534,6 +536,22 @@ if test x$enable_file != xyes; then
 else
 else
     SUMMARY_modules="${SUMMARY_modules} file"
     SUMMARY_modules="${SUMMARY_modules} file"
 fi
 fi
+AC_ARG_ENABLE(misc,
+[AS_HELP_STRING([--enable-misc], [Enable the misc subsystem [default=yes]])],
+              , enable_misc=yes)
+if test x$enable_misc != xyes; then
+    AC_DEFINE(SDL_MISC_DISABLED, 1, [ ])
+else
+    SUMMARY_modules="${SUMMARY_modules} misc"
+fi
+AC_ARG_ENABLE(locale,
+[AS_HELP_STRING([--enable-locale], [Enable the locale subsystem [default=yes]])],
+              , enable_locale=yes)
+if test x$enable_locale != xyes; then
+    AC_DEFINE(SDL_LOCALE_DISABLED, 1, [ ])
+else
+    SUMMARY_modules="${SUMMARY_modules} locale"
+fi
 AC_ARG_ENABLE(loadso,
 AC_ARG_ENABLE(loadso,
 [AS_HELP_STRING([--enable-loadso], [Enable the shared object loading subsystem [default=yes]])],
 [AS_HELP_STRING([--enable-loadso], [Enable the shared object loading subsystem [default=yes]])],
               , enable_loadso=yes)
               , enable_loadso=yes)
@@ -582,7 +600,7 @@ if test x$enable_assembly = xyes; then
         fi
         fi
     fi
     fi
 
 
-    dnl Check for various instruction support
+dnl Check for various instruction support
     AC_ARG_ENABLE(mmx,
     AC_ARG_ENABLE(mmx,
 [AS_HELP_STRING([--enable-mmx], [use MMX assembly routines [default=yes]])],
 [AS_HELP_STRING([--enable-mmx], [use MMX assembly routines [default=yes]])],
                   , enable_mmx=yes)
                   , enable_mmx=yes)
@@ -1280,6 +1298,7 @@ CheckDiskAudio()
         AC_DEFINE(SDL_AUDIO_DRIVER_DISK, 1, [ ])
         AC_DEFINE(SDL_AUDIO_DRIVER_DISK, 1, [ ])
         SOURCES="$SOURCES $srcdir/src/audio/disk/*.c"
         SOURCES="$SOURCES $srcdir/src/audio/disk/*.c"
         SUMMARY_audio="${SUMMARY_audio} disk"
         SUMMARY_audio="${SUMMARY_audio} disk"
+        have_audio=yes
     fi
     fi
 }
 }
 
 
@@ -1293,6 +1312,7 @@ CheckDummyAudio()
         AC_DEFINE(SDL_AUDIO_DRIVER_DUMMY, 1, [ ])
         AC_DEFINE(SDL_AUDIO_DRIVER_DUMMY, 1, [ ])
         SOURCES="$SOURCES $srcdir/src/audio/dummy/*.c"
         SOURCES="$SOURCES $srcdir/src/audio/dummy/*.c"
         SUMMARY_audio="${SUMMARY_audio} dummy"
         SUMMARY_audio="${SUMMARY_audio} dummy"
+        have_audio=yes
     fi
     fi
 }
 }
 
 
@@ -1504,7 +1524,7 @@ CheckWarnAll()
     if test x$have_gcc_Wall = xyes; then
     if test x$have_gcc_Wall = xyes; then
         EXTRA_CFLAGS="$EXTRA_CFLAGS -Wall"
         EXTRA_CFLAGS="$EXTRA_CFLAGS -Wall"
 
 
-        dnl Haiku headers use multicharacter constants all over the place. Ignore these warnings when using -Wall.
+dnl Haiku headers use multicharacter constants all over the place. Ignore these warnings when using -Wall.
         AC_MSG_CHECKING(for necessary GCC -Wno-multichar option)
         AC_MSG_CHECKING(for necessary GCC -Wno-multichar option)
         need_gcc_Wno_multichar=no
         need_gcc_Wno_multichar=no
         case "$host" in
         case "$host" in
@@ -1566,7 +1586,7 @@ dnl FIXME: Do BSD and OS X need special cases?
                     wayland_client_lib=[`find_lib "libwayland-client.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`]
                     wayland_client_lib=[`find_lib "libwayland-client.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`]
                     wayland_egl_lib=[`find_lib "libwayland-egl.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`]
                     wayland_egl_lib=[`find_lib "libwayland-egl.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`]
                     if test x$wayland_egl_lib = x; then
                     if test x$wayland_egl_lib = x; then
-                        dnl This works in Ubuntu 13.10, maybe others
+                        # This works in Ubuntu 13.10, maybe others
                         wayland_egl_lib=[`find_lib "mesa-egl/libwayland-egl.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`]
                         wayland_egl_lib=[`find_lib "mesa-egl/libwayland-egl.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`]
                     fi
                     fi
                     wayland_cursor_lib=[`find_lib "libwayland-cursor.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`]
                     wayland_cursor_lib=[`find_lib "libwayland-cursor.so.*" "$WAYLAND_LIBS" | sed 's/.*\/\(.*\)/\1/; q'`]
@@ -1666,8 +1686,10 @@ CheckNativeClient()
         SDLMAIN_SOURCES="$srcdir/src/main/nacl/*.c"
         SDLMAIN_SOURCES="$srcdir/src/main/nacl/*.c"
         SOURCES="$SOURCES $srcdir/src/audio/nacl/*.c"
         SOURCES="$SOURCES $srcdir/src/audio/nacl/*.c"
         SUMMARY_audio="${SUMMARY_audio} nacl"
         SUMMARY_audio="${SUMMARY_audio} nacl"
+        have_audio=yes
         SOURCES="$SOURCES $srcdir/src/video/nacl/*.c"
         SOURCES="$SOURCES $srcdir/src/video/nacl/*.c"
         SUMMARY_video="${SUMMARY_video} nacl opengles2"
         SUMMARY_video="${SUMMARY_video} nacl opengles2"
+        have_video=yes
         ],[])
         ],[])
 }
 }
 
 
@@ -1717,6 +1739,7 @@ CheckRPI()
             SOURCES="$SOURCES $srcdir/src/video/raspberry/*.c"
             SOURCES="$SOURCES $srcdir/src/video/raspberry/*.c"
             AC_DEFINE(SDL_VIDEO_DRIVER_RPI, 1, [ ])
             AC_DEFINE(SDL_VIDEO_DRIVER_RPI, 1, [ ])
             SUMMARY_video="${SUMMARY_video} rpi"
             SUMMARY_video="${SUMMARY_video} rpi"
+            have_video=yes
         fi
         fi
     fi
     fi
 }
 }
@@ -1834,7 +1857,6 @@ CheckX11()
             fi
             fi
             have_video=yes
             have_video=yes
 
 
-            dnl AC_CHECK_LIB(X11, XGetEventData, AC_DEFINE(SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS, 1, [Have XGenericEvent]))
             AC_MSG_CHECKING([for XGenericEvent])
             AC_MSG_CHECKING([for XGenericEvent])
             have_XGenericEvent=no
             have_XGenericEvent=no
             AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
             AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
@@ -2005,7 +2027,7 @@ XITouchClassInfo *t;
 [AS_HELP_STRING([--enable-video-x11-xrandr], [enable X11 Xrandr extension for fullscreen [default=yes]])],
 [AS_HELP_STRING([--enable-video-x11-xrandr], [enable X11 Xrandr extension for fullscreen [default=yes]])],
                             , enable_video_x11_xrandr=yes)
                             , enable_video_x11_xrandr=yes)
             if test x$enable_video_x11_xrandr = xyes; then
             if test x$enable_video_x11_xrandr = xyes; then
-                dnl XRRScreenResources is only present in Xrandr >= 1.2, we use that as a test.
+dnl             XRRScreenResources is only present in Xrandr >= 1.2, we use that as a test.
                 definitely_enable_video_x11_xrandr=no
                 definitely_enable_video_x11_xrandr=no
                 have_xrandr_h_hdr=no
                 have_xrandr_h_hdr=no
                 AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
                 AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
@@ -2167,7 +2189,7 @@ CheckCOCOA()
                   , enable_video_cocoa=yes)
                   , enable_video_cocoa=yes)
     if test x$enable_video = xyes -a x$enable_video_cocoa = xyes; then
     if test x$enable_video = xyes -a x$enable_video_cocoa = xyes; then
         save_CFLAGS="$CFLAGS"
         save_CFLAGS="$CFLAGS"
-        dnl Work around that we don't have Objective-C support in autoconf
+dnl     Work around that we don't have Objective-C support in autoconf
         CFLAGS="$CFLAGS -x objective-c"
         CFLAGS="$CFLAGS -x objective-c"
         AC_MSG_CHECKING(for Cocoa framework)
         AC_MSG_CHECKING(for Cocoa framework)
         have_cocoa=no
         have_cocoa=no
@@ -2195,7 +2217,7 @@ CheckMETAL()
                                 , enable_render_metal=yes)
                                 , enable_render_metal=yes)
     if test x$enable_video = xyes -a x$enable_video_metal = xyes; then
     if test x$enable_video = xyes -a x$enable_video_metal = xyes; then
         save_CFLAGS="$CFLAGS"
         save_CFLAGS="$CFLAGS"
-        dnl Work around that we don't have Objective-C support in autoconf
+dnl     Work around that we don't have Objective-C support in autoconf
         CFLAGS="$CFLAGS -x objective-c"
         CFLAGS="$CFLAGS -x objective-c"
         AC_MSG_CHECKING(for Metal framework)
         AC_MSG_CHECKING(for Metal framework)
         have_metal=no
         have_metal=no
@@ -2619,7 +2641,7 @@ CheckVulkan()
                 ;;
                 ;;
             *-*-darwin*)
             *-*-darwin*)
                 save_CFLAGS="$CFLAGS"
                 save_CFLAGS="$CFLAGS"
-                dnl Work around that we don't have Objective-C support in autoconf
+dnl             Work around that we don't have Objective-C support in autoconf
                 CFLAGS="$CFLAGS -x objective-c"
                 CFLAGS="$CFLAGS -x objective-c"
                 AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
                 AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
                   #include <Cocoa/Cocoa.h>
                   #include <Cocoa/Cocoa.h>
@@ -2654,7 +2676,7 @@ CheckVulkan()
 dnl See if we can use the new unified event interface in Linux 2.4
 dnl See if we can use the new unified event interface in Linux 2.4
 CheckInputEvents()
 CheckInputEvents()
 {
 {
-    dnl Check for Linux 2.4 unified input event interface support
+dnl Check for Linux 2.4 unified input event interface support
         AC_MSG_CHECKING(for Linux 2.4 unified input interface)
         AC_MSG_CHECKING(for Linux 2.4 unified input interface)
         use_input_events=no
         use_input_events=no
         AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
         AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
@@ -2674,7 +2696,6 @@ CheckInputEvents()
 dnl See if we can use the kernel kd.h header
 dnl See if we can use the kernel kd.h header
 CheckInputKD()
 CheckInputKD()
 {
 {
-
     AC_MSG_CHECKING(for Linux kd.h)
     AC_MSG_CHECKING(for Linux kd.h)
     use_input_kd=no
     use_input_kd=no
     AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
     AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
@@ -2876,7 +2897,7 @@ CheckJoystickMFI()
     if test x$enable_joystick_mfi = xyes; then
     if test x$enable_joystick_mfi = xyes; then
         save_CFLAGS="$CFLAGS"
         save_CFLAGS="$CFLAGS"
         save_LDFLAGS="$LDFLAGS"
         save_LDFLAGS="$LDFLAGS"
-        dnl Work around that we don't have Objective-C support in autoconf
+dnl     Work around that we don't have Objective-C support in autoconf
         CFLAGS="$CFLAGS -x objective-c -fobjc-weak"
         CFLAGS="$CFLAGS -x objective-c -fobjc-weak"
         LDFLAGS="$LDFLAGS -Wl,-weak_framework,CoreHaptics -Wl,-weak_framework,GameController"
         LDFLAGS="$LDFLAGS -Wl,-weak_framework,CoreHaptics -Wl,-weak_framework,GameController"
         AC_MSG_CHECKING(for GameController framework)
         AC_MSG_CHECKING(for GameController framework)
@@ -2908,15 +2929,15 @@ CheckJoystickMFI()
 dnl See what type of thread model to use on Linux and Solaris
 dnl See what type of thread model to use on Linux and Solaris
 CheckPTHREAD()
 CheckPTHREAD()
 {
 {
-    dnl Check for pthread support
+dnl Check for pthread support
 
 
-    dnl Emscripten pthreads work, but you need to have a non-pthread fallback build
-    dnl  for systems without support. It's not currently enough to not use
-    dnl  pthread functions in a pthread-build; it won't start up on unsupported
-    dnl  browsers. As such, you have to explicitly enable it on Emscripten builds
-    dnl  for the time being. This default with change to ON once this becomes
-    dnl  commonly supported in browsers or the Emscripten teams makes a single
-    dnl  binary work everywhere.
+dnl Emscripten pthreads work, but you need to have a non-pthread fallback build
+dnl  for systems without support. It's not currently enough to not use
+dnl  pthread functions in a pthread-build; it won't start up on unsupported
+dnl  browsers. As such, you have to explicitly enable it on Emscripten builds
+dnl  for the time being. This default with change to ON once this becomes
+dnl  commonly supported in browsers or the Emscripten teams makes a single
+dnl  binary work everywhere.
 
 
     case "$host" in
     case "$host" in
         *-*-emscripten*)
         *-*-emscripten*)
@@ -2930,7 +2951,7 @@ CheckPTHREAD()
     AC_ARG_ENABLE(pthreads,
     AC_ARG_ENABLE(pthreads,
 [AS_HELP_STRING([--enable-pthreads], [use POSIX threads for multi-threading [default=maybe]])],
 [AS_HELP_STRING([--enable-pthreads], [use POSIX threads for multi-threading [default=maybe]])],
                   , enable_pthreads=maybe)
                   , enable_pthreads=maybe)
-    dnl This is used on Linux for glibc binary compatibility (Doh!)
+dnl This is used on Linux for glibc binary compatibility (Doh!)
     AC_ARG_ENABLE(pthread-sem,
     AC_ARG_ENABLE(pthread-sem,
 [AS_HELP_STRING([--enable-pthread-sem], [use pthread semaphores [default=maybe]])],
 [AS_HELP_STRING([--enable-pthread-sem], [use pthread semaphores [default=maybe]])],
                   , enable_pthread_sem=maybe)
                   , enable_pthread_sem=maybe)
@@ -3489,6 +3510,9 @@ CheckHIDAPI()
                 enable_hidapi_libusb=yes
                 enable_hidapi_libusb=yes
                 require_hidapi_libusb=yes
                 require_hidapi_libusb=yes
                 ;;
                 ;;
+           *-*-os2* )
+                enable_hidapi_libusb=yes
+                ;;
         esac
         esac
 
 
         hidapi_support=yes
         hidapi_support=yes
@@ -3521,6 +3545,9 @@ CheckHIDAPI()
                         *-*-cygwin* | *-*-mingw* )
                         *-*-cygwin* | *-*-mingw* )
                             libusb_lib="libusb-1.0.dll"
                             libusb_lib="libusb-1.0.dll"
                             ;;
                             ;;
+                        *-*-os2* )
+                            libusb_lib="usb100.dll"
+                            ;;
                     esac
                     esac
                     if test x$libusb_lib = x; then
                     if test x$libusb_lib = x; then
                         libusb_lib=[`find_lib "libusb-1.0.so.*" "" | sed 's/.*\/\(.*\)/\1/; q'`]
                         libusb_lib=[`find_lib "libusb-1.0.so.*" "" | sed 's/.*\/\(.*\)/\1/; q'`]
@@ -3637,6 +3664,7 @@ case "$host" in
                     SOURCES="$SOURCES $srcdir/src/core/android/*.c $srcdir/src/video/android/*.c"
                     SOURCES="$SOURCES $srcdir/src/core/android/*.c $srcdir/src/video/android/*.c"
                     AC_DEFINE(SDL_VIDEO_DRIVER_ANDROID, 1, [ ])
                     AC_DEFINE(SDL_VIDEO_DRIVER_ANDROID, 1, [ ])
                     SUMMARY_video="${SUMMARY_video} android"
                     SUMMARY_video="${SUMMARY_video} android"
+                    have_video=yes
                 fi
                 fi
                 ;;
                 ;;
             *-*-linux*)         ARCH=linux ;;
             *-*-linux*)         ARCH=linux ;;
@@ -3718,12 +3746,16 @@ case "$host" in
         CheckRPATH
         CheckRPATH
         CheckVivanteVideo
         CheckVivanteVideo
 
 
-        SOURCES="$SOURCES $srcdir/src/misc/unix/*.c"
-        have_misc=yes
-
-        SOURCES="$SOURCES $srcdir/src/locale/unix/*.c"
-        have_locale=yes
-
+        # Set up files for the misc library
+        if test x$enable_misc = xyes; then
+            SOURCES="$SOURCES $srcdir/src/misc/unix/*.c"
+            have_misc=yes
+        fi
+        # Set up files for the locale library
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/unix/*.c"
+            have_locale=yes
+        fi
         # Set up files for the audio library
         # Set up files for the audio library
         if test x$enable_audio = xyes; then
         if test x$enable_audio = xyes; then
           case $ARCH in
           case $ARCH in
@@ -3901,12 +3933,16 @@ case "$host" in
 
 
         # Set up the core platform files
         # Set up the core platform files
         SOURCES="$SOURCES $srcdir/src/core/windows/*.c"
         SOURCES="$SOURCES $srcdir/src/core/windows/*.c"
-        SOURCES="$SOURCES $srcdir/src/misc/windows/*.c"
-        have_misc=yes
+        # Set up files for the misc library
+        if test x$enable_misc = xyes; then
+            SOURCES="$SOURCES $srcdir/src/misc/windows/*.c"
+            have_misc=yes
+        fi
         # Use the Windows locale APIs.
         # Use the Windows locale APIs.
-        SOURCES="$SOURCES $srcdir/src/locale/windows/*.c"
-        have_locale=yes
-
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/windows/*.c"
+            have_locale=yes
+        fi
         # Set up files for the video library
         # Set up files for the video library
         if test x$enable_video = xyes; then
         if test x$enable_video = xyes; then
             AC_DEFINE(SDL_VIDEO_DRIVER_WINDOWS, 1, [ ])
             AC_DEFINE(SDL_VIDEO_DRIVER_WINDOWS, 1, [ ])
@@ -3971,6 +4007,10 @@ case "$host" in
                 have_haptic=yes
                 have_haptic=yes
             fi
             fi
         fi
         fi
+        AC_CHECK_HEADER(tpcshrd.h,have_tpcshrd_h=yes)
+        if test x$have_tpcshrd_h = xyes; then
+            AC_DEFINE(HAVE_TPCSHRD_H, 1, [ ])
+        fi
         # Set up files for the sensor library
         # Set up files for the sensor library
         AC_CHECK_HEADER(sensorsapi.h,have_winsensors=yes,have_winsensors=no)
         AC_CHECK_HEADER(sensorsapi.h,have_winsensors=yes,have_winsensors=no)
         if test x$have_winsensors = xyes; then
         if test x$have_winsensors = xyes; then
@@ -4035,14 +4075,12 @@ case "$host" in
             SDL_LIBS="-lcygwin $SDL_LIBS"
             SDL_LIBS="-lcygwin $SDL_LIBS"
         fi
         fi
         ;;
         ;;
-
-    dnl BeOS support removed after SDL 2.0.1. Haiku still works.  --ryan.
+dnl BeOS support removed after SDL 2.0.1. Haiku still works.  --ryan.
     *-*-beos*)
     *-*-beos*)
         AC_MSG_ERROR([
         AC_MSG_ERROR([
 *** BeOS support has been removed as of SDL 2.0.2.
 *** BeOS support has been removed as of SDL 2.0.2.
         ])
         ])
         ;;
         ;;
-
     *-*-haiku*)
     *-*-haiku*)
         ARCH=haiku
         ARCH=haiku
         ac_default_prefix=/boot/system
         ac_default_prefix=/boot/system
@@ -4087,14 +4125,16 @@ case "$host" in
             SOURCES="$SOURCES $srcdir/src/filesystem/haiku/*.cc"
             SOURCES="$SOURCES $srcdir/src/filesystem/haiku/*.cc"
             have_filesystem=yes
             have_filesystem=yes
         fi
         fi
-
-        SOURCES="$SOURCES $srcdir/src/misc/haiku/*.cc"
-        have_misc=yes
-
+        # Set up files for the misc library
+        if test x$enable_misc = xyes; then
+            SOURCES="$SOURCES $srcdir/src/misc/haiku/*.cc"
+            have_misc=yes
+        fi
         # Set up files for the locale library
         # Set up files for the locale library
-        SOURCES="$SOURCES $srcdir/src/locale/haiku/*.cc"
-        have_locale=yes
-
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/haiku/*.cc"
+            have_locale=yes
+        fi
         # The Haiku platform requires special setup.
         # The Haiku platform requires special setup.
         SOURCES="$srcdir/src/main/haiku/*.cc $SOURCES"
         SOURCES="$srcdir/src/main/haiku/*.cc $SOURCES"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lroot -lbe -lmedia -lgame -ldevice -ltextencoding"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lroot -lbe -lmedia -lgame -ldevice -ltextencoding"
@@ -4114,13 +4154,16 @@ case "$host" in
         CheckVulkan
         CheckVulkan
         CheckPTHREAD
         CheckPTHREAD
 
 
-        SOURCES="$SOURCES $srcdir/src/misc/ios/*.m"
-        have_misc=yes
-
+        # Set up files for the misc library
+        if test x$enable_misc = xyes; then
+            SOURCES="$SOURCES $srcdir/src/misc/ios/*.m"
+            have_misc=yes
+        fi
         # Set up files for the locale library
         # Set up files for the locale library
-        SOURCES="$SOURCES $srcdir/src/locale/macosx/*.m"
-        have_locale=yes
-
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/macosx/*.m"
+            have_locale=yes
+        fi
         # Set up files for the audio library
         # Set up files for the audio library
         if test x$enable_audio = xyes; then
         if test x$enable_audio = xyes; then
             AC_DEFINE(SDL_AUDIO_DRIVER_COREAUDIO, 1, [ ])
             AC_DEFINE(SDL_AUDIO_DRIVER_COREAUDIO, 1, [ ])
@@ -4181,6 +4224,8 @@ case "$host" in
         AC_DEFINE(SDL_VIDEO_RENDER_OGL_ES, 1, [ ])
         AC_DEFINE(SDL_VIDEO_RENDER_OGL_ES, 1, [ ])
         AC_DEFINE(SDL_VIDEO_RENDER_OGL_ES2, 1, [ ])
         AC_DEFINE(SDL_VIDEO_RENDER_OGL_ES2, 1, [ ])
         SOURCES="$SOURCES $srcdir/src/video/uikit/*.m"
         SOURCES="$SOURCES $srcdir/src/video/uikit/*.m"
+        SUMMARY_video="${SUMMARY_video} uikit"
+        have_video=yes
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lm -liconv -lobjc"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lm -liconv -lobjc"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -Wl,-framework,AVFoundation"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -Wl,-framework,AVFoundation"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -Wl,-framework,AudioToolbox"
         EXTRA_LDFLAGS="$EXTRA_LDFLAGS -Wl,-framework,AudioToolbox"
@@ -4226,13 +4271,16 @@ case "$host" in
         CheckPTHREAD
         CheckPTHREAD
         CheckHIDAPI
         CheckHIDAPI
 
 
-        SOURCES="$SOURCES $srcdir/src/misc/macosx/*.m"
-        have_misc=yes
-
+        # Set up files for the misc library
+        if test x$enable_misc = xyes; then
+            SOURCES="$SOURCES $srcdir/src/misc/macosx/*.m"
+            have_misc=yes
+        fi
         # Set up files for the locale library
         # Set up files for the locale library
-        SOURCES="$SOURCES $srcdir/src/locale/macosx/*.m"
-        have_locale=yes
-
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/macosx/*.m"
+            have_locale=yes
+        fi
         # Set up files for the audio library
         # Set up files for the audio library
         if test x$enable_audio = xyes; then
         if test x$enable_audio = xyes; then
             AC_DEFINE(SDL_AUDIO_DRIVER_COREAUDIO, 1, [ ])
             AC_DEFINE(SDL_AUDIO_DRIVER_COREAUDIO, 1, [ ])
@@ -4340,6 +4388,9 @@ case "$host" in
         CheckClockGettime
         CheckClockGettime
         CheckEmscriptenGLES
         CheckEmscriptenGLES
 
 
+        SOURCES="$SOURCES $srcdir/src/misc/emscripten/*.c"
+        have_misc=yes
+
          # Set up files for the power library
          # Set up files for the power library
         if test x$enable_power = xyes; then
         if test x$enable_power = xyes; then
             AC_DEFINE(SDL_POWER_EMSCRIPTEN, 1, [ ])
             AC_DEFINE(SDL_POWER_EMSCRIPTEN, 1, [ ])
@@ -4367,8 +4418,10 @@ case "$host" in
             have_timers=yes
             have_timers=yes
         fi
         fi
         # Set up files for the locale library
         # Set up files for the locale library
-        SOURCES="$SOURCES $srcdir/src/locale/emscripten/*.c"
-        have_locale=yes
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/emscripten/*.c"
+            have_locale=yes
+        fi
         ;;
         ;;
     *-*-riscos*)
     *-*-riscos*)
         ARCH=riscos
         ARCH=riscos
@@ -4384,9 +4437,11 @@ case "$host" in
         CheckPTHREAD
         CheckPTHREAD
         CheckClockGettime
         CheckClockGettime
 
 
-        SOURCES="$SOURCES $srcdir/src/misc/riscos/*.c"
-        have_misc=yes
-
+        # Set up files for the misc library
+        if test x$enable_misc = xyes; then
+            SOURCES="$SOURCES $srcdir/src/misc/riscos/*.c"
+            have_misc=yes
+        fi
         # Set up files for the video library
         # Set up files for the video library
         if test x$enable_video = xyes; then
         if test x$enable_video = xyes; then
             AC_DEFINE(SDL_VIDEO_DRIVER_RISCOS, 1, [ ])
             AC_DEFINE(SDL_VIDEO_DRIVER_RISCOS, 1, [ ])
@@ -4425,6 +4480,7 @@ case "$host" in
         CheckDummyVideo
         CheckDummyVideo
         CheckDiskAudio
         CheckDiskAudio
         CheckDummyAudio
         CheckDummyAudio
+        CheckHIDAPI
 
 
         # Set up the core platform files
         # Set up the core platform files
         SOURCES="$SOURCES $srcdir/src/core/os2/*.c"
         SOURCES="$SOURCES $srcdir/src/core/os2/*.c"
@@ -4432,8 +4488,10 @@ case "$host" in
             SOURCES="$SOURCES $srcdir/src/core/os2/geniconv/*.c"
             SOURCES="$SOURCES $srcdir/src/core/os2/geniconv/*.c"
         fi
         fi
         # Use the Unix locale APIs.
         # Use the Unix locale APIs.
-        SOURCES="$SOURCES $srcdir/src/locale/unix/*.c"
-        have_locale=yes
+        if test x$enable_locale = xyes; then
+            SOURCES="$SOURCES $srcdir/src/locale/unix/*.c"
+            have_locale=yes
+        fi
         # Set up files for the video library
         # Set up files for the video library
         if test x$enable_video = xyes; then
         if test x$enable_video = xyes; then
             AC_DEFINE(SDL_VIDEO_DRIVER_OS2, 1, [ ])
             AC_DEFINE(SDL_VIDEO_DRIVER_OS2, 1, [ ])
@@ -4509,10 +4567,28 @@ AC_SUBST([INSTALL_SDL2_CONFIG], [$enable_sdl2_config])
 
 
 # Verify that we have all the platform specific files we need
 # Verify that we have all the platform specific files we need
 
 
+if test x$have_audio != xyes; then
+    if test x$enable_audio = xyes; then
+        AC_DEFINE(SDL_AUDIO_DRIVER_DUMMY, 1, [ ])
+    fi
+    SOURCES="$SOURCES $srcdir/src/audio/dummy/*.c"
+fi
+if test x$have_video != xyes; then
+    if test x$enable_video = xyes; then
+        AC_DEFINE(SDL_VIDEO_DRIVER_DUMMY, 1, [ ])
+    fi
+    SOURCES="$SOURCES $srcdir/src/video/dummy/*.c"
+fi
 if test x$have_misc != xyes; then
 if test x$have_misc != xyes; then
+    if test x$enable_misc = xyes; then
+        AC_DEFINE(SDL_MISC_DUMMY, 1, [ ])
+    fi
     SOURCES="$SOURCES $srcdir/src/misc/dummy/*.c"
     SOURCES="$SOURCES $srcdir/src/misc/dummy/*.c"
 fi
 fi
 if test x$have_locale != xyes; then
 if test x$have_locale != xyes; then
+    if test x$enable_locale = xyes; then
+        AC_DEFINE(SDL_LOCALE_DUMMY, 1, [ ])
+    fi
     SOURCES="$SOURCES $srcdir/src/locale/dummy/*.c"
     SOURCES="$SOURCES $srcdir/src/locale/dummy/*.c"
 fi
 fi
 if test x$have_joystick != xyes; then
 if test x$have_joystick != xyes; then
@@ -4541,19 +4617,19 @@ if test x$have_threads != xyes; then
 fi
 fi
 if test x$have_timers != xyes; then
 if test x$have_timers != xyes; then
     if test x$enable_timers = xyes; then
     if test x$enable_timers = xyes; then
-        AC_DEFINE(SDL_TIMERS_DISABLED, 1, [ ])
+        AC_DEFINE(SDL_TIMER_DUMMY, 1, [ ])
     fi
     fi
     SOURCES="$SOURCES $srcdir/src/timer/dummy/*.c"
     SOURCES="$SOURCES $srcdir/src/timer/dummy/*.c"
 fi
 fi
 if test x$have_filesystem != xyes; then
 if test x$have_filesystem != xyes; then
     if test x$enable_filesystem = xyes; then
     if test x$enable_filesystem = xyes; then
-        AC_DEFINE(SDL_FILESYSTEM_DISABLED, 1, [ ])
+        AC_DEFINE(SDL_FILESYSTEM_DUMMY, 1, [ ])
     fi
     fi
     SOURCES="$SOURCES $srcdir/src/filesystem/dummy/*.c"
     SOURCES="$SOURCES $srcdir/src/filesystem/dummy/*.c"
 fi
 fi
 if test x$have_loadso != xyes; then
 if test x$have_loadso != xyes; then
     if test x$enable_loadso = xyes; then
     if test x$enable_loadso = xyes; then
-        AC_DEFINE(SDL_LOADSO_DISABLED, 1, [ ])
+        AC_DEFINE(SDL_LOADSO_DUMMY, 1, [ ])
     fi
     fi
     SOURCES="$SOURCES $srcdir/src/loadso/dummy/*.c"
     SOURCES="$SOURCES $srcdir/src/loadso/dummy/*.c"
 fi
 fi

+ 0 - 180
sdl.mod/SDL/debian/changelog

@@ -1,180 +0,0 @@
-libsdl2 (2.0.19) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.19
-
- -- Sam Lantinga <[email protected]>  Tue, 30 Nov 2021 09:57:40 -0800
-
-libsdl2 (2.0.18) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.18
-
- -- Sam Lantinga <[email protected]>  Fri, 26 Nov 2021 08:07:21 -0800
-
-libsdl2 (2.0.17) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.17
-
- -- Sam Lantinga <[email protected]>  Tue, 10 Aug 2021 15:00:14 -0800
-
-libsdl2 (2.0.16) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.16
-
- -- Sam Lantinga <[email protected]>  Sat, 31 Jul 2021 13:27:38 -0800
-
-libsdl2 (2.0.15) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.15 for development builds
-
- -- Sam Lantinga <[email protected]>  Tue, 22 Dec 2020 10:29:01 -0800
-
-libsdl2 (2.0.14) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.14
-
- -- Sam Lantinga <[email protected]>  Tue, 8 Dec 2020 17:54:33 -0800
-
-libsdl2 (2.0.13) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.13 for development builds
-
- -- Sam Lantinga <[email protected]>  Tue, 10 Mar 2020 18:24:22 -0800
-
-libsdl2 (2.0.12) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.12
-
- -- Sam Lantinga <[email protected]>  Sun, 1 Mar 2020 14:57:07 -0800
-
-libsdl2 (2.0.11) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.11 for development builds
-
- -- Sam Lantinga <[email protected]>  Sun, 22 Sep 2019 10:33:03 -0800
-
-libsdl2 (2.0.10) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.10
-
- -- Sam Lantinga <[email protected]>  Mon, 17 Jun 2019 08:48:47 -0800
-
-libsdl2 (2.0.9) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.9
-
- -- Sam Lantinga <[email protected]>  Wed, 26 Sep 2018 10:02:21 -0800
-
-libsdl2 (2.0.8) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.8
-
- -- Sam Lantinga <[email protected]>  Sat, 4 Nov 2017 21:21:53 -0800
-
-libsdl2 (2.0.7) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.7
-
- -- Sam Lantinga <[email protected]>  Thu, 12 Oct 2017 08:01:16 -0800
-
-libsdl2 (2.0.6) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.6
-
- -- Sam Lantinga <[email protected]>  Sat, 9 Sep 2017 07:29:36 -0800
-
-libsdl2 (2.0.5) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.5
-
- -- Sam Lantinga <[email protected]>  Mon, 28 Nov 2016 07:32:52 -0800
-
-libsdl2 (2.0.4) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.4
-
- -- Sam Lantinga <[email protected]>  Thu, 07 Jan 2016 11:02:39 -0800
-
-libsdl2 (2.0.3) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.3
-
- -- Sam Lantinga <[email protected]>  Sun, 9 Mar 2014 10:35:54 -0800
-
-libsdl2 (2.0.2) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.2
-
- -- Sam Lantinga <[email protected]>  Sun, 9 Feb 2014 2:55:59 -0800
-
-libsdl2 (2.0.1) UNRELEASED; urgency=low
-
-  * Updated SDL to version 2.0.1
-
- -- Sam Lantinga <[email protected]>  Wed, 23 Oct 2013 16:31:38 -0800
-
-libsdl2 (2.0.0) UNRELEASED; urgency=low
-
-  * SDL is now a native debian package.
-  * Removed udeb package
-  * Disabled DirectFB support by default, to avoid runtime dependencies
-
- -- Sam Lantinga <[email protected]>  Fri, 15 Feb 2013 08:55:04 -0800
-
-libsdl2 (2.0.0~20130127-1) UNRELEASED; urgency=low
-
-  * New upstream snapshot.
-
- -- Sam Hocevar <[email protected]>  Wed, 30 Jan 2013 23:01:12 +0100
-
-libsdl2 (2.0.0~20130103-1) unstable; urgency=low
-
-  [ Manuel A. Fernandez Montecelo ]
-  * debian/control:
-    - Updating maintainers/permissions:
-      - Add myself and Felix Geyer
-    - Update Build-Depends:
-      - Remove a few obsolete items
-      - Add items added lately to libsdl1.2, such as libts (touch screen)
-        support
-    - Add "libsdl2-dbg", analog to libsdl1.2-dbg
-    - Change "XC-Package-Type: udeb" to "Package-Type"
-  * debian/compat: set level 9
-  * debian/source/format: Set to "3.0 (quilt)"
-    - Remove README.source, not needed with new format
-  * debian/sdl2-config.1: Fix typo, "progams"->"programs"
-  * debian/libsdl2-dev.install:
-    - Remove "usr/lib/*/*.la", discouraged
-    - Add man pages: "usr/share/man/man3/*"
-  * debian/libsdl2-dev.manpages: add file to install local "sdl2-config.1"
-  * debian/sources: Removed, possible obsolete file from long ago?
-  * debian/copyright:
-    - Upstream updated to zlib/libpng
-    - Copyright-file format conversion to 1.0
-    - Complete revamp and detailed research about copyright and licenses used,
-      it's very messy but hopefully complete
-
-  [ Felix Geyer ]
-  * Simplify debian/rules by using dh(1).
-
- -- Manuel A. Fernandez Montecelo <[email protected]>  Sun, 27 Jan 2013 16:40:49 +0100
-
-libsdl2 (2.0~20120220c-1) experimental; urgency=low
-
-  * Upstream version was renamed to 2.0 (Closes: #669367).
-  * New upstream snapshot (Closes: #671506).
-  * This package no longer conflicts with libsdl-1.2.
-  * debian/rules: add multiarch support (Closes: #669364).
-
-  * debian/patches/fix_joystick_misc_axes.diff: fix a joystick remapping
-    bug causing some axes to malfunction.
-  * debian/patches/external_header_paths.diff: provide additional CFLAGS
-    so that headers such as SDL_syswm.h can be included (Closes: #669363).
-
- -- Sam Hocevar <[email protected]>  Thu, 17 May 2012 19:03:59 +0200
-
-libsdl-1.3 (1.3.0~20111204-1) experimental; urgency=low
-
-  * Initial upload from upstream snapshot.
-
- -- Sam Hocevar <[email protected]>  Sun, 04 Dec 2011 14:35:05 +0100
-

+ 0 - 1
sdl.mod/SDL/debian/compat

@@ -1 +0,0 @@
-9

+ 0 - 91
sdl.mod/SDL/debian/control

@@ -1,91 +0,0 @@
-Source: libsdl2
-Priority: optional
-Section: libs
-Maintainer: Debian SDL packages maintainers <[email protected]>
-Uploaders: Barry deFreese <[email protected]>,
-           Sam Hocevar <[email protected]>,
-           Manuel A. Fernandez Montecelo <[email protected]>,
-           Felix Geyer <[email protected]>,
-           Sam Lantinga <[email protected]>
-Standards-Version: 3.9.3
-Build-Depends: debhelper (>= 9),
-               dh-autoreconf,
-               dpkg-dev (>= 1.16.1~),
-               fcitx-libs-dev [linux-any],
-               libasound2-dev [linux-any],
-               libdbus-1-dev,
-               libegl1-mesa-dev [!hurd-any],
-               libdrm-dev [linux-any],
-               libgl1-mesa-dev,
-               libgles-dev [!hurd-any],
-               libpulse-dev,
-               libudev-dev [linux-any],
-               libdbus-1-dev [linux-any],
-               libibus-1.0-dev[linux-any],
-               libpulse-dev,
-               libsndio-dev,
-               libudev-dev [linux-any],
-               libusb2-dev [kfreebsd-any],
-               libusbhid-dev [kfreebsd-any],
-               libwayland-dev [linux-any],
-               libx11-dev,
-               libxcursor-dev,
-               libxext-dev,
-               libxfixes-dev,
-               libxi-dev,
-               libxinerama-dev,
-               libxkbcommon-dev,
-               libxrandr-dev,
-               libxss-dev,
-               libxxf86vm-dev,
-               libxt-dev,
-               libxv-dev,
-               pkg-config,
-               libsamplerate0-dev,
-               wayland-protocols
-Homepage: http://www.libsdl.org/
-
-Package: libsdl2-2.0-0
-Architecture: any
-Multi-Arch: same
-Pre-Depends: ${misc:Pre-Depends}
-Depends: ${misc:Depends},
-         ${shlibs:Depends},
-         libudev1 [linux-any],
-         libdbus-1-3 [linux-any]
-Conflicts: libsdl-1.3-0
-Replaces: libsdl-1.3-0
-Description: Simple DirectMedia Layer
- SDL is a library that allows programs portable low level access to
- a video framebuffer, audio output, mouse, and keyboard.
- .
- This package contains the shared library, compiled with X11 graphics drivers and OSS, ALSA and PulseAudio sound drivers.
-
-Package: libsdl2-dev
-Section: libdevel
-Architecture: any
-Multi-Arch: same
-Depends: ${misc:Depends},
-         libsdl2-2.0-0 (= ${binary:Version}),
-         libc6-dev,
-         libgl1-mesa-dev
-Conflicts: libsdl-1.3-dev
-Replaces: libsdl-1.3-dev
-Description: Simple DirectMedia Layer development files
- SDL is a library that allows programs portable low level access to a video
- framebuffer, audio output, mouse, and keyboard.
- .
- This package contains files needed if you wish to use the SDL library in your own programs.
-
-Package: libsdl2-dbg
-Priority: extra
-Section: debug
-Architecture: any
-Multi-Arch: same
-Depends: ${misc:Depends},
-         libsdl2-2.0-0 (= ${binary:Version}),
-Description: Simple DirectMedia Layer debug files
- SDL is a library that allows programs portable low level access to a video
- framebuffer, audio output, mouse, and keyboard.
- .
- This package contains the debug symbols for the SDL library.

+ 0 - 351
sdl.mod/SDL/debian/copyright

@@ -1,351 +0,0 @@
-Format: http://www.debian.org/doc/packaging-manuals/copyright-format/1.0/
-Upstream-Name: SDL
-Upstream-Contact: Sam Lantinga <[email protected]>
-Source: http://www.libsdl.org/
-
-Files: *
-Copyright: 1997-2021 Sam Lantinga <[email protected]>
-License: zlib/libpng
-
-Files: src/libm/*
-Copyright: 1993 by Sun Microsystems, Inc. All rights reserved.
-License: SunPro
-
-Files: src/main/windows/SDL_windows_main.c
-Copyright: 2021 Sam Lantinga
-License: PublicDomain_Sam_Lantinga
-Comment: SDL_main.c, placed in the public domain by Sam Lantinga  4/13/98
-
-Files: src/render/mmx.h
-Copyright: 1997-99 by H. Dietz and R. Fisher
-License: zlib/libpng
-Comment:
-  Copyright but no mention to license.
-  .
-  Included since long ago with SDL (and its Debian package) under directory
-  src/video/mmx.h
-
-Files: src/render/SDL_yuv_sw.c
-Copyright: 1995 Erik Corry
-           1995 The Regents of the University of California
-           1995 Brown University
-License: BrownUn_UnCalifornia_ErikCorry
-
-Files: src/test/SDL_test_md5.c
-Copyright: 1997-2021 Sam Lantinga <[email protected]>
-           1990 RSA Data Security, Inc.
-License: zlib/libpng and RSA_Data_Security
-
-Files: src/thread/windows/win_ce_semaphore.c
-Copyright: 1998, Johnson M. Hart (with corrections 2001 by Rainer Loritz)
-License: Johnson_M._Hart
-
-Files: src/video/x11/imKStoUCS.c
-       src/video/x11/imKStoUCS.h
-Copyright: 1994-2003 The XFree86 Project, Inc.
-License: MIT/X11
-
-Files: test/testhaptic.c
-Copyright: 1997-2021 Sam Lantinga <[email protected]>
-           2008 Edgar Simo Serra
-License: BSD_3_clause
-
-Files: test/testrumble.c
-Copyright: 1997-2021 Sam Lantinga <[email protected]>
-           2011 Edgar Simo Serra
-License: BSD_3_clause
-
-Files: test/shapes/*
-Copyright: none
-License: zlib/libpng
-Comment: No specific information about the images
-
-Files: Xcode/TemplatesForXcode*/*/main.c
-Copyright: none
-License: zlib/libpng
-Comment: SDL files, no copyright or license notice
-
-Files: Xcode/TemplatesForXcode*/*/atlantis/*
-Copyright: 1993, 1994, Silicon Graphics, Inc.
-License: SGI_atlantis
-
-Files: Xcode/TemplatesForXcode*/*/atlantis/atlantis.c
-Copyright: 1994 Mark J. Kilgard
-           1993, 1994, Silicon Graphics, Inc.
-License: SGI_atlantis
-Comment: See license for full copyright notice, this one is the same except for
- the additional copyright holder
-
-Files: Xcode/SDLTest/sdlcommon_prefix.h
-Copyright: 2003 Darrell Walisser
-License: zlib/libpng
-Comment:
- Created by Darrell Walisser on Wed Aug 06 2003.
- Copyright (c) 2003 __MyCompanyName__. All rights reserved.
-
-Files: debian/*
-Copyright: 2011-2012, Manuel A. Fernandez Montecelo <[email protected]>
-           2011-2012, Felix Geyer <[email protected]>
-           2011, Roman Vasiyarov <[email protected]>
-           2010, Jon Dowland <[email protected]>
-           2009, Barry deFreese <[email protected]>
-           2007-2008, Aurelien Jarno <[email protected]>
-           2007-2008, Sam Hocevar (Debian packages) <[email protected]>
-           2002-2007, Josselin Mouette <[email protected]>
-           2001, Christian T. Steigies <[email protected]>
-           2001, Branden Robinson <[email protected]>
-License: LGPL-2.1+
-
-
-License: zlib/libpng
- This software is provided 'as-is', without any express or implied
- warranty.  In no event will the authors be held liable for any damages
- arising from the use of this software.
- .
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- .
- 1. The origin of this software must not be misrepresented; you must not
-    claim that you wrote the original software. If you use this software
-    in a product, an acknowledgment in the product documentation would be
-    appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
-    misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
-
-License: LGPL-2.1+
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 of the License, or (at
- your option) any later version.
- .
- On Debian systems, the complete text of version 2.1 of the GNU Lesser
- Public License can be found in '/usr/share/common-licenses/LGPL-2.1'.
-
-License: MIT/X11
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is fur-
- nished to do so, subject to the following conditions:
- .
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- .
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FIT-
- NESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
- XFREE86 PROJECT BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
- IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CON-
- NECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- .
- Except as contained in this notice, the name of the XFree86 Project shall not
- be used in advertising or otherwise to promote the sale, use or other deal-
- ings in this Software without prior written authorization from the XFree86
- Project.
-
-License: BSD_3_clause
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
-     * Redistributions of source code must retain the above copyright
-       notice, this list of conditions and the following disclaimer.
-     * Redistributions in binary form must reproduce the above copyright
-       notice, this list of conditions and the following disclaimer in the
-       documentation and/or other materials provided with the distribution.
-     * Neither the name of the LibQxt project nor the
-       names of its contributors may be used to endorse or promote products
-       derived from this software without specific prior written permission.
- .
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
- DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-Comment:
-  Copyright (C) 1997-2021 Sam Lantinga <[email protected]>
-  .
-  This software is provided 'as-is', without any express or implied
-  warranty.  In no event will the authors be held liable for any damages
-  arising from the use of this software.
-  .
-  Permission is granted to anyone to use this software for any purpose,
-  including commercial applications, and to alter it and redistribute it
-  freely.
-  .
-  .
-  Copyright (c) 2011, Edgar Simo Serra
-  All rights reserved.
-  .
-  Redistribution and use in source and binary forms, with or without
-  modification, are permitted provided that the following conditions are met:
-  .
-    * Redistributions of source code must retain the above copyright notice,
-      this list of conditions and the following disclaimer.
-    * Redistributions in binary form must reproduce the above copyright notice,
-      this list of conditions and the following disclaimer in the documentation
-      and/or other materials provided with the distribution.
-    * Neither the name of the Simple Directmedia Layer (SDL) nor the names of
-      its contributors may be used to endorse or promote products derived from
-      this software without specific prior written permission.
-  .
-  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
-  AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-  IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-  DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
-  FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
-  DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
-  SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
-  CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
-  OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-  OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-License: BrownUn_UnCalifornia_ErikCorry
- /* This code was derived from code carrying the following copyright notices:
-  * Copyright (c) 1995 The Regents of the University of California.
-  * All rights reserved.
-  *
-  * Permission to use, copy, modify, and distribute this software and its
-  * documentation for any purpose, without fee, and without written agreement is
-  * hereby granted, provided that the above copyright notice and the following
-  * two paragraphs appear in all copies of this software.
-  *
-  * IN NO EVENT SHALL THE UNIVERSITY OF CALIFORNIA BE LIABLE TO ANY PARTY FOR
-  * DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT
-  * OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN IF THE UNIVERSITY OF
-  * CALIFORNIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-  *
-  * THE UNIVERSITY OF CALIFORNIA SPECIFICALLY DISCLAIMS ANY WARRANTIES,
-  * INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY
-  * AND FITNESS FOR A PARTICULAR PURPOSE.  THE SOFTWARE PROVIDED HEREUNDER IS
-  * ON AN "AS IS" BASIS, AND THE UNIVERSITY OF CALIFORNIA HAS NO OBLIGATION TO
-  * PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
-  *
-  * Copyright (c) 1995 Erik Corry
-  * All rights reserved.
-  *
-  * Permission to use, copy, modify, and distribute this software and its
-  * documentation for any purpose, without fee, and without written agreement is
-  * hereby granted, provided that the above copyright notice and the following
-  * two paragraphs appear in all copies of this software.
-  *
-  * IN NO EVENT SHALL ERIK CORRY BE LIABLE TO ANY PARTY FOR DIRECT, INDIRECT,
-  * SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OF
-  * THIS SOFTWARE AND ITS DOCUMENTATION, EVEN IF ERIK CORRY HAS BEEN ADVISED
-  * OF THE POSSIBILITY OF SUCH DAMAGE.
-  *
-  * ERIK CORRY SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, BUT NOT
-  * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
-  * PARTICULAR PURPOSE.  THE SOFTWARE PROVIDED HEREUNDER IS ON AN "AS IS"
-  * BASIS, AND ERIK CORRY HAS NO OBLIGATION TO PROVIDE MAINTENANCE, SUPPORT,
-  * UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
-  *
-  * Portions of this software Copyright (c) 1995 Brown University.
-  * All rights reserved.
-  *
-  * Permission to use, copy, modify, and distribute this software and its
-  * documentation for any purpose, without fee, and without written agreement
-  * is hereby granted, provided that the above copyright notice and the
-  * following two paragraphs appear in all copies of this software.
-  *
-  * IN NO EVENT SHALL BROWN UNIVERSITY BE LIABLE TO ANY PARTY FOR
-  * DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT
-  * OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN IF BROWN
-  * UNIVERSITY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-  *
-  * BROWN UNIVERSITY SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, BUT NOT
-  * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
-  * PARTICULAR PURPOSE.  THE SOFTWARE PROVIDED HEREUNDER IS ON AN "AS IS"
-  * BASIS, AND BROWN UNIVERSITY HAS NO OBLIGATION TO PROVIDE MAINTENANCE,
-  * SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
-  */
-
-License: Johnson_M._Hart
-  Permission is granted for any and all use providing that this
-  copyright is properly acknowledged.
-  There are no assurances of suitability for any use whatsoever.
-
-License: SunPro
-  Developed at SunPro, a Sun Microsystems, Inc. business.
-  Permission to use, copy, modify, and distribute this
-  software is freely granted, provided that this notice
-  is preserved.
-
-License: PublicDomain_Sam_Lantinga
- Placed in the public domain by Sam Lantinga  4/13/98
-
-License: PublicDomain_Edgar_Simo
- Written by Edgar Simo "bobbens"
- .
- Released under Public Domain.
-
-License: RSA_Data_Security
- ***********************************************************************
- ** utl_md5.c -- the source code for MD5 routines                      **
- ** RSA Data Security, Inc. MD5 Message-Digest Algorithm              **
- ** Created: 2/17/90 RLR                                              **
- ** Revised: 1/91 SRD,AJ,BSK,JT Reference C ver., 7/10 constant corr. **
- ***********************************************************************
- ***********************************************************************
- ** Copyright (C) 1990, RSA Data Security, Inc. All rights reserved.  **
- **                                                                   **
- ** License to copy and use this software is granted provided that    **
- ** it is identified as the "RSA Data Security, Inc. MD5 Message-     **
- ** Digest Algorithm" in all material mentioning or referencing this  **
- ** software or this function.                                        **
- **                                                                   **
- ** License is also granted to make and use derivative works          **
- ** provided that such works are identified as "derived from the RSA  **
- ** Data Security, Inc. MD5 Message-Digest Algorithm" in all          **
- ** material mentioning or referencing the derived work.              **
- **                                                                   **
- ** RSA Data Security, Inc. makes no representations concerning       **
- ** either the merchantability of this software or the suitability    **
- ** of this software for any particular purpose.  It is provided "as  **
- ** is" without express or implied warranty of any kind.              **
- **                                                                   **
- ** These notices must be retained in any copies of any part of this  **
- ** documentation and/or software.                                    **
- ***********************************************************************
-
-License: SGI_atlantis
- (c) Copyright 1993, 1994, Silicon Graphics, Inc.
- ALL RIGHTS RESERVED
- Permission to use, copy, modify, and distribute this software for
- any purpose and without fee is hereby granted, provided that the above
- copyright notice appear in all copies and that both the copyright notice
- and this permission notice appear in supporting documentation, and that
- the name of Silicon Graphics, Inc. not be used in advertising
- or publicity pertaining to distribution of the software without specific,
- written prior permission.
- .
- THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
- AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
- INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
- FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON
- GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
- SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
- KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
- LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
- THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN
- ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
- ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
- POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
- .
- US Government Users Restricted Rights
- Use, duplication, or disclosure by the Government is subject to
- restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
- (c)(1)(ii) of the Rights in Technical Data and Computer Software
- clause at DFARS 252.227-7013 and/or in similar or successor
- clauses in the FAR or the DOD or NASA FAR Supplement.
- Unpublished-- rights reserved under the copyright laws of the
- United States.  Contractor/manufacturer is Silicon Graphics,
- Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311.
- .
- OpenGL(TM) is a trademark of Silicon Graphics, Inc.

+ 0 - 4
sdl.mod/SDL/debian/docs

@@ -1,4 +0,0 @@
-BUGS.txt
-CREDITS.txt
-README.md
-README-SDL.txt

+ 0 - 1
sdl.mod/SDL/debian/libsdl2-2.0-0-udeb.install

@@ -1 +0,0 @@
-usr/lib/*/libSDL2-2.0.so.0*

+ 0 - 1
sdl.mod/SDL/debian/libsdl2-2.0-0.install

@@ -1 +0,0 @@
-usr/lib/*/libSDL2-2.0.so.0*

+ 0 - 9
sdl.mod/SDL/debian/libsdl2-dev.install

@@ -1,9 +0,0 @@
-usr/bin/sdl2-config
-usr/include/SDL2
-usr/lib/*/*.a
-usr/lib/*/*.la
-usr/lib/*/*.so
-usr/lib/*/pkgconfig/sdl2.pc
-usr/lib/*/cmake/SDL2/sdl2-config.cmake
-usr/lib/*/cmake/SDL2/sdl2-config-version.cmake
-usr/share/aclocal/sdl2.m4

+ 0 - 1
sdl.mod/SDL/debian/libsdl2-dev.manpages

@@ -1 +0,0 @@
-debian/sdl2-config.1

+ 0 - 54
sdl.mod/SDL/debian/rules

@@ -1,54 +0,0 @@
-#!/usr/bin/make -f
-
-DEB_HOST_ARCH_CPU ?= $(shell dpkg-architecture -qDEB_HOST_ARCH_CPU)
-DEB_HOST_MULTIARCH ?= $(shell dpkg-architecture -qDEB_HOST_MULTIARCH)
-
-confflags = --disable-rpath --disable-video-directfb \
-            --disable-nas --disable-esd --disable-arts
-
-# These flags can be used to create a package directly linking with external libraries and having the appropriate package dependencies
-#confflags += --disable-alsa-shared
-#confflags += --disable-arts-shared
-#confflags += --disable-directfb-shared
-#confflags += --disable-esd-shared
-#confflags += --disable-fusionsound-shared
-#confflags += --disable-jack-shared
-#confflags += --disable-kmsdrm-shared
-#confflags += --disable-libsamplerate-shared
-#confflags += --disable-nas-shared
-#confflags += --disable-pulseaudio-shared
-#confflags += --disable-sndio-shared
-#confflags += --disable-wayland-shared
-#confflags += --disable-x11-shared
-
-%:
-	dh $@ --parallel
-
-override_dh_auto_configure:
-	dh_auto_configure -Bbuilddir/all -- $(confflags)
-
-override_dh_auto_build:
-	dh_auto_build -Bbuilddir/all
-	tar czf debian/examples.tar.gz test
-
-override_dh_auto_install:
-	dh_auto_install -Bbuilddir/all
-
-override_dh_auto_clean:
-	dh_auto_clean -Bbuilddir/all
-	rm -f debian/examples.tar.gz
-
-override_dh_install:
-	dh_install --remaining-packages --fail-missing -XlibSDL2.la
-
-override_dh_installexamples:
-	dh_installexamples -plibsdl2-dev debian/examples.tar.gz
-	dh_installexamples --remaining-packages
-
-override_dh_link:
-	# to address lintian warning
-	# W: libsdl2-2.0-0: dev-pkg-without-shlib-symlink usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0.0.0 usr/lib/x86_64-linux-gnu/libSDL2-2.0.so
-	dh_link -plibsdl2-dev usr/lib/$(DEB_HOST_MULTIARCH)/libSDL2-2.0.so.0.0.0 usr/lib/$(DEB_HOST_MULTIARCH)/libSDL2-2.0.so
-
-override_dh_strip:
-	dh_strip --dbg-package=libsdl2-dbg

+ 0 - 86
sdl.mod/SDL/debian/sdl2-config.1

@@ -1,86 +0,0 @@
-.TH sdl2-config 1 "2012-02-20" "SDL 2.0"
-.SH NAME
-sdl2-config \- script to get information about the installed version of SDL
-.SH SYNOPSIS
-.B sdl2-config
-[ --prefix=
-.IR DIR ]
-[ --exec-prefix=
-.IR DIR ]
-[ --version ] [ --libs | --library-libs | --plugin-libs ] [ --cflags ]
-.SH DESCRIPTION
-.B sdl2-config
-is a tool that is used to configure and determine the compiler and linker
-flags that should be used to compile and link programs, libraries, and
-plugins that use SDL.  It is also used internally by the m4 macros that are
-included with SDL.
-.SH OPTIONS
-.TP
-.B --cflags
-Print the compiler flags that are necessary to compile a program or library
-that uses SDL.
-.TP
-.BI --exec-prefix= DIR
-If specified, use
-.I DIR
-instead of the installation exec prefix that SDL was build with when
-computing the output for the --cflags, --libs, --library-libs, and
---plugin-libs options.  This option must be specified before any of the
---cflags, --libs, --library-libs, and --plugin-libs options.
-.TP
-.B --libs
-Print the linker flags that are necessary to link a program that uses SDL.
-.TP
-.B --static-libs
-Print the linker flags that are necessary to statically link a program that uses SDL.
-.TP
-.B --library-libs
-Print the linker flags that are necessary to link a library that uses SDL.
-(This excludes any static objects required for linking, since these must be
-linked only by executable programs.)
-.TP
-.B --plugin-libs
-Print the linker flags that are necessary to link an SDL-using object that
-is to be accessed via
-.IR dlopen (3).
-This may include static objects with PIC symbol information.  This option
-should
-.B not
-be used for ordinary shared libraries or standalone applications.
-.TP
-.BI --prefix= DIR
-If specified, use PREFIX instead of the installation prefix that SDL was
-built with when computing the output for the --cflags, --libs,
---library-libs, and --plugin-libs options.  This option is also used for
-the exec prefix if --exec-prefix was not specified.  This option must be
-specified before any of the --cflags, --libs, --library-libs, and
---plugin-libs options.
-.TP
-.B --version
-Prints the currently installed version of SDL on standard output.
-.SH EXAMPLES
-.TP
-gcc -o main.o $(sdl2-config --cflags) main.c
-is how you might use
-.B sdl2-config
-to compile a C source file for an executable program.
-.TP
-gcc -o my_app $(sdl2-config --libs) main.o util.o
-is how you might use
-.B sdl2-config
-to link compiled objects into an executable program.
-.TP
-gcc -o libSDL_nifty-2.0.so.0.0.1 $(sdl --library-libs) read.o write.o munge.o
-is how you might use
-.B sdl2-config
-to link compiled objects into a shared library.
-.TP
-gcc -o libnifty_xmms.so $(sdl --plugin-libs) stream.o blit.o deinterlace.o
-is how you might use
-.B sdl2-config
-to link compiled objects into a plugin for use by another program.
-.SH AUTHOR
-The Simple DirectMedia Layer (SDL) library was written by Sam Lantinga.
-.PP
-This manual page was written by Branden Robinson, originally for Progeny
-Linux Systems, Inc., and the Debian Project.

+ 0 - 1
sdl.mod/SDL/debian/source/format

@@ -1 +0,0 @@
-3.0 (native)

+ 0 - 2
sdl.mod/SDL/debian/watch

@@ -1,2 +0,0 @@
-version=3
-http://www.libsdl.org/release/SDL-([\d.]+)\.tar\.gz

+ 472 - 472
sdl.mod/SDL/docs/README-android.md

@@ -1,472 +1,472 @@
-Android
-================================================================================
-
-Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
-http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
-
-The rest of this README covers the Android gradle style build process.
-
-If you are using the older ant build process, it is no longer officially
-supported, but you can use the "android-project-ant" directory as a template.
-
-
-Requirements
-================================================================================
-
-Android SDK (version 26 or later)
-https://developer.android.com/sdk/index.html
-
-Android NDK r15c or later
-https://developer.android.com/tools/sdk/ndk/index.html
-
-Minimum API level supported by SDL: 16 (Android 4.1)
-
-
-How the port works
-================================================================================
-
-- Android applications are Java-based, optionally with parts written in C
-- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to 
-  the SDL library
-- This means that your application C code must be placed inside an Android 
-  Java project, along with some C support code that communicates with Java
-- This eventually produces a standard Android .apk package
-
-The Android Java code implements an "Activity" and can be found in:
-android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
-
-The Java code loads your game code, the SDL shared library, and
-dispatches to native functions implemented in the SDL library:
-src/core/android/SDL_android.c
-
-
-Building an app
-================================================================================
-
-For simple projects you can use the script located at build-scripts/androidbuild.sh
-
-There's two ways of using it:
-
-    androidbuild.sh com.yourcompany.yourapp < sources.list
-    androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
-
-sources.list should be a text file with a source file name in each line
-Filenames should be specified relative to the current directory, for example if
-you are in the build-scripts directory and want to create the testgles.c test, you'll
-run:
-
-    ./androidbuild.sh org.libsdl.testgles ../test/testgles.c
-
-One limitation of this script is that all sources provided will be aggregated into
-a single directory, thus all your source files should have a unique name.
-
-Once the project is complete the script will tell you where the debug APK is located.
-If you want to create a signed release APK, you can use the project created by this
-utility to generate it.
-
-Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
-done in the build directory for the app!
-
-
-For more complex projects, follow these instructions:
-    
-1. Copy the android-project directory wherever you want to keep your projects
-   and rename it to the name of your project.
-2. Move or symlink this SDL directory into the "<project>/app/jni" directory
-3. Edit "<project>/app/jni/src/Android.mk" to include your source files
-
-4a. If you want to use Android Studio, simply open your <project> directory and start building.
-
-4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device
-
-
-If you already have a project that uses CMake, the instructions change somewhat:
-
-1. Do points 1 and 2 from the instruction above.
-2. Edit "<project>/app/build.gradle" to comment out or remove sections containing ndk-build
-   and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
-3. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to
-   adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static
-   as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)"
-   in your CMakeLists.txt file. Also be aware that you should use add_library() instead of
-   add_executable() for the target containing your "main" function.
-
-If you wish to use Android Studio, you can skip the last step.
-
-4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any
-   connected Android device
-
-Here's an explanation of the files in the Android project, so you can customize them:
-
-    android-project/app
-        build.gradle            - build info including the application version and SDK
-        src/main/AndroidManifest.xml	- package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
-        jni/			- directory holding native code
-        jni/Application.mk	- Application JNI settings, including target platform and STL library
-        jni/Android.mk		- Android makefile that can call recursively the Android.mk files in all subdirectories
-        jni/CMakeLists.txt	- Top-level CMake project that adds SDL as a subproject
-        jni/SDL/		- (symlink to) directory holding the SDL library files
-        jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
-        jni/src/		- directory holding your C/C++ source
-        jni/src/Android.mk	- Android makefile that you should customize to include your source code and any library references
-        jni/src/CMakeLists.txt	- CMake file that you may customize to include your source code and any library references
-        src/main/assets/	- directory holding asset files for your application
-        src/main/res/		- directory holding resources for your application
-        src/main/res/mipmap-*	- directories holding icons for different phone hardware
-        src/main/res/values/strings.xml	- strings used in your application, including the application name
-        src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application.
-
-
-Customizing your application name
-================================================================================
-
-To customize your application name, edit AndroidManifest.xml and replace
-"org.libsdl.app" with an identifier for your product package.
-
-Then create a Java class extending SDLActivity and place it in a directory
-under src matching your package, e.g.
-
-    src/com/gamemaker/game/MyGame.java
-
-Here's an example of a minimal class file:
-
-    --- MyGame.java --------------------------
-    package com.gamemaker.game;
-    
-    import org.libsdl.app.SDLActivity; 
-    
-    /**
-     * A sample wrapper class that just calls SDLActivity 
-     */ 
-    
-    public class MyGame extends SDLActivity { }
-    
-    ------------------------------------------
-
-Then replace "SDLActivity" in AndroidManifest.xml with the name of your
-class, .e.g. "MyGame"
-
-
-Customizing your application icon
-================================================================================
-
-Conceptually changing your icon is just replacing the "ic_launcher.png" files in
-the drawable directories under the res directory. There are several directories
-for different screen sizes.
-
-
-Loading assets
-================================================================================
-
-Any files you put in the "app/src/main/assets" directory of your project
-directory will get bundled into the application package and you can load
-them using the standard functions in SDL_rwops.h.
-
-There are also a few Android specific functions that allow you to get other
-useful paths for saving and loading data:
-* SDL_AndroidGetInternalStoragePath()
-* SDL_AndroidGetExternalStorageState()
-* SDL_AndroidGetExternalStoragePath()
-
-See SDL_system.h for more details on these functions.
-
-The asset packaging system will, by default, compress certain file extensions.
-SDL includes two asset file access mechanisms, the preferred one is the so
-called "File Descriptor" method, which is faster and doesn't involve the Dalvik
-GC, but given this method does not work on compressed assets, there is also the
-"Input Stream" method, which is automatically used as a fall back by SDL. You
-may want to keep this fact in mind when building your APK, specially when large
-files are involved.
-For more information on which extensions get compressed by default and how to
-disable this behaviour, see for example:
-    
-http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
-
-
-Pause / Resume behaviour
-================================================================================
-
-If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
-the event loop will block itself when the app is paused (ie, when the user
-returns to the main Android dashboard). Blocking is better in terms of battery
-use, and it allows your app to spring back to life instantaneously after resume
-(versus polling for a resume message).
-
-Upon resume, SDL will attempt to restore the GL context automatically.
-In modern devices (Android 3.0 and up) this will most likely succeed and your
-app can continue to operate as it was.
-
-However, there's a chance (on older hardware, or on systems under heavy load),
-where the GL context can not be restored. In that case you have to listen for
-a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
-manually or quit the app.
-
-You should not use the SDL renderer API while the app going in background:
-- SDL_APP_WILLENTERBACKGROUND:
-    after you read this message, GL context gets backed-up and you should not
-    use the SDL renderer API.
-
-- SDL_APP_DIDENTERFOREGROUND:
-   GL context is restored, and the SDL renderer API is available (unless you
-   receive SDL_RENDER_DEVICE_RESET).
-
-Mouse / Touch events
-================================================================================
-
-In some case, SDL generates synthetic mouse (resp. touch) events for touch
-(resp. mouse) devices.
-To enable/disable this behavior, see SDL_hints.h:
-- SDL_HINT_TOUCH_MOUSE_EVENTS
-- SDL_HINT_MOUSE_TOUCH_EVENTS
-
-Misc
-================================================================================
-
-For some device, it appears to works better setting explicitly GL attributes
-before creating a window:
-  SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
-  SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
-  SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
-
-Threads and the Java VM
-================================================================================
-
-For a quick tour on how Linux native threads interoperate with the Java VM, take
-a look here: https://developer.android.com/guide/practices/jni.html
-
-If you want to use threads in your SDL app, it's strongly recommended that you
-do so by creating them using SDL functions. This way, the required attach/detach
-handling is managed by SDL automagically. If you have threads created by other
-means and they make calls to SDL functions, make sure that you call
-Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
-your thread automatically anyway (when you make an SDL call), but it'll never
-detach it.
-
-
-If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"),
-it won't be able to find your java class and method because of the java class loader
-which is different for native threads, than for java threads (eg your "main()").
-
-the work-around is to find class/method, in you "main()" thread, and to use them
-in your native thread.
-
-see:
-https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class
-
-Using STL
-================================================================================
-
-You can use STL in your project by creating an Application.mk file in the jni
-folder and adding the following line:
-
-    APP_STL := c++_shared
-
-For more information go here:
-	https://developer.android.com/ndk/guides/cpp-support
-
-
-Using the emulator
-================================================================================
-
-There are some good tips and tricks for getting the most out of the
-emulator here: https://developer.android.com/tools/devices/emulator.html
-
-Especially useful is the info on setting up OpenGL ES 2.0 emulation.
-
-Notice that this software emulator is incredibly slow and needs a lot of disk space.
-Using a real device works better.
-
-
-Troubleshooting
-================================================================================
-
-You can see if adb can see any devices with the following command:
-
-    adb devices
-
-You can see the output of log messages on the default device with:
-
-    adb logcat
-
-You can push files to the device with:
-
-    adb push local_file remote_path_and_file
-
-You can push files to the SD Card at /sdcard, for example:
-
-    adb push moose.dat /sdcard/moose.dat
-
-You can see the files on the SD card with a shell command:
-
-    adb shell ls /sdcard/
-
-You can start a command shell on the default device with:
-
-    adb shell
-
-You can remove the library files of your project (and not the SDL lib files) with:
-
-    ndk-build clean
-
-You can do a build with the following command:
-
-    ndk-build
-
-You can see the complete command line that ndk-build is using by passing V=1 on the command line:
-
-    ndk-build V=1
-
-If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
-	https://developer.android.com/ndk/guides/ndk-stack
-
-If you want to go through the process manually, you can use addr2line to convert the
-addresses in the stack trace to lines in your code.
-
-For example, if your crash looks like this:
-
-    I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
-    I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
-    I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
-    I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
-    I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
-    I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
-    I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
-    I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
-    I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
-
-You can see that there's a crash in the C library being called from the main code.
-I run addr2line with the debug version of my code:
-
-    arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
-
-and then paste in the number after "pc" in the call stack, from the line that I care about:
-000014bc
-
-I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
-
-You can add logging to your code to help show what's happening:
-
-    #include <android/log.h>
-    
-    __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
-
-If you need to build without optimization turned on, you can create a file called
-"Application.mk" in the jni directory, with the following line in it:
-
-    APP_OPTIM := debug
-
-
-Memory debugging
-================================================================================
-
-The best (and slowest) way to debug memory issues on Android is valgrind.
-Valgrind has support for Android out of the box, just grab code using:
-
-    svn co svn://svn.valgrind.org/valgrind/trunk valgrind
-
-... and follow the instructions in the file README.android to build it.
-
-One thing I needed to do on Mac OS X was change the path to the toolchain,
-and add ranlib to the environment variables:
-export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
-
-Once valgrind is built, you can create a wrapper script to launch your
-application with it, changing org.libsdl.app to your package identifier:
-
-    --- start_valgrind_app -------------------
-    #!/system/bin/sh
-    export TMPDIR=/data/data/org.libsdl.app
-    exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
-    ------------------------------------------
-
-Then push it to the device:
-
-    adb push start_valgrind_app /data/local
-
-and make it executable:
-
-    adb shell chmod 755 /data/local/start_valgrind_app
-
-and tell Android to use the script to launch your application:
-
-    adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
-
-If the setprop command says "could not set property", it's likely that
-your package name is too long and you should make it shorter by changing
-AndroidManifest.xml and the path to your class file in android-project/src
-
-You can then launch your application normally and waaaaaaaiiittt for it.
-You can monitor the startup process with the logcat command above, and
-when it's done (or even while it's running) you can grab the valgrind
-output file:
-
-    adb pull /sdcard/valgrind.log
-
-When you're done instrumenting with valgrind, you can disable the wrapper:
-
-    adb shell setprop wrap.org.libsdl.app ""
-
-
-Graphics debugging
-================================================================================
-
-If you are developing on a compatible Tegra-based tablet, NVidia provides
-Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
-and GLES libraries, you must follow their instructions for installing the
-interposer library on a rooted device. The non-rooted instructions are not
-compatible with applications that use SDL2 for video.
-
-The Tegra Graphics Debugger is available from NVidia here:
-https://developer.nvidia.com/tegra-graphics-debugger
-
-
-Why is API level 16 the minimum required?
-================================================================================
-
-The latest NDK toolchain doesn't support targeting earlier than API level 16.
-As of this writing, according to https://developer.android.com/about/dashboards/index.html
-about 99% of the Android devices accessing Google Play support API level 16 or
-higher (January 2018).
-
-
-A note regarding the use of the "dirty rectangles" rendering technique
-================================================================================
-
-If your app uses a variation of the "dirty rectangles" rendering technique,
-where you only update a portion of the screen on each frame, you may notice a
-variety of visual glitches on Android, that are not present on other platforms.
-This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
-contexts, in particular the use of the eglSwapBuffers function. As stated in the
-documentation for the function "The contents of ancillary buffers are always 
-undefined after calling eglSwapBuffers".
-Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
-is not possible for SDL as it requires EGL 1.4, available only on the API level
-17+, so the only workaround available on this platform is to redraw the entire
-screen each frame.
-
-Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
-
-
-Ending your application
-================================================================================
-
-Two legitimate ways:
-
-- return from your main() function. Java side will automatically terminate the
-Activity by calling Activity.finish().
-
-- Android OS can decide to terminate your application by calling onDestroy()
-(see Activity life cycle). Your application will receive a SDL_QUIT event you 
-can handle to save things and quit.
-
-Don't call exit() as it stops the activity badly.
-
-NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
-SDLK_AC_BACK, for any purpose.
-
-Known issues
-================================================================================
-
-- The number of buttons reported for each joystick is hardcoded to be 36, which
-is the current maximum number of buttons Android can report.
-
+Android
+================================================================================
+
+Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
+http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
+
+The rest of this README covers the Android gradle style build process.
+
+If you are using the older ant build process, it is no longer officially
+supported, but you can use the "android-project-ant" directory as a template.
+
+
+Requirements
+================================================================================
+
+Android SDK (version 26 or later)
+https://developer.android.com/sdk/index.html
+
+Android NDK r15c or later
+https://developer.android.com/tools/sdk/ndk/index.html
+
+Minimum API level supported by SDL: 16 (Android 4.1)
+
+
+How the port works
+================================================================================
+
+- Android applications are Java-based, optionally with parts written in C
+- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to 
+  the SDL library
+- This means that your application C code must be placed inside an Android 
+  Java project, along with some C support code that communicates with Java
+- This eventually produces a standard Android .apk package
+
+The Android Java code implements an "Activity" and can be found in:
+android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
+
+The Java code loads your game code, the SDL shared library, and
+dispatches to native functions implemented in the SDL library:
+src/core/android/SDL_android.c
+
+
+Building an app
+================================================================================
+
+For simple projects you can use the script located at build-scripts/androidbuild.sh
+
+There's two ways of using it:
+
+    androidbuild.sh com.yourcompany.yourapp < sources.list
+    androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
+
+sources.list should be a text file with a source file name in each line
+Filenames should be specified relative to the current directory, for example if
+you are in the build-scripts directory and want to create the testgles.c test, you'll
+run:
+
+    ./androidbuild.sh org.libsdl.testgles ../test/testgles.c
+
+One limitation of this script is that all sources provided will be aggregated into
+a single directory, thus all your source files should have a unique name.
+
+Once the project is complete the script will tell you where the debug APK is located.
+If you want to create a signed release APK, you can use the project created by this
+utility to generate it.
+
+Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
+done in the build directory for the app!
+
+
+For more complex projects, follow these instructions:
+    
+1. Copy the android-project directory wherever you want to keep your projects
+   and rename it to the name of your project.
+2. Move or symlink this SDL directory into the "<project>/app/jni" directory
+3. Edit "<project>/app/jni/src/Android.mk" to include your source files
+
+4a. If you want to use Android Studio, simply open your <project> directory and start building.
+
+4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device
+
+
+If you already have a project that uses CMake, the instructions change somewhat:
+
+1. Do points 1 and 2 from the instruction above.
+2. Edit "<project>/app/build.gradle" to comment out or remove sections containing ndk-build
+   and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
+3. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to
+   adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static
+   as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)"
+   in your CMakeLists.txt file. Also be aware that you should use add_library() instead of
+   add_executable() for the target containing your "main" function.
+
+If you wish to use Android Studio, you can skip the last step.
+
+4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any
+   connected Android device
+
+Here's an explanation of the files in the Android project, so you can customize them:
+
+    android-project/app
+        build.gradle            - build info including the application version and SDK
+        src/main/AndroidManifest.xml	- package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
+        jni/			- directory holding native code
+        jni/Application.mk	- Application JNI settings, including target platform and STL library
+        jni/Android.mk		- Android makefile that can call recursively the Android.mk files in all subdirectories
+        jni/CMakeLists.txt	- Top-level CMake project that adds SDL as a subproject
+        jni/SDL/		- (symlink to) directory holding the SDL library files
+        jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
+        jni/src/		- directory holding your C/C++ source
+        jni/src/Android.mk	- Android makefile that you should customize to include your source code and any library references
+        jni/src/CMakeLists.txt	- CMake file that you may customize to include your source code and any library references
+        src/main/assets/	- directory holding asset files for your application
+        src/main/res/		- directory holding resources for your application
+        src/main/res/mipmap-*	- directories holding icons for different phone hardware
+        src/main/res/values/strings.xml	- strings used in your application, including the application name
+        src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application.
+
+
+Customizing your application name
+================================================================================
+
+To customize your application name, edit AndroidManifest.xml and replace
+"org.libsdl.app" with an identifier for your product package.
+
+Then create a Java class extending SDLActivity and place it in a directory
+under src matching your package, e.g.
+
+    src/com/gamemaker/game/MyGame.java
+
+Here's an example of a minimal class file:
+
+    --- MyGame.java --------------------------
+    package com.gamemaker.game;
+    
+    import org.libsdl.app.SDLActivity; 
+    
+    /**
+     * A sample wrapper class that just calls SDLActivity 
+     */ 
+    
+    public class MyGame extends SDLActivity { }
+    
+    ------------------------------------------
+
+Then replace "SDLActivity" in AndroidManifest.xml with the name of your
+class, .e.g. "MyGame"
+
+
+Customizing your application icon
+================================================================================
+
+Conceptually changing your icon is just replacing the "ic_launcher.png" files in
+the drawable directories under the res directory. There are several directories
+for different screen sizes.
+
+
+Loading assets
+================================================================================
+
+Any files you put in the "app/src/main/assets" directory of your project
+directory will get bundled into the application package and you can load
+them using the standard functions in SDL_rwops.h.
+
+There are also a few Android specific functions that allow you to get other
+useful paths for saving and loading data:
+* SDL_AndroidGetInternalStoragePath()
+* SDL_AndroidGetExternalStorageState()
+* SDL_AndroidGetExternalStoragePath()
+
+See SDL_system.h for more details on these functions.
+
+The asset packaging system will, by default, compress certain file extensions.
+SDL includes two asset file access mechanisms, the preferred one is the so
+called "File Descriptor" method, which is faster and doesn't involve the Dalvik
+GC, but given this method does not work on compressed assets, there is also the
+"Input Stream" method, which is automatically used as a fall back by SDL. You
+may want to keep this fact in mind when building your APK, specially when large
+files are involved.
+For more information on which extensions get compressed by default and how to
+disable this behaviour, see for example:
+    
+http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
+
+
+Pause / Resume behaviour
+================================================================================
+
+If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
+the event loop will block itself when the app is paused (ie, when the user
+returns to the main Android dashboard). Blocking is better in terms of battery
+use, and it allows your app to spring back to life instantaneously after resume
+(versus polling for a resume message).
+
+Upon resume, SDL will attempt to restore the GL context automatically.
+In modern devices (Android 3.0 and up) this will most likely succeed and your
+app can continue to operate as it was.
+
+However, there's a chance (on older hardware, or on systems under heavy load),
+where the GL context can not be restored. In that case you have to listen for
+a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
+manually or quit the app.
+
+You should not use the SDL renderer API while the app going in background:
+- SDL_APP_WILLENTERBACKGROUND:
+    after you read this message, GL context gets backed-up and you should not
+    use the SDL renderer API.
+
+- SDL_APP_DIDENTERFOREGROUND:
+   GL context is restored, and the SDL renderer API is available (unless you
+   receive SDL_RENDER_DEVICE_RESET).
+
+Mouse / Touch events
+================================================================================
+
+In some case, SDL generates synthetic mouse (resp. touch) events for touch
+(resp. mouse) devices.
+To enable/disable this behavior, see SDL_hints.h:
+- SDL_HINT_TOUCH_MOUSE_EVENTS
+- SDL_HINT_MOUSE_TOUCH_EVENTS
+
+Misc
+================================================================================
+
+For some device, it appears to works better setting explicitly GL attributes
+before creating a window:
+  SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
+  SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
+  SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
+
+Threads and the Java VM
+================================================================================
+
+For a quick tour on how Linux native threads interoperate with the Java VM, take
+a look here: https://developer.android.com/guide/practices/jni.html
+
+If you want to use threads in your SDL app, it's strongly recommended that you
+do so by creating them using SDL functions. This way, the required attach/detach
+handling is managed by SDL automagically. If you have threads created by other
+means and they make calls to SDL functions, make sure that you call
+Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
+your thread automatically anyway (when you make an SDL call), but it'll never
+detach it.
+
+
+If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"),
+it won't be able to find your java class and method because of the java class loader
+which is different for native threads, than for java threads (eg your "main()").
+
+the work-around is to find class/method, in you "main()" thread, and to use them
+in your native thread.
+
+see:
+https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class
+
+Using STL
+================================================================================
+
+You can use STL in your project by creating an Application.mk file in the jni
+folder and adding the following line:
+
+    APP_STL := c++_shared
+
+For more information go here:
+	https://developer.android.com/ndk/guides/cpp-support
+
+
+Using the emulator
+================================================================================
+
+There are some good tips and tricks for getting the most out of the
+emulator here: https://developer.android.com/tools/devices/emulator.html
+
+Especially useful is the info on setting up OpenGL ES 2.0 emulation.
+
+Notice that this software emulator is incredibly slow and needs a lot of disk space.
+Using a real device works better.
+
+
+Troubleshooting
+================================================================================
+
+You can see if adb can see any devices with the following command:
+
+    adb devices
+
+You can see the output of log messages on the default device with:
+
+    adb logcat
+
+You can push files to the device with:
+
+    adb push local_file remote_path_and_file
+
+You can push files to the SD Card at /sdcard, for example:
+
+    adb push moose.dat /sdcard/moose.dat
+
+You can see the files on the SD card with a shell command:
+
+    adb shell ls /sdcard/
+
+You can start a command shell on the default device with:
+
+    adb shell
+
+You can remove the library files of your project (and not the SDL lib files) with:
+
+    ndk-build clean
+
+You can do a build with the following command:
+
+    ndk-build
+
+You can see the complete command line that ndk-build is using by passing V=1 on the command line:
+
+    ndk-build V=1
+
+If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
+	https://developer.android.com/ndk/guides/ndk-stack
+
+If you want to go through the process manually, you can use addr2line to convert the
+addresses in the stack trace to lines in your code.
+
+For example, if your crash looks like this:
+
+    I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
+    I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
+    I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
+    I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
+    I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
+    I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
+    I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
+    I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
+    I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
+
+You can see that there's a crash in the C library being called from the main code.
+I run addr2line with the debug version of my code:
+
+    arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
+
+and then paste in the number after "pc" in the call stack, from the line that I care about:
+000014bc
+
+I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
+
+You can add logging to your code to help show what's happening:
+
+    #include <android/log.h>
+    
+    __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
+
+If you need to build without optimization turned on, you can create a file called
+"Application.mk" in the jni directory, with the following line in it:
+
+    APP_OPTIM := debug
+
+
+Memory debugging
+================================================================================
+
+The best (and slowest) way to debug memory issues on Android is valgrind.
+Valgrind has support for Android out of the box, just grab code using:
+
+    svn co svn://svn.valgrind.org/valgrind/trunk valgrind
+
+... and follow the instructions in the file README.android to build it.
+
+One thing I needed to do on Mac OS X was change the path to the toolchain,
+and add ranlib to the environment variables:
+export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
+
+Once valgrind is built, you can create a wrapper script to launch your
+application with it, changing org.libsdl.app to your package identifier:
+
+    --- start_valgrind_app -------------------
+    #!/system/bin/sh
+    export TMPDIR=/data/data/org.libsdl.app
+    exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
+    ------------------------------------------
+
+Then push it to the device:
+
+    adb push start_valgrind_app /data/local
+
+and make it executable:
+
+    adb shell chmod 755 /data/local/start_valgrind_app
+
+and tell Android to use the script to launch your application:
+
+    adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
+
+If the setprop command says "could not set property", it's likely that
+your package name is too long and you should make it shorter by changing
+AndroidManifest.xml and the path to your class file in android-project/src
+
+You can then launch your application normally and waaaaaaaiiittt for it.
+You can monitor the startup process with the logcat command above, and
+when it's done (or even while it's running) you can grab the valgrind
+output file:
+
+    adb pull /sdcard/valgrind.log
+
+When you're done instrumenting with valgrind, you can disable the wrapper:
+
+    adb shell setprop wrap.org.libsdl.app ""
+
+
+Graphics debugging
+================================================================================
+
+If you are developing on a compatible Tegra-based tablet, NVidia provides
+Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
+and GLES libraries, you must follow their instructions for installing the
+interposer library on a rooted device. The non-rooted instructions are not
+compatible with applications that use SDL2 for video.
+
+The Tegra Graphics Debugger is available from NVidia here:
+https://developer.nvidia.com/tegra-graphics-debugger
+
+
+Why is API level 16 the minimum required?
+================================================================================
+
+The latest NDK toolchain doesn't support targeting earlier than API level 16.
+As of this writing, according to https://developer.android.com/about/dashboards/index.html
+about 99% of the Android devices accessing Google Play support API level 16 or
+higher (January 2018).
+
+
+A note regarding the use of the "dirty rectangles" rendering technique
+================================================================================
+
+If your app uses a variation of the "dirty rectangles" rendering technique,
+where you only update a portion of the screen on each frame, you may notice a
+variety of visual glitches on Android, that are not present on other platforms.
+This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
+contexts, in particular the use of the eglSwapBuffers function. As stated in the
+documentation for the function "The contents of ancillary buffers are always 
+undefined after calling eglSwapBuffers".
+Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
+is not possible for SDL as it requires EGL 1.4, available only on the API level
+17+, so the only workaround available on this platform is to redraw the entire
+screen each frame.
+
+Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
+
+
+Ending your application
+================================================================================
+
+Two legitimate ways:
+
+- return from your main() function. Java side will automatically terminate the
+Activity by calling Activity.finish().
+
+- Android OS can decide to terminate your application by calling onDestroy()
+(see Activity life cycle). Your application will receive a SDL_QUIT event you 
+can handle to save things and quit.
+
+Don't call exit() as it stops the activity badly.
+
+NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
+SDLK_AC_BACK, for any purpose.
+
+Known issues
+================================================================================
+
+- The number of buttons reported for each joystick is hardcoded to be 36, which
+is the current maximum number of buttons Android can report.
+

+ 84 - 84
sdl.mod/SDL/docs/README-cmake.md

@@ -1,84 +1,84 @@
-CMake
-================================================================================
-(www.cmake.org)
-
-SDL's build system was traditionally based on autotools. Over time, this
-approach has suffered from several issues across the different supported 
-platforms.
-To solve these problems, a new build system based on CMake is under development.
-It works in parallel to the legacy system, so users can experiment with it
-without complication.
-While still experimental, the build system should be usable on the following
-platforms:
-
-* FreeBSD
-* Linux
-* VS.NET 2010
-* MinGW and Msys
-* macOS, iOS, and tvOS, with support for XCode
-
-
-================================================================================
-Usage
-================================================================================
-
-Assuming the source for SDL is located at ~/sdl
-
-    cd ~
-    mkdir build
-    cd build
-    cmake ../sdl
-
-This will build the static and dynamic versions of SDL in the ~/build directory.
-
-
-================================================================================
-Usage, iOS/tvOS
-================================================================================
-
-CMake 3.14+ natively includes support for iOS and tvOS.  SDL binaries may be built
-using Xcode or Make, possibly among other build-systems.
-
-When using a recent version of CMake (3.14+), it should be possible to:
-
-- build SDL for iOS, both static and dynamic
-- build SDL test apps (as iOS/tvOS .app bundles)
-- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis)
-
-To use, set the following CMake variables when running CMake's configuration stage:
-
-- `CMAKE_SYSTEM_NAME=<OS>`   (either `iOS` or `tvOS`)
-- `CMAKE_OSX_SYSROOT=<SDK>`  (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`,
-                              `appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.)
-- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64")
-
-
-### Examples (for iOS/tvOS):
-
-- for iOS-Simulator, using the latest, installed SDK:
-
-    `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
-
-- for iOS-Device, using the latest, installed SDK, 64-bit only
-
-    `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64`
-
-- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit
-
-    `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"`
-
-- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example):
-
-    `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64`
-
-- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
-
-    `cmake ~/sdl -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
-
-- for tvOS-Simulator, using the latest, installed SDK:
-
-    `cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
-
-- for tvOS-Device, using the latest, installed SDK:
-
-    `cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64`
+CMake
+================================================================================
+(www.cmake.org)
+
+SDL's build system was traditionally based on autotools. Over time, this
+approach has suffered from several issues across the different supported 
+platforms.
+To solve these problems, a new build system based on CMake is under development.
+It works in parallel to the legacy system, so users can experiment with it
+without complication.
+While still experimental, the build system should be usable on the following
+platforms:
+
+* FreeBSD
+* Linux
+* VS.NET 2010
+* MinGW and Msys
+* macOS, iOS, and tvOS, with support for XCode
+
+
+================================================================================
+Usage
+================================================================================
+
+Assuming the source for SDL is located at ~/sdl
+
+    cd ~
+    mkdir build
+    cd build
+    cmake ../sdl
+
+This will build the static and dynamic versions of SDL in the ~/build directory.
+
+
+================================================================================
+Usage, iOS/tvOS
+================================================================================
+
+CMake 3.14+ natively includes support for iOS and tvOS.  SDL binaries may be built
+using Xcode or Make, possibly among other build-systems.
+
+When using a recent version of CMake (3.14+), it should be possible to:
+
+- build SDL for iOS, both static and dynamic
+- build SDL test apps (as iOS/tvOS .app bundles)
+- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis)
+
+To use, set the following CMake variables when running CMake's configuration stage:
+
+- `CMAKE_SYSTEM_NAME=<OS>`   (either `iOS` or `tvOS`)
+- `CMAKE_OSX_SYSROOT=<SDK>`  (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`,
+                              `appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.)
+- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64")
+
+
+### Examples (for iOS/tvOS):
+
+- for iOS-Simulator, using the latest, installed SDK:
+
+    `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
+
+- for iOS-Device, using the latest, installed SDK, 64-bit only
+
+    `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64`
+
+- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit
+
+    `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"`
+
+- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example):
+
+    `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64`
+
+- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
+
+    `cmake ~/sdl -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
+
+- for tvOS-Simulator, using the latest, installed SDK:
+
+    `cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
+
+- for tvOS-Device, using the latest, installed SDK:
+
+    `cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64`

+ 107 - 107
sdl.mod/SDL/docs/README-directfb.md

@@ -1,107 +1,107 @@
-DirectFB
-========
-
-Supports:
-
-- Hardware YUV overlays
-- OpenGL - software only
-- 2D/3D accelerations (depends on directfb driver)
-- multiple displays
-- windows
-
-What you need:
-
-* DirectFB 1.0.1, 1.2.x, 1.3.0
-* Kernel-Framebuffer support: required: vesafb, radeonfb .... 
-* Mesa 7.0.x	   - optional for OpenGL
-
-/etc/directfbrc
-
-This file should contain the following lines to make
-your joystick work and avoid crashes:
-------------------------
-disable-module=joystick
-disable-module=cle266
-disable-module=cyber5k
-no-linux-input-grab
-------------------------
-
-To disable to use x11 backend when DISPLAY variable is found use
-
-export SDL_DIRECTFB_X11_CHECK=0
-
-To disable the use of linux input devices, i.e. multimice/multikeyboard support,
-use
-
-export SDL_DIRECTFB_LINUX_INPUT=0
-
-To use hardware accelerated YUV-overlays for YUV-textures, use:
-
-export SDL_DIRECTFB_YUV_DIRECT=1
-
-This is disabled by default. It will only support one 
-YUV texture, namely the first. Every other YUV texture will be
-rendered in software.
-
-In addition, you may use (directfb-1.2.x)
-
-export SDL_DIRECTFB_YUV_UNDERLAY=1
-
-to make the YUV texture an underlay. This will make the cursor to
-be shown.
-
-Simple Window Manager
-=====================
-
-The driver has support for a very, very basic window manager you may
-want to use when running with "wm=default". Use
-
-export SDL_DIRECTFB_WM=1
-
-to enable basic window borders. In order to have the window title rendered,
-you need to have the following font installed:
-
-/usr/share/fonts/truetype/freefont/FreeSans.ttf
-
-OpenGL Support
-==============
-
-The following instructions will give you *software* OpenGL. However this
-works at least on all directfb supported platforms.
-
-As of this writing 20100802 you need to pull Mesa from git and do the following:
-
-------------------------
-git clone git://anongit.freedesktop.org/git/mesa/mesa
-cd mesa 
-git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
-------------------------
-
-Edit configs/linux-directfb so that the Directories-section looks like
-------------------------
-# Directories
-SRC_DIRS     = mesa glu 
-GLU_DIRS     = sgi
-DRIVER_DIRS  = directfb
-PROGRAM_DIRS = 
-------------------------
-
-make linux-directfb
-make
-
-echo Installing - please enter sudo pw.
-
-sudo make install INSTALL_DIR=/usr/local/dfb_GL
-cd src/mesa/drivers/directfb
-make
-sudo make install INSTALL_DIR=/usr/local/dfb_GL
-------------------------
-
-To run the SDL - testprograms:
-
-export SDL_VIDEODRIVER=directfb
-export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
-export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
-
-./testgl
-
+DirectFB
+========
+
+Supports:
+
+- Hardware YUV overlays
+- OpenGL - software only
+- 2D/3D accelerations (depends on directfb driver)
+- multiple displays
+- windows
+
+What you need:
+
+* DirectFB 1.0.1, 1.2.x, 1.3.0
+* Kernel-Framebuffer support: required: vesafb, radeonfb .... 
+* Mesa 7.0.x	   - optional for OpenGL
+
+/etc/directfbrc
+
+This file should contain the following lines to make
+your joystick work and avoid crashes:
+------------------------
+disable-module=joystick
+disable-module=cle266
+disable-module=cyber5k
+no-linux-input-grab
+------------------------
+
+To disable to use x11 backend when DISPLAY variable is found use
+
+export SDL_DIRECTFB_X11_CHECK=0
+
+To disable the use of linux input devices, i.e. multimice/multikeyboard support,
+use
+
+export SDL_DIRECTFB_LINUX_INPUT=0
+
+To use hardware accelerated YUV-overlays for YUV-textures, use:
+
+export SDL_DIRECTFB_YUV_DIRECT=1
+
+This is disabled by default. It will only support one 
+YUV texture, namely the first. Every other YUV texture will be
+rendered in software.
+
+In addition, you may use (directfb-1.2.x)
+
+export SDL_DIRECTFB_YUV_UNDERLAY=1
+
+to make the YUV texture an underlay. This will make the cursor to
+be shown.
+
+Simple Window Manager
+=====================
+
+The driver has support for a very, very basic window manager you may
+want to use when running with "wm=default". Use
+
+export SDL_DIRECTFB_WM=1
+
+to enable basic window borders. In order to have the window title rendered,
+you need to have the following font installed:
+
+/usr/share/fonts/truetype/freefont/FreeSans.ttf
+
+OpenGL Support
+==============
+
+The following instructions will give you *software* OpenGL. However this
+works at least on all directfb supported platforms.
+
+As of this writing 20100802 you need to pull Mesa from git and do the following:
+
+------------------------
+git clone git://anongit.freedesktop.org/git/mesa/mesa
+cd mesa 
+git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
+------------------------
+
+Edit configs/linux-directfb so that the Directories-section looks like
+------------------------
+# Directories
+SRC_DIRS     = mesa glu 
+GLU_DIRS     = sgi
+DRIVER_DIRS  = directfb
+PROGRAM_DIRS = 
+------------------------
+
+make linux-directfb
+make
+
+echo Installing - please enter sudo pw.
+
+sudo make install INSTALL_DIR=/usr/local/dfb_GL
+cd src/mesa/drivers/directfb
+make
+sudo make install INSTALL_DIR=/usr/local/dfb_GL
+------------------------
+
+To run the SDL - testprograms:
+
+export SDL_VIDEODRIVER=directfb
+export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
+export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
+
+./testgl
+

+ 138 - 138
sdl.mod/SDL/docs/README-dynapi.md

@@ -1,138 +1,138 @@
-# Dynamic API
-
-Originally posted on Ryan's Google+ account.
-
-Background:
-
-- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2, 
-  but developers are shipping their own SDL2 with individual Steam games. 
-  These games might stop getting updates, but a newer SDL2 might be needed later. 
-  Certainly we'll always be fixing bugs in SDL, even if a new video target isn't 
-  ever needed, and these fixes won't make it to a game shipping its own SDL.
-- Even if we replace the SDL2 in those games with a compatible one, that is to 
-  say, edit a developer's Steam depot (yuck!), there are developers that are 
-  statically linking SDL2 that we can't do this for. We can't even force the 
-  dynamic loader to ignore their SDL2 in this case, of course.
-- If you don't ship an SDL2 with the game in some form, people that disabled the
-  Steam Runtime, or just tried to run the game from the command line instead of 
-  Steam might find themselves unable to run the game, due to a missing dependency.
-- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
-  generic Linux boxes that may or may not have SDL2 installed, you have to ship 
-  the library or risk a total failure to launch. So now, you might have to have 
-  a non-Steam build plus a Steam build (that is, one with and one without SDL2 
-  included), which is inconvenient if you could have had one universal build 
-  that works everywhere.
-- We like the zlib license, but the biggest complaint from the open source 
-  community about the license change is the static linking. The LGPL forced this 
-  as a legal, not technical issue, but zlib doesn't care. Even those that aren't
-  concerned about the GNU freedoms found themselves solving the same problems: 
-  swapping in a newer SDL to an older game often times can save the day. 
-  Static linking stops this dead.
-
-So here's what we did:
-
-SDL now has, internally, a table of function pointers. So, this is what SDL_Init
-now looks like:
-
-```c
-UInt32 SDL_Init(Uint32 flags)
-{
-    return jump_table.SDL_Init(flags);
-}
-```
-
-Except that is all done with a bunch of macro magic so we don't have to maintain
-every one of these.
-
-What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
-SDL_Init() that you've been calling all this time. But at startup, it looks more 
-like this:
-
-```c
-Uint32 SDL_Init_DEFAULT(Uint32 flags)
-{
-    SDL_InitDynamicAPI();
-    return jump_table.SDL_Init(flags);
-}
-```
-
-SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function 
-pointers, which means that this `_DEFAULT` function never gets called again. 
-First call to any SDL function sets the whole thing up.
-
-So you might be asking, what was the value in that? Isn't this what the operating
-system's dynamic loader was supposed to do for us? Yes, but now we've got this 
-level of indirection, we can do things like this:
-
-```bash
-export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
-./MyGameThatIsStaticallyLinkedToSDL2
-```
-
-And now, this game that is statically linked to SDL, can still be overridden 
-with a newer, or better, SDL. The statically linked one will only be used as 
-far as calling into the jump table in this case. But in cases where no override
-is desired, the statically linked version will provide its own jump table, 
-and everyone is happy.
-
-So now:
-- Developers can statically link SDL, and users can still replace it. 
-  (We'd still rather you ship a shared library, though!)
-- Developers can ship an SDL with their game, Valve can override it for, say, 
-  new features on SteamOS, or distros can override it for their own needs, 
-  but it'll also just work in the default case.
-- Developers can ship the same package to everyone (Humble Bundle, GOG, etc), 
-  and it'll do the right thing.
-- End users (and Valve) can update a game's SDL in almost any case, 
-  to keep abandoned games running on newer platforms.
-- Everyone develops with SDL exactly as they have been doing all along. 
-  Same headers, same ABI. Just get the latest version to enable this magic.
-
-
-A little more about SDL_InitDynamicAPI():
-
-Internally, InitAPI does some locking to make sure everything waits until a 
-single thread initializes everything (although even SDL_CreateThread() goes 
-through here before spinning a thread, too), and then decides if it should use
-an external SDL library. If not, it sets up the jump table using the current 
-SDL's function pointers (which might be statically linked into a program, or in
-a shared library of its own). If so, it loads that library and looks for and 
-calls a single function:
-
-```c
-SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
-```
-
-That function takes a version number (more on that in a moment), the address of
-the jump table, and the size, in bytes, of the table. 
-Now, we've got policy here: this table's layout never changes; new stuff gets 
-added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all 
-the needed functions if tablesize <= sizeof its own jump table. If tablesize is
-bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
-if it's smaller, we know we can provide the entire API that the caller needs.
-
-The version variable is a failsafe switch. 
-Right now it's always 1. This number changes when there are major API changes 
-(so we know if the tablesize might be smaller, or entries in it have changed). 
-Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not 
-inconceivable to have a small dispatch library that only supplies this one 
-function and loads different, otherwise-incompatible SDL libraries and has the
-right one initialize the jump table based on the version. For something that 
-must generically catch lots of different versions of SDL over time, like the 
-Steam Client, this isn't a bad option.
-
-Finally, I'm sure some people are reading this and thinking,
-"I don't want that overhead in my project!"  
-
-To which I would point out that the extra function call through the jump table 
-probably wouldn't even show up in a profile, but lucky you: this can all be 
-disabled. You can build SDL without this if you absolutely must, but we would 
-encourage you not to do that. However, on heavily locked down platforms like 
-iOS, or maybe when debugging, it makes sense to disable it. The way this is
-designed in SDL, you just have to change one #define, and the entire system 
-vaporizes out, and SDL functions exactly like it always did. Most of it is 
-macro magic, so the system is contained to one C file and a few headers. 
-However, this is on by default and you have to edit a header file to turn it 
-off. Our hopes is that if we make it easy to disable, but not too easy, 
-everyone will ultimately be able to get what they want, but we've gently 
-nudged everyone towards what we think is the best solution.
+# Dynamic API
+
+Originally posted on Ryan's Google+ account.
+
+Background:
+
+- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2, 
+  but developers are shipping their own SDL2 with individual Steam games. 
+  These games might stop getting updates, but a newer SDL2 might be needed later. 
+  Certainly we'll always be fixing bugs in SDL, even if a new video target isn't 
+  ever needed, and these fixes won't make it to a game shipping its own SDL.
+- Even if we replace the SDL2 in those games with a compatible one, that is to 
+  say, edit a developer's Steam depot (yuck!), there are developers that are 
+  statically linking SDL2 that we can't do this for. We can't even force the 
+  dynamic loader to ignore their SDL2 in this case, of course.
+- If you don't ship an SDL2 with the game in some form, people that disabled the
+  Steam Runtime, or just tried to run the game from the command line instead of 
+  Steam might find themselves unable to run the game, due to a missing dependency.
+- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
+  generic Linux boxes that may or may not have SDL2 installed, you have to ship 
+  the library or risk a total failure to launch. So now, you might have to have 
+  a non-Steam build plus a Steam build (that is, one with and one without SDL2 
+  included), which is inconvenient if you could have had one universal build 
+  that works everywhere.
+- We like the zlib license, but the biggest complaint from the open source 
+  community about the license change is the static linking. The LGPL forced this 
+  as a legal, not technical issue, but zlib doesn't care. Even those that aren't
+  concerned about the GNU freedoms found themselves solving the same problems: 
+  swapping in a newer SDL to an older game often times can save the day. 
+  Static linking stops this dead.
+
+So here's what we did:
+
+SDL now has, internally, a table of function pointers. So, this is what SDL_Init
+now looks like:
+
+```c
+UInt32 SDL_Init(Uint32 flags)
+{
+    return jump_table.SDL_Init(flags);
+}
+```
+
+Except that is all done with a bunch of macro magic so we don't have to maintain
+every one of these.
+
+What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
+SDL_Init() that you've been calling all this time. But at startup, it looks more 
+like this:
+
+```c
+Uint32 SDL_Init_DEFAULT(Uint32 flags)
+{
+    SDL_InitDynamicAPI();
+    return jump_table.SDL_Init(flags);
+}
+```
+
+SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function 
+pointers, which means that this `_DEFAULT` function never gets called again. 
+First call to any SDL function sets the whole thing up.
+
+So you might be asking, what was the value in that? Isn't this what the operating
+system's dynamic loader was supposed to do for us? Yes, but now we've got this 
+level of indirection, we can do things like this:
+
+```bash
+export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
+./MyGameThatIsStaticallyLinkedToSDL2
+```
+
+And now, this game that is statically linked to SDL, can still be overridden 
+with a newer, or better, SDL. The statically linked one will only be used as 
+far as calling into the jump table in this case. But in cases where no override
+is desired, the statically linked version will provide its own jump table, 
+and everyone is happy.
+
+So now:
+- Developers can statically link SDL, and users can still replace it. 
+  (We'd still rather you ship a shared library, though!)
+- Developers can ship an SDL with their game, Valve can override it for, say, 
+  new features on SteamOS, or distros can override it for their own needs, 
+  but it'll also just work in the default case.
+- Developers can ship the same package to everyone (Humble Bundle, GOG, etc), 
+  and it'll do the right thing.
+- End users (and Valve) can update a game's SDL in almost any case, 
+  to keep abandoned games running on newer platforms.
+- Everyone develops with SDL exactly as they have been doing all along. 
+  Same headers, same ABI. Just get the latest version to enable this magic.
+
+
+A little more about SDL_InitDynamicAPI():
+
+Internally, InitAPI does some locking to make sure everything waits until a 
+single thread initializes everything (although even SDL_CreateThread() goes 
+through here before spinning a thread, too), and then decides if it should use
+an external SDL library. If not, it sets up the jump table using the current 
+SDL's function pointers (which might be statically linked into a program, or in
+a shared library of its own). If so, it loads that library and looks for and 
+calls a single function:
+
+```c
+SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
+```
+
+That function takes a version number (more on that in a moment), the address of
+the jump table, and the size, in bytes, of the table. 
+Now, we've got policy here: this table's layout never changes; new stuff gets 
+added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all 
+the needed functions if tablesize <= sizeof its own jump table. If tablesize is
+bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
+if it's smaller, we know we can provide the entire API that the caller needs.
+
+The version variable is a failsafe switch. 
+Right now it's always 1. This number changes when there are major API changes 
+(so we know if the tablesize might be smaller, or entries in it have changed). 
+Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not 
+inconceivable to have a small dispatch library that only supplies this one 
+function and loads different, otherwise-incompatible SDL libraries and has the
+right one initialize the jump table based on the version. For something that 
+must generically catch lots of different versions of SDL over time, like the 
+Steam Client, this isn't a bad option.
+
+Finally, I'm sure some people are reading this and thinking,
+"I don't want that overhead in my project!"  
+
+To which I would point out that the extra function call through the jump table 
+probably wouldn't even show up in a profile, but lucky you: this can all be 
+disabled. You can build SDL without this if you absolutely must, but we would 
+encourage you not to do that. However, on heavily locked down platforms like 
+iOS, or maybe when debugging, it makes sense to disable it. The way this is
+designed in SDL, you just have to change one #define, and the entire system 
+vaporizes out, and SDL functions exactly like it always did. Most of it is 
+macro magic, so the system is contained to one C file and a few headers. 
+However, this is on by default and you have to edit a header file to turn it 
+off. Our hopes is that if we make it easy to disable, but not too easy, 
+everyone will ultimately be able to get what they want, but we've gently 
+nudged everyone towards what we think is the best solution.

+ 35 - 35
sdl.mod/SDL/docs/README-emscripten.md

@@ -1,35 +1,35 @@
-Emscripten
-================================================================================
-
-Build:
-
-    $ mkdir build
-    $ cd build
-    $ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2"
-    $ emmake make
-
-Or with cmake:
-
-    $ mkdir build
-    $ cd build
-    $ emcmake cmake ..
-    $ emmake make
-
-To build one of the tests:
-
-    $ cd test/
-    $ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
-
-Uses GLES2 renderer or software
-
-Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
-
-SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
-
-    $ EMCONFIGURE_JS=1 emconfigure ../configure
-    build as usual...
-
-SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
-
-    $ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
-    build as usual...
+Emscripten
+================================================================================
+
+Build:
+
+    $ mkdir build
+    $ cd build
+    $ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2"
+    $ emmake make
+
+Or with cmake:
+
+    $ mkdir build
+    $ cd build
+    $ emcmake cmake ..
+    $ emmake make
+
+To build one of the tests:
+
+    $ cd test/
+    $ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
+
+Uses GLES2 renderer or software
+
+Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
+
+SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
+
+    $ EMCONFIGURE_JS=1 emconfigure ../configure
+    build as usual...
+
+SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
+
+    $ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
+    build as usual...

+ 71 - 71
sdl.mod/SDL/docs/README-gesture.md

@@ -1,71 +1,71 @@
-Dollar Gestures
-===========================================================================
-SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
-
-Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up. 
-
-Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
-
-Recording:
-----------
-To begin recording on a touch device call:
-SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
-
-Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
-A SDL_DOLLARRECORD event is a dgesture with the following fields:
-
-* event.dgesture.touchId   - the Id of the touch used to record the gesture.
-* event.dgesture.gestureId - the unique id of the recorded gesture.
-
-
-Performing:
------------
-As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
-
-* event.dgesture.touchId    - the Id of the touch which performed the gesture.
-* event.dgesture.gestureId  - the unique id of the closest gesture to the performed stroke.
-* event.dgesture.error      - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
-* event.dgesture.numFingers - the number of fingers used to draw the stroke.
-
-Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
-
-
-
-Saving:
--------
-To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
-
-To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
-
-Both functions return the number of gestures successfully saved.
-
-
-Loading:
---------
-To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file. 
-
-SDL_LoadDollarTemplates returns the number of templates successfully loaded.
-
-
-
-===========================================================================
-Multi Gestures
-===========================================================================
-SDL provides simple support for pinch/rotate/swipe gestures. 
-Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
-
-* event.mgesture.touchId - the Id of the touch on which the gesture was performed.
-* event.mgesture.x       - the normalized x coordinate of the gesture. (0..1)
-* event.mgesture.y       - the normalized y coordinate of the gesture. (0..1)
-* event.mgesture.dTheta  - the amount that the fingers rotated during this motion.
-* event.mgesture.dDist   - the amount that the fingers pinched during this motion.
-* event.mgesture.numFingers - the number of fingers used in the gesture.
-
-
-===========================================================================
-Notes
-===========================================================================
-For a complete example see test/testgesture.c
-
-Please direct questions/comments to:
-   [email protected]
+Dollar Gestures
+===========================================================================
+SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
+
+Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up. 
+
+Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
+
+Recording:
+----------
+To begin recording on a touch device call:
+SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
+
+Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
+A SDL_DOLLARRECORD event is a dgesture with the following fields:
+
+* event.dgesture.touchId   - the Id of the touch used to record the gesture.
+* event.dgesture.gestureId - the unique id of the recorded gesture.
+
+
+Performing:
+-----------
+As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
+
+* event.dgesture.touchId    - the Id of the touch which performed the gesture.
+* event.dgesture.gestureId  - the unique id of the closest gesture to the performed stroke.
+* event.dgesture.error      - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
+* event.dgesture.numFingers - the number of fingers used to draw the stroke.
+
+Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
+
+
+
+Saving:
+-------
+To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
+
+To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
+
+Both functions return the number of gestures successfully saved.
+
+
+Loading:
+--------
+To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file. 
+
+SDL_LoadDollarTemplates returns the number of templates successfully loaded.
+
+
+
+===========================================================================
+Multi Gestures
+===========================================================================
+SDL provides simple support for pinch/rotate/swipe gestures. 
+Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
+
+* event.mgesture.touchId - the Id of the touch on which the gesture was performed.
+* event.mgesture.x       - the normalized x coordinate of the gesture. (0..1)
+* event.mgesture.y       - the normalized y coordinate of the gesture. (0..1)
+* event.mgesture.dTheta  - the amount that the fingers rotated during this motion.
+* event.mgesture.dDist   - the amount that the fingers pinched during this motion.
+* event.mgesture.numFingers - the number of fingers used in the gesture.
+
+
+===========================================================================
+Notes
+===========================================================================
+For a complete example see test/testgesture.c
+
+Please direct questions/comments to:
+   [email protected]

+ 275 - 275
sdl.mod/SDL/docs/README-ios.md

@@ -1,275 +1,275 @@
-iOS
-======
-
-Building the Simple DirectMedia Layer for iOS 5.1+
-==============================================================================
-
-Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
-
-Instructions:
-
-1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode.
-2. Select your desired target, and hit build.
-
-
-Using the Simple DirectMedia Layer for iOS
-==============================================================================
-
-1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology.
-2. In the main view, delete all files except for Assets and LaunchScreen
-3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj
-4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name"
-5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left
-6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL2.framework from "Framework-iOS"
-7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library.
-8. In the main view, expand SDL -> Library Source -> main -> uikit and drag SDL_uikit_main.c into your game files
-9. Add the source files that you would normally have for an SDL program, making sure to have #include "SDL.h" at the top of the file containing your main() function.
-10. Add any assets that your application needs.
-11. Enjoy!
-
-
-TODO: Add information regarding App Store requirements such as icons, etc.
-
-
-Notes -- Retina / High-DPI and window sizes
-==============================================================================
-
-Window and display mode sizes in SDL are in "screen coordinates" (or "points",
-in Apple's terminology) rather than in pixels. On iOS this means that a window
-created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
-rather than a size in pixels of 750 x 1334. All iOS apps are expected to
-size their content based on screen coordinates / points rather than pixels,
-as this allows different iOS devices to have different pixel densities
-(Retina versus non-Retina screens, etc.) without apps caring too much.
-
-By default SDL will not use the full pixel density of the screen on
-Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
-creating your window to enable high-dpi support.
-
-When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes
-will still be in "screen coordinates" rather than pixels, but the window will
-have a much greater pixel density when the device supports it, and the
-SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
-whether raw OpenGL or the SDL_Render API is used) can be queried to determine
-the size in pixels of the drawable screen framebuffer.
-
-Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
-sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
-orthographic projection matrix using the size in screen coordinates
-(SDL_GetWindowSize()) can be used in order to display content at the same scale
-no matter whether a Retina device is used or not.
-
-
-Notes -- Application events
-==============================================================================
-
-On iOS the application goes through a fixed life cycle and you will get
-notifications of state changes via application events. When these events
-are delivered you must handle them in an event callback because the OS may
-not give you any processing time after the events are delivered.
-
-e.g.
-
-    int HandleAppEvents(void *userdata, SDL_Event *event)
-    {
-        switch (event->type)
-        {
-        case SDL_APP_TERMINATING:
-            /* Terminate the app.
-               Shut everything down before returning from this function.
-            */
-            return 0;
-        case SDL_APP_LOWMEMORY:
-            /* You will get this when your app is paused and iOS wants more memory.
-               Release as much memory as possible.
-            */
-            return 0;
-        case SDL_APP_WILLENTERBACKGROUND:
-            /* Prepare your app to go into the background.  Stop loops, etc.
-               This gets called when the user hits the home button, or gets a call.
-            */
-            return 0;
-        case SDL_APP_DIDENTERBACKGROUND:
-            /* This will get called if the user accepted whatever sent your app to the background.
-               If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
-               When you get this, you have 5 seconds to save all your state or the app will be terminated.
-               Your app is NOT active at this point.
-            */
-            return 0;
-        case SDL_APP_WILLENTERFOREGROUND:
-            /* This call happens when your app is coming back to the foreground.
-               Restore all your state here.
-            */
-            return 0;
-        case SDL_APP_DIDENTERFOREGROUND:
-            /* Restart your loops here.
-               Your app is interactive and getting CPU again.
-            */
-            return 0;
-        default:
-            /* No special processing, add it to the event queue */
-            return 1;
-        }
-    }
-    
-    int main(int argc, char *argv[])
-    {
-        SDL_SetEventFilter(HandleAppEvents, NULL);
-    
-        ... run your main loop
-    
-        return 0;
-    }
-
-    
-Notes -- Accelerometer as Joystick
-==============================================================================
-
-SDL for iPhone supports polling the built in accelerometer as a joystick device.  For an example on how to do this, see the accelerometer.c in the demos directory.
-
-The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers.  Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver.  To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
-
-
-Notes -- OpenGL ES
-==============================================================================
-
-Your SDL application for iOS uses OpenGL ES for video by default.
-
-OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute().
-
-If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
-
-Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0.
-
-OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
-
-- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called.
-- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called.
-- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called.
-
-The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
-
-
-Notes -- Keyboard
-==============================================================================
-
-The SDL keyboard API has been extended to support on-screen keyboards:
-
-void SDL_StartTextInput()
-	-- enables text events and reveals the onscreen keyboard.
-
-void SDL_StopTextInput()
-	-- disables text events and hides the onscreen keyboard.
-
-SDL_bool SDL_IsTextInputActive()
-	-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
-
-
-Notes -- Mouse
-==============================================================================
-
-iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist
-
-
-Notes -- Reading and Writing files
-==============================================================================
-
-Each application installed on iPhone resides in a sandbox which includes its own Application Home directory.  Your application may not access files outside this directory.
-
-Once your application is installed its directory tree looks like:
-
-    MySDLApp Home/
-        MySDLApp.app
-        Documents/
-        Library/
-            Preferences/
-        tmp/
-
-When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored.  You cannot write to this directory.  Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".  
-
-More information on this subject is available here:
-http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
-
-
-Notes -- iPhone SDL limitations
-==============================================================================
-
-Windows:
-	Full-size, single window applications only.  You cannot create multi-window SDL applications for iPhone OS.  The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS).
-
-Textures:
-	The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
-
-Loading Shared Objects:
-	This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
-
-
-Notes -- CoreBluetooth.framework
-==============================================================================
-
-SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot
-more game controller devices, but it requires permission from the user before
-your app will be able to talk to the Bluetooth hardware. "Made For iOS"
-branded controllers do not need this as we don't have to speak to them
-directly with raw bluetooth, so many apps can live without this.
-
-You'll need to link with CoreBluetooth.framework and add something like this
-to your Info.plist:
-
-<key>NSBluetoothPeripheralUsageDescription</key>
-<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
-
-
-Game Center 
-==============================================================================
-
-Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
-
-    int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
-
-This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
-
-e.g.
-
-    extern "C"
-    void ShowFrame(void*)
-    {
-        ... do event handling, frame logic and rendering ...
-    }
-    
-    int main(int argc, char *argv[])
-    {
-        ... initialize game ...
-    
-    #if __IPHONEOS__
-        // Initialize the Game Center for scoring and matchmaking
-        InitGameCenter();
-    
-        // Set up the game to run in the window animation callback on iOS
-        // so that Game Center and so forth works correctly.
-        SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
-    #else
-        while ( running ) {
-            ShowFrame(0);
-            DelayFrame();
-        }
-    #endif
-        return 0;
-    }
-
-
-Deploying to older versions of iOS
-==============================================================================
-
-SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1
-
-In order to do that you need to download an older version of Xcode:
-https://developer.apple.com/download/more/?name=Xcode
-
-Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
-
-Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES
-
-Open your project and set your deployment target to the desired version of iOS
-
-Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController
+iOS
+======
+
+Building the Simple DirectMedia Layer for iOS 5.1+
+==============================================================================
+
+Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
+
+Instructions:
+
+1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode.
+2. Select your desired target, and hit build.
+
+
+Using the Simple DirectMedia Layer for iOS
+==============================================================================
+
+1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology.
+2. In the main view, delete all files except for Assets and LaunchScreen
+3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj
+4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name"
+5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left
+6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL2.framework from "Framework-iOS"
+7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library.
+8. In the main view, expand SDL -> Library Source -> main -> uikit and drag SDL_uikit_main.c into your game files
+9. Add the source files that you would normally have for an SDL program, making sure to have #include "SDL.h" at the top of the file containing your main() function.
+10. Add any assets that your application needs.
+11. Enjoy!
+
+
+TODO: Add information regarding App Store requirements such as icons, etc.
+
+
+Notes -- Retina / High-DPI and window sizes
+==============================================================================
+
+Window and display mode sizes in SDL are in "screen coordinates" (or "points",
+in Apple's terminology) rather than in pixels. On iOS this means that a window
+created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
+rather than a size in pixels of 750 x 1334. All iOS apps are expected to
+size their content based on screen coordinates / points rather than pixels,
+as this allows different iOS devices to have different pixel densities
+(Retina versus non-Retina screens, etc.) without apps caring too much.
+
+By default SDL will not use the full pixel density of the screen on
+Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
+creating your window to enable high-dpi support.
+
+When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes
+will still be in "screen coordinates" rather than pixels, but the window will
+have a much greater pixel density when the device supports it, and the
+SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
+whether raw OpenGL or the SDL_Render API is used) can be queried to determine
+the size in pixels of the drawable screen framebuffer.
+
+Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
+sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
+orthographic projection matrix using the size in screen coordinates
+(SDL_GetWindowSize()) can be used in order to display content at the same scale
+no matter whether a Retina device is used or not.
+
+
+Notes -- Application events
+==============================================================================
+
+On iOS the application goes through a fixed life cycle and you will get
+notifications of state changes via application events. When these events
+are delivered you must handle them in an event callback because the OS may
+not give you any processing time after the events are delivered.
+
+e.g.
+
+    int HandleAppEvents(void *userdata, SDL_Event *event)
+    {
+        switch (event->type)
+        {
+        case SDL_APP_TERMINATING:
+            /* Terminate the app.
+               Shut everything down before returning from this function.
+            */
+            return 0;
+        case SDL_APP_LOWMEMORY:
+            /* You will get this when your app is paused and iOS wants more memory.
+               Release as much memory as possible.
+            */
+            return 0;
+        case SDL_APP_WILLENTERBACKGROUND:
+            /* Prepare your app to go into the background.  Stop loops, etc.
+               This gets called when the user hits the home button, or gets a call.
+            */
+            return 0;
+        case SDL_APP_DIDENTERBACKGROUND:
+            /* This will get called if the user accepted whatever sent your app to the background.
+               If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
+               When you get this, you have 5 seconds to save all your state or the app will be terminated.
+               Your app is NOT active at this point.
+            */
+            return 0;
+        case SDL_APP_WILLENTERFOREGROUND:
+            /* This call happens when your app is coming back to the foreground.
+               Restore all your state here.
+            */
+            return 0;
+        case SDL_APP_DIDENTERFOREGROUND:
+            /* Restart your loops here.
+               Your app is interactive and getting CPU again.
+            */
+            return 0;
+        default:
+            /* No special processing, add it to the event queue */
+            return 1;
+        }
+    }
+    
+    int main(int argc, char *argv[])
+    {
+        SDL_SetEventFilter(HandleAppEvents, NULL);
+    
+        ... run your main loop
+    
+        return 0;
+    }
+
+    
+Notes -- Accelerometer as Joystick
+==============================================================================
+
+SDL for iPhone supports polling the built in accelerometer as a joystick device.  For an example on how to do this, see the accelerometer.c in the demos directory.
+
+The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers.  Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver.  To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
+
+
+Notes -- OpenGL ES
+==============================================================================
+
+Your SDL application for iOS uses OpenGL ES for video by default.
+
+OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute().
+
+If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
+
+Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0.
+
+OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
+
+- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called.
+- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called.
+- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called.
+
+The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
+
+
+Notes -- Keyboard
+==============================================================================
+
+The SDL keyboard API has been extended to support on-screen keyboards:
+
+void SDL_StartTextInput()
+	-- enables text events and reveals the onscreen keyboard.
+
+void SDL_StopTextInput()
+	-- disables text events and hides the onscreen keyboard.
+
+SDL_bool SDL_IsTextInputActive()
+	-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
+
+
+Notes -- Mouse
+==============================================================================
+
+iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist
+
+
+Notes -- Reading and Writing files
+==============================================================================
+
+Each application installed on iPhone resides in a sandbox which includes its own Application Home directory.  Your application may not access files outside this directory.
+
+Once your application is installed its directory tree looks like:
+
+    MySDLApp Home/
+        MySDLApp.app
+        Documents/
+        Library/
+            Preferences/
+        tmp/
+
+When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored.  You cannot write to this directory.  Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".  
+
+More information on this subject is available here:
+http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
+
+
+Notes -- iPhone SDL limitations
+==============================================================================
+
+Windows:
+	Full-size, single window applications only.  You cannot create multi-window SDL applications for iPhone OS.  The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS).
+
+Textures:
+	The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
+
+Loading Shared Objects:
+	This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
+
+
+Notes -- CoreBluetooth.framework
+==============================================================================
+
+SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot
+more game controller devices, but it requires permission from the user before
+your app will be able to talk to the Bluetooth hardware. "Made For iOS"
+branded controllers do not need this as we don't have to speak to them
+directly with raw bluetooth, so many apps can live without this.
+
+You'll need to link with CoreBluetooth.framework and add something like this
+to your Info.plist:
+
+<key>NSBluetoothPeripheralUsageDescription</key>
+<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
+
+
+Game Center 
+==============================================================================
+
+Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
+
+    int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
+
+This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
+
+e.g.
+
+    extern "C"
+    void ShowFrame(void*)
+    {
+        ... do event handling, frame logic and rendering ...
+    }
+    
+    int main(int argc, char *argv[])
+    {
+        ... initialize game ...
+    
+    #if __IPHONEOS__
+        // Initialize the Game Center for scoring and matchmaking
+        InitGameCenter();
+    
+        // Set up the game to run in the window animation callback on iOS
+        // so that Game Center and so forth works correctly.
+        SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
+    #else
+        while ( running ) {
+            ShowFrame(0);
+            DelayFrame();
+        }
+    #endif
+        return 0;
+    }
+
+
+Deploying to older versions of iOS
+==============================================================================
+
+SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1
+
+In order to do that you need to download an older version of Xcode:
+https://developer.apple.com/download/more/?name=Xcode
+
+Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
+
+Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES
+
+Open your project and set your deployment target to the desired version of iOS
+
+Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController

+ 96 - 96
sdl.mod/SDL/docs/README-linux.md

@@ -1,96 +1,96 @@
-Linux
-================================================================================
-
-By default SDL will only link against glibc, the rest of the features will be
-enabled dynamically at runtime depending on the available features on the target
-system. So, for example if you built SDL with Xinerama support and the target
-system does not have the Xinerama libraries installed, it will be disabled
-at runtime, and you won't get a missing library error, at least with the 
-default configuration parameters.
-
-
-Build Dependencies
---------------------------------------------------------------------------------
-
-Ubuntu 20.04, all available features enabled:
-
-    sudo apt-get install build-essential git make cmake autoconf automake \
-    libtool pkg-config libasound2-dev libpulse-dev libaudio-dev libjack-dev \
-    libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev \
-    libxinerama-dev libxxf86vm-dev libxss-dev libgl1-mesa-dev libdbus-1-dev \
-    libudev-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \
-    fcitx-libs-dev libsamplerate0-dev libsndio-dev libwayland-dev \
-    libxkbcommon-dev libdrm-dev libgbm-dev
-
-Fedora 35, all available features enabled:
-
-    sudo yum install gcc git-core make cmake autoconf automake libtool \
-    alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \
-    libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
-    libXi-devel libXinerama-devel libXxf86vm-devel libXScrnSaver-devel \
-    dbus-devel ibus-devel fcitx-devel systemd-devel mesa-libGL-devel \
-    libxkbcommon-devel mesa-libGLES-devel mesa-libEGL-devel vulkan-devel \
-    wayland-devel wayland-protocols-devel libdrm-devel mesa-libgbm-devel \
-    libusb-devel pipewire-jack-audio-connection-kit-devel libdecor-devel \
-    libsamplerate-devel
-
-NOTES:
-- This includes all the audio targets except arts and esd, because Ubuntu
-  (and/or Debian) pulled their packages, but in theory SDL still supports them.
-  The sndio audio target is also unavailable on Fedora.
-- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime
-  for higher-quality audio resampling. SDL will work without it if the library
-  is missing, so it's safe to build in support even if the end user doesn't
-  have this library installed.
-- DirectFB isn't included because the configure script (currently) fails to find
-  it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the 
-  configure script to include DirectFB support. Send patches.  :)
-
-
-Joystick does not work
---------------------------------------------------------------------------------
-
-If you compiled or are using a version of SDL with udev support (and you should!)
-there's a few issues that may cause SDL to fail to detect your joystick. To
-debug this, start by installing the evtest utility. On Ubuntu/Debian:
-
-    sudo apt-get install evtest
-    
-Then run:
-    
-    sudo evtest
-    
-You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
-Now run:
-    
-    cat /dev/input/event/XX
-
-If you get a permission error, you need to set a udev rule to change the mode of
-your device (see below)    
-    
-Also, try:
-    
-    sudo udevadm info --query=all --name=input/eventXX
-    
-If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
-you need to set up an udev rule to force this variable.
-
-A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks 
-like:
-    
-    SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
-    SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
-   
-You can set up similar rules for your device by changing the values listed in
-idProduct and idVendor. To obtain these values, try:
-    
-    sudo udevadm info -a --name=input/eventXX | grep idVendor
-    sudo udevadm info -a --name=input/eventXX | grep idProduct
-    
-If multiple values come up for each of these, the one you want is the first one of each.    
-
-On other systems which ship with an older udev (such as CentOS), you may need
-to set up a rule such as:
-    
-    SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"
-
+Linux
+================================================================================
+
+By default SDL will only link against glibc, the rest of the features will be
+enabled dynamically at runtime depending on the available features on the target
+system. So, for example if you built SDL with Xinerama support and the target
+system does not have the Xinerama libraries installed, it will be disabled
+at runtime, and you won't get a missing library error, at least with the 
+default configuration parameters.
+
+
+Build Dependencies
+--------------------------------------------------------------------------------
+
+Ubuntu 20.04, all available features enabled:
+
+    sudo apt-get install build-essential git make cmake autoconf automake \
+    libtool pkg-config libasound2-dev libpulse-dev libaudio-dev libjack-dev \
+    libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev \
+    libxinerama-dev libxxf86vm-dev libxss-dev libgl1-mesa-dev libdbus-1-dev \
+    libudev-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \
+    fcitx-libs-dev libsamplerate0-dev libsndio-dev libwayland-dev \
+    libxkbcommon-dev libdrm-dev libgbm-dev
+
+Fedora 35, all available features enabled:
+
+    sudo yum install gcc git-core make cmake autoconf automake libtool \
+    alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \
+    libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
+    libXi-devel libXinerama-devel libXxf86vm-devel libXScrnSaver-devel \
+    dbus-devel ibus-devel fcitx-devel systemd-devel mesa-libGL-devel \
+    libxkbcommon-devel mesa-libGLES-devel mesa-libEGL-devel vulkan-devel \
+    wayland-devel wayland-protocols-devel libdrm-devel mesa-libgbm-devel \
+    libusb-devel pipewire-jack-audio-connection-kit-devel libdecor-devel \
+    libsamplerate-devel
+
+NOTES:
+- This includes all the audio targets except arts and esd, because Ubuntu
+  (and/or Debian) pulled their packages, but in theory SDL still supports them.
+  The sndio audio target is also unavailable on Fedora.
+- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime
+  for higher-quality audio resampling. SDL will work without it if the library
+  is missing, so it's safe to build in support even if the end user doesn't
+  have this library installed.
+- DirectFB isn't included because the configure script (currently) fails to find
+  it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the 
+  configure script to include DirectFB support. Send patches.  :)
+
+
+Joystick does not work
+--------------------------------------------------------------------------------
+
+If you compiled or are using a version of SDL with udev support (and you should!)
+there's a few issues that may cause SDL to fail to detect your joystick. To
+debug this, start by installing the evtest utility. On Ubuntu/Debian:
+
+    sudo apt-get install evtest
+    
+Then run:
+    
+    sudo evtest
+    
+You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
+Now run:
+    
+    cat /dev/input/event/XX
+
+If you get a permission error, you need to set a udev rule to change the mode of
+your device (see below)    
+    
+Also, try:
+    
+    sudo udevadm info --query=all --name=input/eventXX
+    
+If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
+you need to set up an udev rule to force this variable.
+
+A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks 
+like:
+    
+    SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
+    SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
+   
+You can set up similar rules for your device by changing the values listed in
+idProduct and idVendor. To obtain these values, try:
+    
+    sudo udevadm info -a --name=input/eventXX | grep idVendor
+    sudo udevadm info -a --name=input/eventXX | grep idProduct
+    
+If multiple values come up for each of these, the one you want is the first one of each.    
+
+On other systems which ship with an older udev (such as CentOS), you may need
+to set up a rule such as:
+    
+    SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"
+

+ 286 - 286
sdl.mod/SDL/docs/README-macos.md

@@ -1,286 +1,286 @@
-# Mac OS X (aka macOS).
-
-These instructions are for people using Apple's Mac OS X (pronounced
-"ten"), which in newer versions is just referred to as "macOS".
-
-From the developer's point of view, macOS is a sort of hybrid Mac and
-Unix system, and you have the option of using either traditional
-command line tools or Apple's IDE Xcode.
-
-# Command Line Build
-
-To build SDL using the command line, use the standard configure and make
-process:
-
-```bash
-mkdir build
-cd build
-../configure
-make
-sudo make install
-```
-
-CMake is also known to work, although it continues to be a work in progress:
-
-```bash
-mkdir build
-cd build
-cmake -DCMAKE_BUILD_TYPE=Release ..
-make
-sudo make install
-```
-
-
-You can also build SDL as a Universal library (a single binary for both
-64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
-script.
-
-```bash
-mkdir build
-cd build
-CC=$PWD/../build-scripts/clang-fat.sh ../configure
-make
-sudo make install
-```
-
-This script builds SDL with 10.6 ABI compatibility on 64-bit Intel and 11.0
-ABI compatibility on ARM64 architectures.  For best compatibility you
-should compile your application the same way.
-
-Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
-(even if you target back to 10.6 systems). PowerPC support for Mac OS X has
-been officially dropped as of SDL 2.0.2. 32-bit Intel, using an older Xcode
-release, is still supported at the time of this writing, but current Xcode
-releases no longer support it, and eventually neither will SDL.
-
-To use the library once it's built, you essential have two possibilities:
-use the traditional autoconf/automake/make method, or use Xcode.
-
-
-# Caveats for using SDL with Mac OS X
-
-If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
-SDL will not register its own. This means that SDL will not terminate using
-SDL_Quit if it receives a termination request, it will terminate like a
-normal app, and it will not send a SDL_DROPFILE when you request to open a
-file with the app. To solve these issues, put the following code in your
-NSApplicationDelegate implementation:
-
-
-```objc
-- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
-{
-    if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
-        SDL_Event event;
-        event.type = SDL_QUIT;
-        SDL_PushEvent(&event);
-    }
-    
-    return NSTerminateCancel;
-}
-    
-- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
-{
-    if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
-        SDL_Event event;
-        event.type = SDL_DROPFILE;
-        event.drop.file = SDL_strdup([filename UTF8String]);
-        return (SDL_PushEvent(&event) > 0);
-    }
-    
-    return NO;
-}
-```
-
-# Using the Simple DirectMedia Layer with a traditional Makefile
-
-An existing autoconf/automake build system for your SDL app has good chances
-to work almost unchanged on macOS. However, to produce a "real" Mac binary
-that you can distribute to users, you need to put the generated binary into a
-so called "bundle", which is basically a fancy folder with a name like
-"MyCoolGame.app".
-
-To get this build automatically, add something like the following rule to
-your Makefile.am:
-
-```make
-bundle_contents = APP_NAME.app/Contents
-APP_NAME_bundle: EXE_NAME
-	mkdir -p $(bundle_contents)/MacOS
-	mkdir -p $(bundle_contents)/Resources
-	echo "APPL????" > $(bundle_contents)/PkgInfo
-	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
-```
-
-You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is
-what will be visible to the user in the Finder. Usually it will be the same
-as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME`
-usually is "TestGame". You might also want to use `@PACKAGE@` to use the
-package name as specified in your configure.ac file.
-
-If your project builds more than one application, you will have to do a bit
-more. For each of your target applications, you need a separate rule.
-
-If you want the created bundles to be installed, you may want to add this
-rule to your Makefile.am:
-
-```make
-install-exec-hook: APP_NAME_bundle
-	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
-	mkdir -p $(DESTDIR)$(prefix)/Applications/
-	cp -r $< /$(DESTDIR)$(prefix)Applications/
-```
-
-This rule takes the Bundle created by the rule from step 3 and installs them
-into "$(DESTDIR)$(prefix)/Applications/".
-
-Again, if you want to install multiple applications, you will have to augment
-the make rule accordingly.
-
-But beware! That is only part of the story! With the above, you end up with
-a barebones .app bundle, which is double-clickable from the Finder. But
-there are some more things you should do before shipping your product...
-
-1. The bundle right now probably is dynamically linked against SDL. That
-   means that when you copy it to another computer, *it will not run*,
-   unless you also install SDL on that other computer. A good solution
-   for this dilemma is to static link against SDL. On OS X, you can
-   achieve that by linking against the libraries listed by
-
-   ```bash
-   sdl-config --static-libs
-   ```
-
-   instead of those listed by
-
-   ```bash
-   sdl-config --libs
-   ```
-
-   Depending on how exactly SDL is integrated into your build systems, the
-   way to achieve that varies, so I won't describe it here in detail
-
-2. Add an 'Info.plist' to your application. That is a special XML file which
-   contains some meta-information about your application (like some copyright
-   information, the version of your app, the name of an optional icon file,
-   and other things). Part of that information is displayed by the Finder
-   when you click on the .app, or if you look at the "Get Info" window.
-   More information about Info.plist files can be found on Apple's homepage.
-
-
-As a final remark, let me add that I use some of the techniques (and some
-variations of them) in [Exult](https://github.com/exult/exult) and
-[ScummVM](https://github.com/scummvm/scummvm); both are available in source on
-the net, so feel free to take a peek at them for inspiration!
-
-
-# Using the Simple DirectMedia Layer with Xcode
-
-These instructions are for using Apple's Xcode IDE to build SDL applications.
-
-## First steps
-
-The first thing to do is to unpack the Xcode.tar.gz archive in the
-top level SDL directory (where the Xcode.tar.gz archive resides).
-Because Stuffit Expander will unpack the archive into a subdirectory,
-you should unpack the archive manually from the command line:
-
-```bash
-cd [path_to_SDL_source]
-tar zxf Xcode.tar.gz
-```
-
-This will create a new folder called Xcode, which you can browse
-normally from the Finder.
-
-## Building the Framework
-
-The SDL Library is packaged as a framework bundle, an organized
-relocatable folder hierarchy of executable code, interface headers,
-and additional resources. For practical purposes, you can think of a 
-framework as a more user and system-friendly shared library, whose library
-file behaves more or less like a standard UNIX shared library.
-
-To build the framework, simply open the framework project and build it. 
-By default, the framework bundle "SDL.framework" is installed in 
-/Library/Frameworks. Therefore, the testers and project stationary expect
-it to be located there. However, it will function the same in any of the
-following locations:
-
-* ~/Library/Frameworks
-* /Local/Library/Frameworks
-* /System/Library/Frameworks
-
-## Build Options
-
-There are two "Build Styles" (See the "Targets" tab) for SDL.
-"Deployment" should be used if you aren't tweaking the SDL library.
-"Development" should be used to debug SDL apps or the library itself.
-
-## Building the Testers
-
-Open the SDLTest project and build away!
-
-## Using the Project Stationary
-
-Copy the stationary to the indicated folders to access it from
-the "New Project" and "Add target" menus. What could be easier?
-
-## Setting up a new project by hand
-
-Some of you won't want to use the Stationary so I'll give some tips:
-
-(this is accurate as of Xcode 12.5.)
-
-* Click "File" -> "New" -> "Project...
-* Choose "macOS" and then "App" from the "Application" section.
-* Fill out the options in the next window. User interface is "XIB" and
-  Language is "Objective-C".
-* Remove "main.m" from your project
-* Remove "MainMenu.xib" from your project
-* Remove "AppDelegates.*" from your project
-* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
-* Add "\$(HOME)/Library/Frameworks" to the frameworks search path
-* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
-* Add your files
-* Clean and build
-
-## Building from command line
-
-Use `xcode-build` in the same directory as your .pbxproj file
-
-## Running your app
-
-You can send command line args to your app by either invoking it from
-the command line (in *.app/Contents/MacOS) or by entering them in the
-Executables" panel of the target settings.
-    
-# Implementation Notes
-
-Some things that may be of interest about how it all works...
-
-## Working directory
-
-In SDL 1.2, the working directory of your SDL app is by default set to its
-parent, but this is no longer the case in SDL 2.0. SDL2 does change the
-working directory, which means it'll be whatever the command line prompt
-that launched the program was using, or if launched by double-clicking in
-the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
-You can use SDL_GetBasePath() to find where the program is running from and
-chdir() there directly.
-
-
-## You have a Cocoa App!
-
-Your SDL app is essentially a Cocoa application. When your app
-starts up and the libraries finish loading, a Cocoa procedure is called,
-which sets up the working directory and calls your main() method.
-You are free to modify your Cocoa app with generally no consequence
-to SDL. You cannot, however, easily change the SDL window itself.
-Functionality may be added in the future to help this.
-
-# Bug reports
-
-Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
-Please feel free to report bugs there!
-
+# Mac OS X (aka macOS).
+
+These instructions are for people using Apple's Mac OS X (pronounced
+"ten"), which in newer versions is just referred to as "macOS".
+
+From the developer's point of view, macOS is a sort of hybrid Mac and
+Unix system, and you have the option of using either traditional
+command line tools or Apple's IDE Xcode.
+
+# Command Line Build
+
+To build SDL using the command line, use the standard configure and make
+process:
+
+```bash
+mkdir build
+cd build
+../configure
+make
+sudo make install
+```
+
+CMake is also known to work, although it continues to be a work in progress:
+
+```bash
+mkdir build
+cd build
+cmake -DCMAKE_BUILD_TYPE=Release ..
+make
+sudo make install
+```
+
+
+You can also build SDL as a Universal library (a single binary for both
+64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
+script.
+
+```bash
+mkdir build
+cd build
+CC=$PWD/../build-scripts/clang-fat.sh ../configure
+make
+sudo make install
+```
+
+This script builds SDL with 10.6 ABI compatibility on 64-bit Intel and 11.0
+ABI compatibility on ARM64 architectures.  For best compatibility you
+should compile your application the same way.
+
+Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
+(even if you target back to 10.6 systems). PowerPC support for Mac OS X has
+been officially dropped as of SDL 2.0.2. 32-bit Intel, using an older Xcode
+release, is still supported at the time of this writing, but current Xcode
+releases no longer support it, and eventually neither will SDL.
+
+To use the library once it's built, you essential have two possibilities:
+use the traditional autoconf/automake/make method, or use Xcode.
+
+
+# Caveats for using SDL with Mac OS X
+
+If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
+SDL will not register its own. This means that SDL will not terminate using
+SDL_Quit if it receives a termination request, it will terminate like a
+normal app, and it will not send a SDL_DROPFILE when you request to open a
+file with the app. To solve these issues, put the following code in your
+NSApplicationDelegate implementation:
+
+
+```objc
+- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
+{
+    if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
+        SDL_Event event;
+        event.type = SDL_QUIT;
+        SDL_PushEvent(&event);
+    }
+    
+    return NSTerminateCancel;
+}
+    
+- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
+{
+    if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
+        SDL_Event event;
+        event.type = SDL_DROPFILE;
+        event.drop.file = SDL_strdup([filename UTF8String]);
+        return (SDL_PushEvent(&event) > 0);
+    }
+    
+    return NO;
+}
+```
+
+# Using the Simple DirectMedia Layer with a traditional Makefile
+
+An existing autoconf/automake build system for your SDL app has good chances
+to work almost unchanged on macOS. However, to produce a "real" Mac binary
+that you can distribute to users, you need to put the generated binary into a
+so called "bundle", which is basically a fancy folder with a name like
+"MyCoolGame.app".
+
+To get this build automatically, add something like the following rule to
+your Makefile.am:
+
+```make
+bundle_contents = APP_NAME.app/Contents
+APP_NAME_bundle: EXE_NAME
+	mkdir -p $(bundle_contents)/MacOS
+	mkdir -p $(bundle_contents)/Resources
+	echo "APPL????" > $(bundle_contents)/PkgInfo
+	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
+```
+
+You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is
+what will be visible to the user in the Finder. Usually it will be the same
+as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME`
+usually is "TestGame". You might also want to use `@PACKAGE@` to use the
+package name as specified in your configure.ac file.
+
+If your project builds more than one application, you will have to do a bit
+more. For each of your target applications, you need a separate rule.
+
+If you want the created bundles to be installed, you may want to add this
+rule to your Makefile.am:
+
+```make
+install-exec-hook: APP_NAME_bundle
+	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
+	mkdir -p $(DESTDIR)$(prefix)/Applications/
+	cp -r $< /$(DESTDIR)$(prefix)Applications/
+```
+
+This rule takes the Bundle created by the rule from step 3 and installs them
+into "$(DESTDIR)$(prefix)/Applications/".
+
+Again, if you want to install multiple applications, you will have to augment
+the make rule accordingly.
+
+But beware! That is only part of the story! With the above, you end up with
+a barebones .app bundle, which is double-clickable from the Finder. But
+there are some more things you should do before shipping your product...
+
+1. The bundle right now probably is dynamically linked against SDL. That
+   means that when you copy it to another computer, *it will not run*,
+   unless you also install SDL on that other computer. A good solution
+   for this dilemma is to static link against SDL. On OS X, you can
+   achieve that by linking against the libraries listed by
+
+   ```bash
+   sdl-config --static-libs
+   ```
+
+   instead of those listed by
+
+   ```bash
+   sdl-config --libs
+   ```
+
+   Depending on how exactly SDL is integrated into your build systems, the
+   way to achieve that varies, so I won't describe it here in detail
+
+2. Add an 'Info.plist' to your application. That is a special XML file which
+   contains some meta-information about your application (like some copyright
+   information, the version of your app, the name of an optional icon file,
+   and other things). Part of that information is displayed by the Finder
+   when you click on the .app, or if you look at the "Get Info" window.
+   More information about Info.plist files can be found on Apple's homepage.
+
+
+As a final remark, let me add that I use some of the techniques (and some
+variations of them) in [Exult](https://github.com/exult/exult) and
+[ScummVM](https://github.com/scummvm/scummvm); both are available in source on
+the net, so feel free to take a peek at them for inspiration!
+
+
+# Using the Simple DirectMedia Layer with Xcode
+
+These instructions are for using Apple's Xcode IDE to build SDL applications.
+
+## First steps
+
+The first thing to do is to unpack the Xcode.tar.gz archive in the
+top level SDL directory (where the Xcode.tar.gz archive resides).
+Because Stuffit Expander will unpack the archive into a subdirectory,
+you should unpack the archive manually from the command line:
+
+```bash
+cd [path_to_SDL_source]
+tar zxf Xcode.tar.gz
+```
+
+This will create a new folder called Xcode, which you can browse
+normally from the Finder.
+
+## Building the Framework
+
+The SDL Library is packaged as a framework bundle, an organized
+relocatable folder hierarchy of executable code, interface headers,
+and additional resources. For practical purposes, you can think of a 
+framework as a more user and system-friendly shared library, whose library
+file behaves more or less like a standard UNIX shared library.
+
+To build the framework, simply open the framework project and build it. 
+By default, the framework bundle "SDL.framework" is installed in 
+/Library/Frameworks. Therefore, the testers and project stationary expect
+it to be located there. However, it will function the same in any of the
+following locations:
+
+* ~/Library/Frameworks
+* /Local/Library/Frameworks
+* /System/Library/Frameworks
+
+## Build Options
+
+There are two "Build Styles" (See the "Targets" tab) for SDL.
+"Deployment" should be used if you aren't tweaking the SDL library.
+"Development" should be used to debug SDL apps or the library itself.
+
+## Building the Testers
+
+Open the SDLTest project and build away!
+
+## Using the Project Stationary
+
+Copy the stationary to the indicated folders to access it from
+the "New Project" and "Add target" menus. What could be easier?
+
+## Setting up a new project by hand
+
+Some of you won't want to use the Stationary so I'll give some tips:
+
+(this is accurate as of Xcode 12.5.)
+
+* Click "File" -> "New" -> "Project...
+* Choose "macOS" and then "App" from the "Application" section.
+* Fill out the options in the next window. User interface is "XIB" and
+  Language is "Objective-C".
+* Remove "main.m" from your project
+* Remove "MainMenu.xib" from your project
+* Remove "AppDelegates.*" from your project
+* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
+* Add "\$(HOME)/Library/Frameworks" to the frameworks search path
+* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
+* Add your files
+* Clean and build
+
+## Building from command line
+
+Use `xcode-build` in the same directory as your .pbxproj file
+
+## Running your app
+
+You can send command line args to your app by either invoking it from
+the command line (in *.app/Contents/MacOS) or by entering them in the
+Executables" panel of the target settings.
+    
+# Implementation Notes
+
+Some things that may be of interest about how it all works...
+
+## Working directory
+
+In SDL 1.2, the working directory of your SDL app is by default set to its
+parent, but this is no longer the case in SDL 2.0. SDL2 does change the
+working directory, which means it'll be whatever the command line prompt
+that launched the program was using, or if launched by double-clicking in
+the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
+You can use SDL_GetBasePath() to find where the program is running from and
+chdir() there directly.
+
+
+## You have a Cocoa App!
+
+Your SDL app is essentially a Cocoa application. When your app
+starts up and the libraries finish loading, a Cocoa procedure is called,
+which sets up the working directory and calls your main() method.
+You are free to modify your Cocoa app with generally no consequence
+to SDL. You cannot, however, easily change the SDL window itself.
+Functionality may be added in the future to help this.
+
+# Bug reports
+
+Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
+Please feel free to report bugs there!
+

+ 103 - 103
sdl.mod/SDL/docs/README-nacl.md

@@ -1,103 +1,103 @@
-Native Client
-================================================================================
-
-Requirements: 
-
-* Native Client SDK (https://developer.chrome.com/native-client), 
-  (tested with Pepper version 33 or higher).
-
-The SDL backend for Chrome's Native Client has been tested only with the PNaCl
-toolchain, which generates binaries designed to run on ARM and x86_32/64 
-platforms. This does not mean it won't work with the other toolchains!
-
-================================================================================
-Building SDL for NaCl
-================================================================================
-
-Set up the right environment variables (see naclbuild.sh), then configure SDL with:
-
-    configure --host=pnacl --prefix some/install/destination
-    
-Then "make". 
-
-As an example of how to create a deployable app a Makefile project is provided 
-in test/nacl/Makefile, which includes some monkey patching of the common.mk file 
-provided by NaCl, without which linking properly to SDL won't work (the search 
-path can't be modified externally, so the linker won't find SDL's binaries unless 
-you dump them into the SDK path, which is inconvenient).
-Also provided in test/nacl is the required support file, such as index.html, 
-manifest.json, etc.
-SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure.
-This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem),
-hiding the asynchronous nature of the browser behind the scenes...which is not the
-same as making it disappear!
-
-
-================================================================================
-Running tests
-================================================================================
-
-Due to the nature of NaCl programs, building and running SDL tests is not as
-straightforward as one would hope. The script naclbuild.sh in build-scripts 
-automates the process and should serve as a guide for users of SDL trying to build 
-their own applications.
-
-Basic usage:
-    
-    ./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
-    
-This will build testgles2.c by default.
-
-If you want to build a different test, for example testrendercopyex.c:
-    
-    SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35
-    
-Once the build finishes, you have to serve the contents with a web server (the
-script will give you instructions on how to do that with Python).
-
-================================================================================
-RWops and nacl_io
-================================================================================
-
-SDL_RWops work transparently with nacl_io. Two functions control the mount points:
-    
-    int mount(const char* source, const char* target, 
-                      const char* filesystemtype, 
-                      unsigned long mountflags, const void *data);
-    int umount(const char *target);
-    
-    For convenience, SDL will by default mount an httpfs tree at / before calling 
-the app's main function. Such setting can be overridden by calling:
-    
-    umount("/");
-
-And then mounting a different filesystem at /
-
-It's important to consider that the asynchronous nature of file operations on a
-browser is hidden from the application, effectively providing the developer with
-a set of blocking file operations just like you get in a regular desktop 
-environment, which eases the job of porting to Native Client, but also introduces 
-a set of challenges of its own, in particular when big file sizes and slow 
-connections are involved.
-
-For more information on how nacl_io and mount points work, see:
-    
-    https://developer.chrome.com/native-client/devguide/coding/nacl_io
-    https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h
-
-To be able to save into the directory "/save/" (like backup of game) :
-
-    mount("", "/save", "html5fs", 0, "type=PERSISTENT");
-
-And add to manifest.json :
-
-    "permissions": [
-        "unlimitedStorage"
-    ]
-
-================================================================================
-TODO - Known Issues
-================================================================================
-* Testing of all systems with a real application (something other than SDL's tests)
-* Key events don't seem to work properly
-
+Native Client
+================================================================================
+
+Requirements: 
+
+* Native Client SDK (https://developer.chrome.com/native-client), 
+  (tested with Pepper version 33 or higher).
+
+The SDL backend for Chrome's Native Client has been tested only with the PNaCl
+toolchain, which generates binaries designed to run on ARM and x86_32/64 
+platforms. This does not mean it won't work with the other toolchains!
+
+================================================================================
+Building SDL for NaCl
+================================================================================
+
+Set up the right environment variables (see naclbuild.sh), then configure SDL with:
+
+    configure --host=pnacl --prefix some/install/destination
+    
+Then "make". 
+
+As an example of how to create a deployable app a Makefile project is provided 
+in test/nacl/Makefile, which includes some monkey patching of the common.mk file 
+provided by NaCl, without which linking properly to SDL won't work (the search 
+path can't be modified externally, so the linker won't find SDL's binaries unless 
+you dump them into the SDK path, which is inconvenient).
+Also provided in test/nacl is the required support file, such as index.html, 
+manifest.json, etc.
+SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure.
+This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem),
+hiding the asynchronous nature of the browser behind the scenes...which is not the
+same as making it disappear!
+
+
+================================================================================
+Running tests
+================================================================================
+
+Due to the nature of NaCl programs, building and running SDL tests is not as
+straightforward as one would hope. The script naclbuild.sh in build-scripts 
+automates the process and should serve as a guide for users of SDL trying to build 
+their own applications.
+
+Basic usage:
+    
+    ./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
+    
+This will build testgles2.c by default.
+
+If you want to build a different test, for example testrendercopyex.c:
+    
+    SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35
+    
+Once the build finishes, you have to serve the contents with a web server (the
+script will give you instructions on how to do that with Python).
+
+================================================================================
+RWops and nacl_io
+================================================================================
+
+SDL_RWops work transparently with nacl_io. Two functions control the mount points:
+    
+    int mount(const char* source, const char* target, 
+                      const char* filesystemtype, 
+                      unsigned long mountflags, const void *data);
+    int umount(const char *target);
+    
+    For convenience, SDL will by default mount an httpfs tree at / before calling 
+the app's main function. Such setting can be overridden by calling:
+    
+    umount("/");
+
+And then mounting a different filesystem at /
+
+It's important to consider that the asynchronous nature of file operations on a
+browser is hidden from the application, effectively providing the developer with
+a set of blocking file operations just like you get in a regular desktop 
+environment, which eases the job of porting to Native Client, but also introduces 
+a set of challenges of its own, in particular when big file sizes and slow 
+connections are involved.
+
+For more information on how nacl_io and mount points work, see:
+    
+    https://developer.chrome.com/native-client/devguide/coding/nacl_io
+    https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h
+
+To be able to save into the directory "/save/" (like backup of game) :
+
+    mount("", "/save", "html5fs", 0, "type=PERSISTENT");
+
+And add to manifest.json :
+
+    "permissions": [
+        "unlimitedStorage"
+    ]
+
+================================================================================
+TODO - Known Issues
+================================================================================
+* Testing of all systems with a real application (something other than SDL's tests)
+* Key events don't seem to work properly
+

+ 17 - 17
sdl.mod/SDL/docs/README-pandora.md

@@ -1,17 +1,17 @@
-Pandora 
-=====================================================================
-
-( http://openpandora.org/ )
-- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
-support to work on the pandora under the framebuffer. This driver do not have
-input support for now, so if you use it you will have to add your own control code.
-The video driver name is "pandora" so if you have problem running it from
-the framebuffer, try to set the following variable before starting your application :
-"export SDL_VIDEODRIVER=pandora"
-
-- OpenGL ES support was added to the x11 driver, so it's working like the normal
-x11 driver one with OpenGLX support, with SDL input event's etc..
-
-
-David Carré (Cpasjuste)
[email protected]
+Pandora 
+=====================================================================
+
+( http://openpandora.org/ )
+- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
+support to work on the pandora under the framebuffer. This driver do not have
+input support for now, so if you use it you will have to add your own control code.
+The video driver name is "pandora" so if you have problem running it from
+the framebuffer, try to set the following variable before starting your application :
+"export SDL_VIDEODRIVER=pandora"
+
+- OpenGL ES support was added to the x11 driver, so it's working like the normal
+x11 driver one with OpenGLX support, with SDL input event's etc..
+
+
+David Carré (Cpasjuste)
[email protected]

+ 8 - 8
sdl.mod/SDL/docs/README-platforms.md

@@ -1,8 +1,8 @@
-Platforms
-=========
-
-We maintain the list of supported platforms on our wiki now, and how to
-build and install SDL for those platforms:
-
-    https://wiki.libsdl.org/Installation
-
+Platforms
+=========
+
+We maintain the list of supported platforms on our wiki now, and how to
+build and install SDL for those platforms:
+
+    https://wiki.libsdl.org/Installation
+

+ 68 - 68
sdl.mod/SDL/docs/README-porting.md

@@ -1,68 +1,68 @@
-Porting
-=======
-
-* Porting To A New Platform
-
-  The first thing you have to do when porting to a new platform, is look at
-include/SDL_platform.h and create an entry there for your operating system.
-The standard format is "__PLATFORM__", where PLATFORM is the name of the OS.
-Ideally SDL_platform.h will be able to auto-detect the system it's building
-on based on C preprocessor symbols.
-
-There are two basic ways of building SDL at the moment:
-
-1. The "UNIX" way:  ./configure; make; make install
-
-   If you have a GNUish system, then you might try this.  Edit configure.ac,
-   take a look at the large section labelled:
-
-	"Set up the configuration based on the host platform!"
-
-   Add a section for your platform, and then re-run autogen.sh and build!
-
-2. Using an IDE:
-
-   If you're using an IDE or other non-configure build system, you'll probably
-   want to create a custom SDL_config.h for your platform.  Edit SDL_config.h,
-   add a section for your platform, and create a custom SDL_config_{platform}.h,
-   based on SDL_config_minimal.h and SDL_config.h.in
-
-   Add the top level include directory to the header search path, and then add
-   the following sources to the project:
-
-	src/*.c
-	src/atomic/*.c
-	src/audio/*.c
-	src/cpuinfo/*.c
-	src/events/*.c
-	src/file/*.c
-	src/haptic/*.c
-	src/joystick/*.c
-	src/power/*.c
-	src/render/*.c
-	src/render/software/*.c
-	src/stdlib/*.c
-	src/thread/*.c
-	src/timer/*.c
-	src/video/*.c
-	src/audio/disk/*.c
-	src/audio/dummy/*.c
-	src/filesystem/dummy/*.c
-	src/video/dummy/*.c
-	src/haptic/dummy/*.c
-	src/joystick/dummy/*.c
-	src/main/dummy/*.c
-	src/thread/generic/*.c
-	src/timer/dummy/*.c
-	src/loadso/dummy/*.c
-
-
-Once you have a working library without any drivers, you can go back to each
-of the major subsystems and start implementing drivers for your platform.
-
-If you have any questions, don't hesitate to ask on the SDL mailing list:
-	http://www.libsdl.org/mailing-list.php
-
-Enjoy!
-	Sam Lantinga				([email protected])
-
+Porting
+=======
+
+* Porting To A New Platform
+
+  The first thing you have to do when porting to a new platform, is look at
+include/SDL_platform.h and create an entry there for your operating system.
+The standard format is "__PLATFORM__", where PLATFORM is the name of the OS.
+Ideally SDL_platform.h will be able to auto-detect the system it's building
+on based on C preprocessor symbols.
+
+There are two basic ways of building SDL at the moment:
+
+1. The "UNIX" way:  ./configure; make; make install
+
+   If you have a GNUish system, then you might try this.  Edit configure.ac,
+   take a look at the large section labelled:
+
+	"Set up the configuration based on the host platform!"
+
+   Add a section for your platform, and then re-run autogen.sh and build!
+
+2. Using an IDE:
+
+   If you're using an IDE or other non-configure build system, you'll probably
+   want to create a custom SDL_config.h for your platform.  Edit SDL_config.h,
+   add a section for your platform, and create a custom SDL_config_{platform}.h,
+   based on SDL_config_minimal.h and SDL_config.h.in
+
+   Add the top level include directory to the header search path, and then add
+   the following sources to the project:
+
+	src/*.c
+	src/atomic/*.c
+	src/audio/*.c
+	src/cpuinfo/*.c
+	src/events/*.c
+	src/file/*.c
+	src/haptic/*.c
+	src/joystick/*.c
+	src/power/*.c
+	src/render/*.c
+	src/render/software/*.c
+	src/stdlib/*.c
+	src/thread/*.c
+	src/timer/*.c
+	src/video/*.c
+	src/audio/disk/*.c
+	src/audio/dummy/*.c
+	src/filesystem/dummy/*.c
+	src/video/dummy/*.c
+	src/haptic/dummy/*.c
+	src/joystick/dummy/*.c
+	src/main/dummy/*.c
+	src/thread/generic/*.c
+	src/timer/dummy/*.c
+	src/loadso/dummy/*.c
+
+
+Once you have a working library without any drivers, you can go back to each
+of the major subsystems and start implementing drivers for your platform.
+
+If you have any questions, don't hesitate to ask on the SDL mailing list:
+	http://www.libsdl.org/mailing-list.php
+
+Enjoy!
+	Sam Lantinga				([email protected])
+

+ 36 - 31
sdl.mod/SDL/docs/README-psp.md

@@ -1,31 +1,36 @@
-PSP
-======
-SDL port for the Sony PSP contributed by 
-   Captian Lex 
-
-Credit to
-   Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
-   Geecko for his PSP GU lib "Glib2d"
-
-Building
---------
-To build SDL2 library for the PSP, make sure psp-config is in the path and run:
-   make -f Makefile.psp
-
-
-Getting PSP toolchain
----------------------
-https://github.com/pspdev/psptoolchain
-
-Running on PPSSPP Emulator
---------------------------
-https://github.com/hrydgard/ppsspp
-( https://github.com/hrydgard/ppsspp/wiki/Build-instructions )
-
-Compiling an HelloWorld
------------------------
-https://psp-dev.org/doku.php?id=tutorial:hello_world
-
-To Do
-------
-PSP Screen Keyboard
+PSP
+======
+SDL2 port for the Sony PSP contributed by:
+- Captian Lex 
+- Francisco Javier Trujillo Mata
+- Wouter Wijsman
+
+
+Credit to
+   Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
+   Geecko for his PSP GU lib "Glib2d"
+
+## Building
+To build SDL2 library for the PSP, make sure you have the latest PSPDev status and run:
+```bash
+cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake
+cmake --build build
+cmake --install build
+```
+
+
+## Getting PSP Dev
+[Installing PSP Dev](https://github.com/pspdev/pspdev)
+
+## Running on PPSSPP Emulator
+[PPSSPP](https://github.com/hrydgard/ppsspp)
+
+[Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions)
+
+
+## Compiling a HelloWorld
+[PSP Hello World](https://psp-dev.org/doku.php?id=tutorial:hello_world)
+
+## To Do
+- PSP Screen Keyboard
+- Dialogs

+ 180 - 180
sdl.mod/SDL/docs/README-raspberrypi.md

@@ -1,180 +1,180 @@
-Raspberry Pi
-============
-
-Requirements:
-
-Raspbian (other Linux distros may work as well).
-
-Features
---------
-
-* Works without X11
-* Hardware accelerated OpenGL ES 2.x
-* Sound via ALSA
-* Input (mouse/keyboard/joystick) via EVDEV
-* Hotplugging of input devices via UDEV
-
-
-Raspbian Build Dependencies
----------------------------
-
-sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
-
-You also need the VideoCore binary stuff that ships in /opt/vc for EGL and 
-OpenGL ES 2.x, it usually comes pre-installed, but in any case:
-    
-sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
-
-
-NEON
-----
-
-If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so
-that SDL will select some otherwise-disabled highly-optimized code. The
-original Pi units don't have NEON, the Pi2 probably does, and the Pi3
-definitely does.
-
-
-Cross compiling from x86 Linux
-------------------------------
-
-To cross compile SDL for Raspbian from your desktop machine, you'll need a
-Raspbian system root and the cross compilation tools. We'll assume these tools
-will be placed in /opt/rpi-tools
-
-    sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
-
-You'll also need a Raspbian binary image.
-Get it from: http://downloads.raspberrypi.org/raspbian_latest 
-After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img"
-Let's assume the sysroot will be built in /opt/rpi-sysroot.
-
-    export SYSROOT=/opt/rpi-sysroot
-    sudo kpartx -a -v <path_to_raspbian_image>.img
-    sudo mount -o loop /dev/mapper/loop0p2 /mnt
-    sudo cp -r /mnt $SYSROOT
-    sudo apt-get install qemu binfmt-support qemu-user-static
-    sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
-    sudo mount --bind /dev $SYSROOT/dev
-    sudo mount --bind /proc $SYSROOT/proc
-    sudo mount --bind /sys $SYSROOT/sys
-
-Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
-edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
-
-    sudo chroot $SYSROOT
-    apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev
-    exit
-    sudo umount $SYSROOT/dev
-    sudo umount $SYSROOT/proc
-    sudo umount $SYSROOT/sys
-    sudo umount /mnt
-    
-There's one more fix required, as the libdl.so symlink uses an absolute path 
-which doesn't quite work in our setup.
-
-    sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
-    sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
-
-The final step is compiling SDL itself.
-
-    export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
-    cd <SDL SOURCE>
-    mkdir -p build;cd build
-    LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
-    make
-    make install
-
-To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
-    
-    perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
-    
-Apps don't work or poor video/audio performance
------------------------------------------------
-
-If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to 
-update the RPi's firmware. Note that doing so will fix these problems, but it
-will also render the CMA - Dynamic Memory Split functionality useless.
-
-Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
-low in general, specially if a 1080p TV is hooked up.
-
-See here how to configure this setting: http://elinux.org/RPiconfig
-
-Using a fixed gpu_mem=128 is the best option (specially if you updated the 
-firmware, using CMA probably won't work, at least it's the current case).
-
-No input
---------
-
-Make sure you belong to the "input" group.
-
-    sudo usermod -aG input `whoami`
-
-No HDMI Audio
--------------
-
-If you notice that ALSA works but there's no audio over HDMI, try adding:
-    
-    hdmi_drive=2
-    
-to your config.txt file and reboot.
-
-Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
-
-Text Input API support
-----------------------
-
-The Text Input API is supported, with translation of scan codes done via the
-kernel symbol tables. For this to work, SDL needs access to a valid console.
-If you notice there's no SDL_TEXTINPUT message being emitted, double check that
-your app has read access to one of the following:
-    
-* /proc/self/fd/0
-* /dev/tty
-* /dev/tty[0...6]
-* /dev/vc/0
-* /dev/console
-
-This is usually not a problem if you run from the physical terminal (as opposed
-to running from a pseudo terminal, such as via SSH). If running from a PTS, a 
-quick workaround is to run your app as root or add yourself to the tty group,
-then re-login to the system.
-
-    sudo usermod -aG tty `whoami`
-    
-The keyboard layout used by SDL is the same as the one the kernel uses.
-To configure the layout on Raspbian:
-    
-    sudo dpkg-reconfigure keyboard-configuration
-    
-To configure the locale, which controls which keys are interpreted as letters,
-this determining the CAPS LOCK behavior:
-
-    sudo dpkg-reconfigure locales
-
-
-OpenGL problems
----------------
-
-If you have desktop OpenGL headers installed at build time in your RPi or cross 
-compilation environment, support for it will be built in. However, the chipset 
-does not actually have support for it, which causes issues in certain SDL apps 
-since the presence of OpenGL support supersedes the ES/ES2 variants.
-The workaround is to disable OpenGL at configuration time:
-
-    ./configure --disable-video-opengl
-
-Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
-environment variable:
-
-    export SDL_RENDER_DRIVER=opengles2
-
-Notes
------
-
-* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
-  leaking into the console only if it has root privileges. Launching apps locally
-  does not suffer from this issue.
-  
-
+Raspberry Pi
+============
+
+Requirements:
+
+Raspbian (other Linux distros may work as well).
+
+Features
+--------
+
+* Works without X11
+* Hardware accelerated OpenGL ES 2.x
+* Sound via ALSA
+* Input (mouse/keyboard/joystick) via EVDEV
+* Hotplugging of input devices via UDEV
+
+
+Raspbian Build Dependencies
+---------------------------
+
+sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
+
+You also need the VideoCore binary stuff that ships in /opt/vc for EGL and 
+OpenGL ES 2.x, it usually comes pre-installed, but in any case:
+    
+sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
+
+
+NEON
+----
+
+If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so
+that SDL will select some otherwise-disabled highly-optimized code. The
+original Pi units don't have NEON, the Pi2 probably does, and the Pi3
+definitely does.
+
+
+Cross compiling from x86 Linux
+------------------------------
+
+To cross compile SDL for Raspbian from your desktop machine, you'll need a
+Raspbian system root and the cross compilation tools. We'll assume these tools
+will be placed in /opt/rpi-tools
+
+    sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
+
+You'll also need a Raspbian binary image.
+Get it from: http://downloads.raspberrypi.org/raspbian_latest 
+After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img"
+Let's assume the sysroot will be built in /opt/rpi-sysroot.
+
+    export SYSROOT=/opt/rpi-sysroot
+    sudo kpartx -a -v <path_to_raspbian_image>.img
+    sudo mount -o loop /dev/mapper/loop0p2 /mnt
+    sudo cp -r /mnt $SYSROOT
+    sudo apt-get install qemu binfmt-support qemu-user-static
+    sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
+    sudo mount --bind /dev $SYSROOT/dev
+    sudo mount --bind /proc $SYSROOT/proc
+    sudo mount --bind /sys $SYSROOT/sys
+
+Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
+edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
+
+    sudo chroot $SYSROOT
+    apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev
+    exit
+    sudo umount $SYSROOT/dev
+    sudo umount $SYSROOT/proc
+    sudo umount $SYSROOT/sys
+    sudo umount /mnt
+    
+There's one more fix required, as the libdl.so symlink uses an absolute path 
+which doesn't quite work in our setup.
+
+    sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
+    sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
+
+The final step is compiling SDL itself.
+
+    export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
+    cd <SDL SOURCE>
+    mkdir -p build;cd build
+    LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
+    make
+    make install
+
+To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
+    
+    perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
+    
+Apps don't work or poor video/audio performance
+-----------------------------------------------
+
+If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to 
+update the RPi's firmware. Note that doing so will fix these problems, but it
+will also render the CMA - Dynamic Memory Split functionality useless.
+
+Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
+low in general, specially if a 1080p TV is hooked up.
+
+See here how to configure this setting: http://elinux.org/RPiconfig
+
+Using a fixed gpu_mem=128 is the best option (specially if you updated the 
+firmware, using CMA probably won't work, at least it's the current case).
+
+No input
+--------
+
+Make sure you belong to the "input" group.
+
+    sudo usermod -aG input `whoami`
+
+No HDMI Audio
+-------------
+
+If you notice that ALSA works but there's no audio over HDMI, try adding:
+    
+    hdmi_drive=2
+    
+to your config.txt file and reboot.
+
+Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
+
+Text Input API support
+----------------------
+
+The Text Input API is supported, with translation of scan codes done via the
+kernel symbol tables. For this to work, SDL needs access to a valid console.
+If you notice there's no SDL_TEXTINPUT message being emitted, double check that
+your app has read access to one of the following:
+    
+* /proc/self/fd/0
+* /dev/tty
+* /dev/tty[0...6]
+* /dev/vc/0
+* /dev/console
+
+This is usually not a problem if you run from the physical terminal (as opposed
+to running from a pseudo terminal, such as via SSH). If running from a PTS, a 
+quick workaround is to run your app as root or add yourself to the tty group,
+then re-login to the system.
+
+    sudo usermod -aG tty `whoami`
+    
+The keyboard layout used by SDL is the same as the one the kernel uses.
+To configure the layout on Raspbian:
+    
+    sudo dpkg-reconfigure keyboard-configuration
+    
+To configure the locale, which controls which keys are interpreted as letters,
+this determining the CAPS LOCK behavior:
+
+    sudo dpkg-reconfigure locales
+
+
+OpenGL problems
+---------------
+
+If you have desktop OpenGL headers installed at build time in your RPi or cross 
+compilation environment, support for it will be built in. However, the chipset 
+does not actually have support for it, which causes issues in certain SDL apps 
+since the presence of OpenGL support supersedes the ES/ES2 variants.
+The workaround is to disable OpenGL at configuration time:
+
+    ./configure --disable-video-opengl
+
+Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
+environment variable:
+
+    export SDL_RENDER_DRIVER=opengles2
+
+Notes
+-----
+
+* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
+  leaking into the console only if it has root privileges. Launching apps locally
+  does not suffer from this issue.
+  
+

+ 86 - 86
sdl.mod/SDL/docs/README-touch.md

@@ -1,86 +1,86 @@
-Touch
-===========================================================================
-System Specific Notes
-===========================================================================
-Linux:
-The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at [email protected] and I will help you get support for it.
-
-Mac:
-The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
-
-iPhone: 
-Works out of box.
-
-Windows:
-Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at [email protected]
-
-===========================================================================
-Events
-===========================================================================
-SDL_FINGERDOWN:
-Sent when a finger (or stylus) is placed on a touch device.
-Fields:
-* event.tfinger.touchId  - the Id of the touch device.
-* event.tfinger.fingerId - the Id of the finger which just went down.
-* event.tfinger.x        - the x coordinate of the touch (0..1)
-* event.tfinger.y        - the y coordinate of the touch (0..1)
-* event.tfinger.pressure - the pressure of the touch (0..1)
-
-SDL_FINGERMOTION:
-Sent when a finger (or stylus) is moved on the touch device.
-Fields:
-Same as SDL_FINGERDOWN but with additional:
-* event.tfinger.dx       - change in x coordinate during this motion event.
-* event.tfinger.dy       - change in y coordinate during this motion event.
-
-SDL_FINGERUP:
-Sent when a finger (or stylus) is lifted from the touch device.
-Fields:
-Same as SDL_FINGERDOWN.
-
-
-===========================================================================
-Functions
-===========================================================================
-SDL provides the ability to access the underlying SDL_Finger structures.
-These structures should _never_ be modified.
-
-The following functions are included from SDL_touch.h
-
-To get a SDL_TouchID call SDL_GetTouchDevice(int index).
-This returns a SDL_TouchID.
-IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this!
-
-The number of touch devices can be queried with SDL_GetNumTouchDevices().
-
-A SDL_TouchID may be used to get pointers to SDL_Finger.
-
-SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
-
-The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
-
-      float x = event.tfinger.x;
-      float y = event.tfinger.y;
-
-
-
-To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
-This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed.
-A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
-As a result, be very careful to check for NULL return values.
-
-A SDL_Finger has the following fields:
-* x, y:
-	The current coordinates of the touch.
-* pressure:
-	The pressure of the touch.
-
-
-===========================================================================
-Notes
-===========================================================================
-For a complete example see test/testgesture.c
-
-Please direct questions/comments to:
-   [email protected]
-   (original author, API was changed since)
+Touch
+===========================================================================
+System Specific Notes
+===========================================================================
+Linux:
+The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at [email protected] and I will help you get support for it.
+
+Mac:
+The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
+
+iPhone: 
+Works out of box.
+
+Windows:
+Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at [email protected]
+
+===========================================================================
+Events
+===========================================================================
+SDL_FINGERDOWN:
+Sent when a finger (or stylus) is placed on a touch device.
+Fields:
+* event.tfinger.touchId  - the Id of the touch device.
+* event.tfinger.fingerId - the Id of the finger which just went down.
+* event.tfinger.x        - the x coordinate of the touch (0..1)
+* event.tfinger.y        - the y coordinate of the touch (0..1)
+* event.tfinger.pressure - the pressure of the touch (0..1)
+
+SDL_FINGERMOTION:
+Sent when a finger (or stylus) is moved on the touch device.
+Fields:
+Same as SDL_FINGERDOWN but with additional:
+* event.tfinger.dx       - change in x coordinate during this motion event.
+* event.tfinger.dy       - change in y coordinate during this motion event.
+
+SDL_FINGERUP:
+Sent when a finger (or stylus) is lifted from the touch device.
+Fields:
+Same as SDL_FINGERDOWN.
+
+
+===========================================================================
+Functions
+===========================================================================
+SDL provides the ability to access the underlying SDL_Finger structures.
+These structures should _never_ be modified.
+
+The following functions are included from SDL_touch.h
+
+To get a SDL_TouchID call SDL_GetTouchDevice(int index).
+This returns a SDL_TouchID.
+IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this!
+
+The number of touch devices can be queried with SDL_GetNumTouchDevices().
+
+A SDL_TouchID may be used to get pointers to SDL_Finger.
+
+SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
+
+The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
+
+      float x = event.tfinger.x;
+      float y = event.tfinger.y;
+
+
+
+To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
+This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed.
+A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
+As a result, be very careful to check for NULL return values.
+
+A SDL_Finger has the following fields:
+* x, y:
+	The current coordinates of the touch.
+* pressure:
+	The pressure of the touch.
+
+
+===========================================================================
+Notes
+===========================================================================
+For a complete example see test/testgesture.c
+
+Please direct questions/comments to:
+   [email protected]
+   (original author, API was changed since)

+ 1 - 1
sdl.mod/SDL/docs/README-vita.md

@@ -3,7 +3,7 @@ PS Vita
 SDL port for the Sony Playstation Vita and Sony Playstation TV
 SDL port for the Sony Playstation Vita and Sony Playstation TV
 
 
 Credit to
 Credit to
-* xerpi and rsn8887 for initial (vita2d) port
+* xerpi, cpasjuste and rsn8887 for initial (vita2d) port
 * vitasdk/dolcesdk devs
 * vitasdk/dolcesdk devs
 * CBPS discord (Namely Graphene and SonicMastr)
 * CBPS discord (Namely Graphene and SonicMastr)
 
 

+ 10 - 10
sdl.mod/SDL/docs/README-wince.md

@@ -1,10 +1,10 @@
-WinCE
-=====
-
-Windows CE is no longer supported by SDL.
-
-We have left the CE support in SDL 1.2 for those that must have it, and we
-have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3.
-
---ryan.
-
+WinCE
+=====
+
+Windows CE is no longer supported by SDL.
+
+We have left the CE support in SDL 1.2 for those that must have it, and we
+have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3.
+
+--ryan.
+

+ 550 - 550
sdl.mod/SDL/docs/README-winrt.md

@@ -1,550 +1,550 @@
-WinRT
-=====
-
-This port allows SDL applications to run on Microsoft's platforms that require
-use of "Windows Runtime", aka. "WinRT", APIs.  Microsoft may, in some cases,
-refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
-
-Some of the operating systems that include WinRT, are:
-
-* Windows 10, via its Universal Windows Platform (UWP) APIs
-* Windows 8.x
-* Windows RT 8.x (aka. Windows 8.x for ARM processors)
-* Windows Phone 8.x
-
-
-Requirements
-------------
-
-* Microsoft Visual C++ (aka Visual Studio), either 2017, 2015, 2013, or 2012
-  - Free, "Community" or "Express" editions may be used, so long as they
-    include  support for either "Windows Store" or "Windows Phone" apps.
-    "Express" versions marked as supporting "Windows Desktop" development
-    typically do not include support for creating WinRT apps, to note.
-    (The "Community" editions of Visual C++ do, however, support both
-    desktop/Win32 and WinRT development).
-  - Visual Studio 2017 can be used, however it is recommended that you install
-    the Visual C++ 2015 build tools.  These build tools can be installed
-    using VS 2017's installer.  Be sure to also install the workload for
-    "Universal Windows Platform development", its optional component, the
-    "C++ Universal Windows Platform tools", and for UWP / Windows 10
-    development, the "Windows 10 SDK (10.0.10240.0)".  Please note that
-    targeting UWP / Windows 10 apps from development machine(s) running
-    earlier versions of Windows, such as Windows 7, is not always supported
-    by Visual Studio, and you may get error(s) when attempting to do so.
-  - Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
-    or  Windows Phone.  8.0-targeted apps will run on devices running 8.1
-    editions of Windows, however they will not be able to take advantage of
-    8.1-specific features.
-  - Visual C++ 2013 cannot create app projects that target Windows 8.0.
-    Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
-    Windows Phone 8.1, and Windows 8.1, but not Windows 8.0.  An optional
-    Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
-    allows Visual C++ 2013 to load and build Windows 8.0 projects that were
-    created with Visual C++ 2012, so long as Visual C++ 2012 is installed
-    on the same machine.  More details on targeting different versions of
-    Windows can found at the following web pages:
-      - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
-      - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
-* A valid Microsoft account - This requirement is not imposed by SDL, but
-  rather by Microsoft's Visual C++ toolchain.  This is required to launch or 
-  debug apps.
-
-
-Status
-------
-
-Here is a rough list of what works, and what doesn't:
-
-* What works:
-  * compilation via Visual C++ 2012 through 2015
-  * compile-time platform detection for SDL programs.  The C/C++ #define,
-    `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
-  * GPU-accelerated 2D rendering, via SDL_Renderer.
-  * OpenGL ES 2, via the ANGLE library (included separately from SDL)
-  * software rendering, via either SDL_Surface (optionally in conjunction with
-    SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
-    SDL_Renderer APIs
-  * threads
-  * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
-    SDL_GetPerformanceFrequency(), etc.)
-  * file I/O via SDL_RWops
-  * mouse input  (unsupported on Windows Phone)
-  * audio, via SDL's WASAPI backend (if you want to record, your app must 
-    have "Microphone" capabilities enabled in its manifest, and the user must 
-    not have blocked access. Otherwise, capture devices will fail to work,
-    presenting as a device disconnect shortly after opening it.)
-  * .DLL file loading.  Libraries *MUST* be packaged inside applications.  Loading
-    anything outside of the app is not supported.
-  * system path retrieval via SDL's filesystem APIs
-  * game controllers.  Support is provided via the SDL_Joystick and
-    SDL_GameController APIs, and is backed by Microsoft's XInput API.  Please
-    note, however, that Windows limits game-controller support in UWP apps to,
-    "Xbox compatible controllers" (many controllers that work in Win32 apps,
-    do not work in UWP, due to restrictions in UWP itself.) 
-  * multi-touch input
-  * app events.  SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
-    appropriate.
-  * window events
-  * using Direct3D 11.x APIs outside of SDL.  Non-XAML / Direct3D-only apps can
-    choose to render content directly via Direct3D, using SDL to manage the
-    internal WinRT window, as well as input and audio.  (Use
-    SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
-    IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
-
-* What partially works:
-  * keyboard input.  Most of WinRT's documented virtual keys are supported, as
-    well as many keys with documented hardware scancodes.  Converting
-    SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
-    (MapVirtualKey()) in Microsoft's Windows Store / UWP APIs.
-  * SDLmain.  WinRT uses a different signature for each app's main() function.
-    SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
-    (in `SDL\src\main\winrt\`) directly in order for their C-style main()
-    functions to be called.
-
-* What doesn't work:
-  * compilation with anything other than Visual C++
-  * programmatically-created custom cursors.  These don't appear to be supported
-    by WinRT.  Different OS-provided cursors can, however, be created via
-    SDL_CreateSystemCursor() (unsupported on Windows Phone)
-  * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal().  This are not currently
-    supported by WinRT itself.
-  * joysticks and game controllers that either are not supported by
-    Microsoft's XInput API, or are not supported within UWP apps (many
-    controllers that work in Win32, do not work in UWP, due to restrictions in
-    UWP itself).
-  * turning off VSync when rendering on Windows Phone.  Attempts to turn VSync
-    off on Windows Phone result either in Direct3D not drawing anything, or it
-    forcing VSync back on.  As such, SDL_RENDERER_PRESENTVSYNC will always get
-    turned-on on Windows Phone.  This limitation is not present in non-Phone
-    WinRT (such as Windows 8.x), where turning off VSync appears to work.
-  * probably anything else that's not listed as supported
-
-
-
-Upgrade Notes
--------------
-
-#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
-
-SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
-The fixes may affect older, SDL 2.0.3-based apps' save data.  Please note
-that these changes only apply to SDL-based WinRT apps, and not to apps for
-any other platform.
-
-1. SDL_GetPrefPath() would return an invalid path, one in which the path's
-   directory had not been created.  Attempts to create files there
-   (via fopen(), for example), would fail, unless that directory was
-   explicitly created beforehand.
-
-2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
-   a WinRT 'Roaming' folder, the contents of which get automatically
-   synchronized across multiple devices.  This process can occur while an
-   application runs, and can cause existing save-data to be overwritten
-   at unexpected times, with data from other devices.  (Windows Phone apps
-   written with SDL 2.0.3 did not utilize a Roaming folder, due to API
-   restrictions in Windows Phone 8.0).
-
-
-SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
-
-1. making sure that SDL_GetPrefPath() returns a directory in which data
-   can be written to immediately, without first needing to create directories.
-
-2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
-   contents of which do not automatically get synchronized across devices
-   (and which require less work to use safely, in terms of data integrity).
-
-Apps that wish to get their Roaming folder's path can do so either by using
-SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
-UCS-2/wide-char string), or directly through the WinRT class,
-Windows.Storage.ApplicationData.
-
-
-
-Setup, High-Level Steps
------------------------
-
-The steps for setting up a project for an SDL/WinRT app looks like the
-following, at a high-level:
-
-1. create a new Visual C++ project using Microsoft's template for a,
-   "Direct3D App".
-2. remove most of the files from the project.
-3. make your app's project directly reference SDL/WinRT's own Visual C++
-   project file, via use of Visual C++'s "References" dialog.  This will setup
-   the linker, and will copy SDL's .dll files to your app's final output.
-4. adjust your app's build settings, at minimum, telling it where to find SDL's
-   header files.
-5. add files that contains a WinRT-appropriate main function, along with some
-   data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
-   work properly.
-6. add SDL-specific app code.
-7. build and run your app.
-
-
-Setup, Detailed Steps
----------------------
-
-### 1. Create a new project ###
-
-Create a new project using one of Visual C++'s templates for a plain, non-XAML,
-"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use).  If you
-don't see one of these templates, in Visual C++'s 'New Project' dialog, try
-using the textbox titled, 'Search Installed Templates' to look for one.
-
-
-### 2. Remove unneeded files from the project ###
-
-In the new project, delete any file that has one of the following extensions:
-
-- .cpp
-- .h
-- .hlsl
-
-When you are done, you should be left with a few files, each of which will be a
-necessary part of your app's project.  These files will consist of:
-
-- an .appxmanifest file, which contains metadata on your WinRT app.  This is
-  similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
-- a few .png files, one of which is a splash screen (displayed when your app
-  launches), others are app icons.
-- a .pfx file, used for code signing purposes.
-
-
-### 3. Add references to SDL's project files ###
-
-SDL/WinRT can be built in multiple variations, spanning across three different
-CPU architectures (x86, x64, and ARM) and two different configurations
-(Debug and Release).  WinRT and Visual C++ do not currently provide a means
-for combining multiple variations of one library into a single file.
-Furthermore, it does not provide an easy means for copying pre-built .dll files
-into your app's final output (via Post-Build steps, for example).  It does,
-however, provide a system whereby an app can reference the MSVC projects of
-libraries such that, when the app is built:
-
-1. each library gets built for the appropriate CPU architecture(s) and WinRT
-   platform(s).
-2. each library's output, such as .dll files, get copied to the app's build 
-   output.
-
-To set this up for SDL/WinRT, you'll need to run through the following steps:
-
-1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
-   "Solution Explorer")
-2. right click on your app's solution.
-3. navigate to "Add", then to "Existing Project..."
-4. find SDL/WinRT's Visual C++ project file and open it.  Different project
-   files exist for different WinRT platforms.  All of them are in SDL's
-   source distribution, in the following directories:
-    * `VisualC-WinRT/UWP_VS2015/`        - for Windows 10 / UWP apps
-    * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
-    * `VisualC-WinRT/WinRT80_VS2012/`    - for Windows 8.0 apps
-    * `VisualC-WinRT/WinRT81_VS2013/`    - for Windows 8.1 apps
-5. once the project has been added, right-click on your app's project and
-   select, "References..."
-6. click on the button titled, "Add New Reference..."
-7. check the box next to SDL
-8. click OK to close the dialog
-9. SDL will now show up in the list of references.  Click OK to close that
-   dialog.
-
-Your project is now linked to SDL's project, insofar that when the app is
-built, SDL will be built as well, with its build output getting included with
-your app.
-
-
-### 4. Adjust Your App's Build Settings ###
-
-Some build settings need to be changed in your app's project.  This guide will
-outline the following:
-
-- making sure that the compiler knows where to find SDL's header files
-- **Optional for C++, but NECESSARY for compiling C code:** telling the
-  compiler not to use Microsoft's C++ extensions for WinRT development.
-- **Optional:** telling the compiler not generate errors due to missing
-  precompiled header files.
-
-To change these settings:
-
-1. right-click on the project
-2. choose "Properties"
-3. in the drop-down box next to "Configuration", choose, "All Configurations"
-4. in the drop-down box next to "Platform", choose, "All Platforms"
-5. in the left-hand list, expand the "C/C++" section
-6. select "General"
-7. edit the "Additional Include Directories" setting, and add a path to SDL's
-   "include" directory
-8. **Optional: to enable compilation of C code:** change the setting for
-   "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No".  If you're 
-   working with a completely C++ based project, this step can usually be 
-   omitted.
-9. **Optional: to disable precompiled headers (which can produce 
-   'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand 
-   list, select "Precompiled Headers", then change the setting for "Precompiled 
-   Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
-10. close the dialog, saving settings, by clicking the "OK" button
-
-
-### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
-
-A few files should be included directly in your app's MSVC project, specifically:
-1. a WinRT-appropriate main function (which is different than main() functions on
-   other platforms)
-2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
-   (if and when the app needs to do so).  *If this cursor resource is not
-   included, mouse-position reporting may fail if and when the cursor is
-   hidden, due to possible bugs/design-oddities in Windows itself.*
-
-To include these files for C/C++ projects:
-
-1. right-click on your project (again, in Visual C++'s Solution Explorer), 
-   navigate to "Add", then choose "Existing Item...".
-2. navigate to the directory containing SDL's source code, then into its
-   subdirectory, 'src/main/winrt/'.  Select, then add, the following files:
-   - `SDL_winrt_main_NonXAML.cpp`
-   - `SDL2-WinRTResources.rc`
-   - `SDL2-WinRTResource_BlankCursor.cur`
-3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
-   project), then click on "Properties...".
-4. in the drop-down box next to "Configuration", choose, "All Configurations"
-5. in the drop-down box next to "Platform", choose, "All Platforms"
-6. in the left-hand list, click on "C/C++"
-7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
-8. click the OK button.  This will close the dialog.
-
-**NOTE: C++/CX compilation is currently required in at least one file of your 
-app's project.  This is to make sure that Visual C++'s linker builds a 'Windows 
-Metadata' file (.winmd) for your app.  Not doing so can lead to build errors.**
-
-For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's
-main function, and generate SDL2-WinRTResources.res manually by using `rc` via
-the Developer Command Prompt and including it as a <Win32Resource> within the
-first <PropertyGroup> block in your Visual Studio project file.
-
-### 6. Add app code and assets ###
-
-At this point, you can add in SDL-specific source code.  Be sure to include a 
-C-style main function (ie: `int main(int argc, char *argv[])`).  From there you 
-should be able to create a single `SDL_Window` (WinRT apps can only have one 
-window, at present), as well as an `SDL_Renderer`.  Direct3D will be used to 
-draw content.  Events are received via SDL's usual event functions 
-(`SDL_PollEvent`, etc.)  If you have a set of existing source files and assets, 
-you can start adding them to the project now.  If not, or if you would like to 
-make sure that you're setup correctly, some short and simple sample code is 
-provided below.
-
-
-#### 6.A. ... when creating a new app ####
-
-If you are creating a new app (rather than porting an existing SDL-based app), 
-or if you would just like a simple app to test SDL/WinRT with before trying to 
-get existing code working, some working SDL/WinRT code is provided below.  To 
-set this up:
-
-1. right click on your app's project
-2. select Add, then New Item.  An "Add New Item" dialog will show up.
-3. from the left-hand list, choose "Visual C++"
-4. from the middle/main list, choose "C++ File (.cpp)"
-5. near the bottom of the dialog, next to "Name:", type in a name for your 
-source file, such as, "main.cpp".
-6. click on the Add button.  This will close the dialog, add the new file to 
-your project, and open the file in Visual C++'s text editor.
-7. Copy and paste the following code into the new file, then save it.
-
-```c
-#include <SDL.h>
-    
-int main(int argc, char **argv)
-{
-    SDL_DisplayMode mode;
-    SDL_Window * window = NULL;
-    SDL_Renderer * renderer = NULL;
-    SDL_Event evt;
-    SDL_bool keep_going = SDL_TRUE;
-  
-    if (SDL_Init(SDL_INIT_VIDEO) != 0) {
-        return 1;
-    } else if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
-        return 1;
-    } else if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
-        return 1;
-    }
-    
-    while (keep_going) {
-        while (SDL_PollEvent(&evt)) {
-            if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) {
-                keep_going = SDL_FALSE;
-            } 
-        }
-    
-        SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
-        SDL_RenderClear(renderer);
-        SDL_RenderPresent(renderer);
-    }
-
-    SDL_Quit();
-    return 0;
-}
-```
-
-#### 6.B. Adding code and assets ####
-
-If you have existing code and assets that you'd like to add, you should be able 
-to add them now.  The process for adding a set of files is as such.
-
-1. right click on the app's project
-2. select Add, then click on "New Item..."
-3. open any source, header, or asset files as appropriate.  Support for C and 
-C++ is available.
-
-Do note that WinRT only supports a subset of the APIs that are available to 
-Win32-based apps.  Many portions of the Win32 API and the C runtime are not 
-available.
-
-A list of unsupported C APIs can be found at 
-<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
-
-General information on using the C runtime in WinRT can be found at 
-<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
-
-A list of supported Win32 APIs for WinRT apps can be found at 
-<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>.  To note, 
-the list of supported Win32 APIs for Windows Phone 8.0 is different.  
-That list can be found at 
-<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
-
-
-### 7. Build and run your app ###
-
-Your app project should now be setup, and you should be ready to build your app.  
-To run it on the local machine, open the Debug menu and choose "Start 
-Debugging".  This will build your app, then run your app full-screen.  To switch 
-out of your app, press the Windows key.  Alternatively, you can choose to run 
-your app in a window.  To do this, before building and running your app, find 
-the drop-down menu in Visual C++'s toolbar that says, "Local Machine".  Expand 
-this by clicking on the arrow on the right side of the list, then click on 
-Simulator.  Once you do that, any time you build and run the app, the app will 
-launch in window, rather than full-screen.
-
-
-#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
-
-**These instructions do not include Windows Phone, despite Windows Phone
-typically running on ARM processors.**  They are specifically for devices
-that use the "Windows RT" operating system, which was a modified version of
-Windows 8.x that ran primarily on ARM-based tablet computers.
-
-To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
-
-- install Microsoft's "Remote Debugger" on the device.  Visual C++ installs and 
-  debugs ARM-based apps via IP networks.
-- change a few options on the development machine, both to make sure it builds 
-  for ARM (rather than x86 or x64), and to make sure it knows how to find the 
-  Windows RT device (on the network).
-
-Microsoft's Remote Debugger can be found at 
-<https://msdn.microsoft.com/en-us/library/hh441469.aspx>.  Please note 
-that separate versions of this debugger exist for different versions of Visual 
-C++, one each for MSVC 2015, 2013, and 2012.
-
-To setup Visual C++ to launch your app on an ARM device:
-
-1. make sure the Remote Debugger is running on your ARM device, and that it's on 
-   the same IP network as your development machine.
-2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32".  Click 
-   it, then change the value to "ARM".
-3. make sure Visual C++ knows the hostname or IP address of the ARM device.  To 
-   do this:
-    1. open the app project's properties
-    2. select "Debugging"
-    3. next to "Machine Name", enter the hostname or IP address of the ARM 
-       device
-    4. if, and only if, you've turned off authentication in the Remote Debugger,
-       then change the setting for "Require Authentication" to No
-    5. click "OK"
-4. build and run the app (from Visual C++).  The first time you do this, a 
-   prompt will show up on the ARM device, asking for a Microsoft Account.  You 
-   do, unfortunately, need to log in here, and will need to follow the 
-   subsequent registration steps in order to launch the app.  After you do so, 
-   if the app didn't already launch, try relaunching it again from within Visual 
-   C++.
-
-
-Troubleshooting
----------------
-
-#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
-
-Try adding the following to your linker flags.  In MSVC, this can be done by
-right-clicking on the app project, navigating to Configuration Properties ->
-Linker -> Command Line, then adding them to the Additional Options
-section.
-
-* For Release builds / MSVC-Configurations, add:
-
-    /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
-
-* For Debug builds / MSVC-Configurations, add:
-
-    /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
-
-
-#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
-
-This may be caused by a bug in Windows itself, whereby hiding the mouse
-cursor can cause mouse-position reporting to fail.
-
-SDL provides a workaround for this, but it requires that an app links to a
-set of Win32-style cursor image-resource files.  A copy of suitable resource
-files can be found in `src/main/winrt/`.  Adding them to an app's Visual C++
-project file should be sufficient to get the app to use them.
-
-
-#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified."
-
-This can be caused for any one of a few reasons, which Visual Studio can
-report, but won't always do so in an up-front manner.
-
-To help determine why this error comes up:
-
-1. open a copy of Visual Studio without opening a project file.  This can be
-   accomplished via Windows' Start Menu, among other means.
-2. show Visual Studio's Output window.  This can be done by going to VS'
-   menu bar, then to View, and then to Output.
-3. try opening the SDL project file directly by going to VS' menu bar, then
-   to File, then to Open, then to Project/Solution.  When a File-Open dialog
-   appears, open the SDL project (such as the one in SDL's source code, in its
-   directory, VisualC-WinRT/UWP_VS2015/).
-4. after attempting to open SDL's Visual Studio project file, additional error
-   information will be output to the Output window.
-
-If Visual Studio reports (via its Output window) that the project:
-
-"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections:
-Microsoft.VisualStudio.ComponentGroup.UWP.VC"
-
-... then you will need to re-launch Visual Studio's installer, and make sure that
-the workflow for "Universal Windows Platform development" is checked, and that its
-optional component, "C++ Universal Windows Platform tools" is also checked.  While
-you are there, if you are planning on targeting UWP / Windows 10, also make sure
-that you check the optional component, "Windows 10 SDK (10.0.10240.0)".  After
-making sure these items are checked as-appropriate, install them.
-
-Once you install these components, try re-launching Visual Studio, and re-opening
-the SDL project file.  If you still get the error dialog, try using the Output
-window, again, seeing what Visual Studio says about it.
-
-
-#### Game controllers / joysticks aren't working!
-
-Windows only permits certain game controllers and joysticks to work within
-WinRT / UWP apps.  Even if a game controller or joystick works in a Win32
-app, that device is not guaranteed to work inside a WinRT / UWP app.
-
-According to Microsoft, "Xbox compatible controllers" should work inside
-UWP apps, potentially with more working in the future.  This includes, but
-may not be limited to, Microsoft-made Xbox controllers and USB adapters.
-(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop)
-
-
+WinRT
+=====
+
+This port allows SDL applications to run on Microsoft's platforms that require
+use of "Windows Runtime", aka. "WinRT", APIs.  Microsoft may, in some cases,
+refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
+
+Some of the operating systems that include WinRT, are:
+
+* Windows 10, via its Universal Windows Platform (UWP) APIs
+* Windows 8.x
+* Windows RT 8.x (aka. Windows 8.x for ARM processors)
+* Windows Phone 8.x
+
+
+Requirements
+------------
+
+* Microsoft Visual C++ (aka Visual Studio), either 2017, 2015, 2013, or 2012
+  - Free, "Community" or "Express" editions may be used, so long as they
+    include  support for either "Windows Store" or "Windows Phone" apps.
+    "Express" versions marked as supporting "Windows Desktop" development
+    typically do not include support for creating WinRT apps, to note.
+    (The "Community" editions of Visual C++ do, however, support both
+    desktop/Win32 and WinRT development).
+  - Visual Studio 2017 can be used, however it is recommended that you install
+    the Visual C++ 2015 build tools.  These build tools can be installed
+    using VS 2017's installer.  Be sure to also install the workload for
+    "Universal Windows Platform development", its optional component, the
+    "C++ Universal Windows Platform tools", and for UWP / Windows 10
+    development, the "Windows 10 SDK (10.0.10240.0)".  Please note that
+    targeting UWP / Windows 10 apps from development machine(s) running
+    earlier versions of Windows, such as Windows 7, is not always supported
+    by Visual Studio, and you may get error(s) when attempting to do so.
+  - Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
+    or  Windows Phone.  8.0-targeted apps will run on devices running 8.1
+    editions of Windows, however they will not be able to take advantage of
+    8.1-specific features.
+  - Visual C++ 2013 cannot create app projects that target Windows 8.0.
+    Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
+    Windows Phone 8.1, and Windows 8.1, but not Windows 8.0.  An optional
+    Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
+    allows Visual C++ 2013 to load and build Windows 8.0 projects that were
+    created with Visual C++ 2012, so long as Visual C++ 2012 is installed
+    on the same machine.  More details on targeting different versions of
+    Windows can found at the following web pages:
+      - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
+      - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
+* A valid Microsoft account - This requirement is not imposed by SDL, but
+  rather by Microsoft's Visual C++ toolchain.  This is required to launch or 
+  debug apps.
+
+
+Status
+------
+
+Here is a rough list of what works, and what doesn't:
+
+* What works:
+  * compilation via Visual C++ 2012 through 2015
+  * compile-time platform detection for SDL programs.  The C/C++ #define,
+    `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
+  * GPU-accelerated 2D rendering, via SDL_Renderer.
+  * OpenGL ES 2, via the ANGLE library (included separately from SDL)
+  * software rendering, via either SDL_Surface (optionally in conjunction with
+    SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
+    SDL_Renderer APIs
+  * threads
+  * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
+    SDL_GetPerformanceFrequency(), etc.)
+  * file I/O via SDL_RWops
+  * mouse input  (unsupported on Windows Phone)
+  * audio, via SDL's WASAPI backend (if you want to record, your app must 
+    have "Microphone" capabilities enabled in its manifest, and the user must 
+    not have blocked access. Otherwise, capture devices will fail to work,
+    presenting as a device disconnect shortly after opening it.)
+  * .DLL file loading.  Libraries *MUST* be packaged inside applications.  Loading
+    anything outside of the app is not supported.
+  * system path retrieval via SDL's filesystem APIs
+  * game controllers.  Support is provided via the SDL_Joystick and
+    SDL_GameController APIs, and is backed by Microsoft's XInput API.  Please
+    note, however, that Windows limits game-controller support in UWP apps to,
+    "Xbox compatible controllers" (many controllers that work in Win32 apps,
+    do not work in UWP, due to restrictions in UWP itself.) 
+  * multi-touch input
+  * app events.  SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
+    appropriate.
+  * window events
+  * using Direct3D 11.x APIs outside of SDL.  Non-XAML / Direct3D-only apps can
+    choose to render content directly via Direct3D, using SDL to manage the
+    internal WinRT window, as well as input and audio.  (Use
+    SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
+    IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
+
+* What partially works:
+  * keyboard input.  Most of WinRT's documented virtual keys are supported, as
+    well as many keys with documented hardware scancodes.  Converting
+    SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
+    (MapVirtualKey()) in Microsoft's Windows Store / UWP APIs.
+  * SDLmain.  WinRT uses a different signature for each app's main() function.
+    SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
+    (in `SDL\src\main\winrt\`) directly in order for their C-style main()
+    functions to be called.
+
+* What doesn't work:
+  * compilation with anything other than Visual C++
+  * programmatically-created custom cursors.  These don't appear to be supported
+    by WinRT.  Different OS-provided cursors can, however, be created via
+    SDL_CreateSystemCursor() (unsupported on Windows Phone)
+  * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal().  This are not currently
+    supported by WinRT itself.
+  * joysticks and game controllers that either are not supported by
+    Microsoft's XInput API, or are not supported within UWP apps (many
+    controllers that work in Win32, do not work in UWP, due to restrictions in
+    UWP itself).
+  * turning off VSync when rendering on Windows Phone.  Attempts to turn VSync
+    off on Windows Phone result either in Direct3D not drawing anything, or it
+    forcing VSync back on.  As such, SDL_RENDERER_PRESENTVSYNC will always get
+    turned-on on Windows Phone.  This limitation is not present in non-Phone
+    WinRT (such as Windows 8.x), where turning off VSync appears to work.
+  * probably anything else that's not listed as supported
+
+
+
+Upgrade Notes
+-------------
+
+#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
+
+SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
+The fixes may affect older, SDL 2.0.3-based apps' save data.  Please note
+that these changes only apply to SDL-based WinRT apps, and not to apps for
+any other platform.
+
+1. SDL_GetPrefPath() would return an invalid path, one in which the path's
+   directory had not been created.  Attempts to create files there
+   (via fopen(), for example), would fail, unless that directory was
+   explicitly created beforehand.
+
+2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
+   a WinRT 'Roaming' folder, the contents of which get automatically
+   synchronized across multiple devices.  This process can occur while an
+   application runs, and can cause existing save-data to be overwritten
+   at unexpected times, with data from other devices.  (Windows Phone apps
+   written with SDL 2.0.3 did not utilize a Roaming folder, due to API
+   restrictions in Windows Phone 8.0).
+
+
+SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
+
+1. making sure that SDL_GetPrefPath() returns a directory in which data
+   can be written to immediately, without first needing to create directories.
+
+2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
+   contents of which do not automatically get synchronized across devices
+   (and which require less work to use safely, in terms of data integrity).
+
+Apps that wish to get their Roaming folder's path can do so either by using
+SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
+UCS-2/wide-char string), or directly through the WinRT class,
+Windows.Storage.ApplicationData.
+
+
+
+Setup, High-Level Steps
+-----------------------
+
+The steps for setting up a project for an SDL/WinRT app looks like the
+following, at a high-level:
+
+1. create a new Visual C++ project using Microsoft's template for a,
+   "Direct3D App".
+2. remove most of the files from the project.
+3. make your app's project directly reference SDL/WinRT's own Visual C++
+   project file, via use of Visual C++'s "References" dialog.  This will setup
+   the linker, and will copy SDL's .dll files to your app's final output.
+4. adjust your app's build settings, at minimum, telling it where to find SDL's
+   header files.
+5. add files that contains a WinRT-appropriate main function, along with some
+   data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
+   work properly.
+6. add SDL-specific app code.
+7. build and run your app.
+
+
+Setup, Detailed Steps
+---------------------
+
+### 1. Create a new project ###
+
+Create a new project using one of Visual C++'s templates for a plain, non-XAML,
+"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use).  If you
+don't see one of these templates, in Visual C++'s 'New Project' dialog, try
+using the textbox titled, 'Search Installed Templates' to look for one.
+
+
+### 2. Remove unneeded files from the project ###
+
+In the new project, delete any file that has one of the following extensions:
+
+- .cpp
+- .h
+- .hlsl
+
+When you are done, you should be left with a few files, each of which will be a
+necessary part of your app's project.  These files will consist of:
+
+- an .appxmanifest file, which contains metadata on your WinRT app.  This is
+  similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
+- a few .png files, one of which is a splash screen (displayed when your app
+  launches), others are app icons.
+- a .pfx file, used for code signing purposes.
+
+
+### 3. Add references to SDL's project files ###
+
+SDL/WinRT can be built in multiple variations, spanning across three different
+CPU architectures (x86, x64, and ARM) and two different configurations
+(Debug and Release).  WinRT and Visual C++ do not currently provide a means
+for combining multiple variations of one library into a single file.
+Furthermore, it does not provide an easy means for copying pre-built .dll files
+into your app's final output (via Post-Build steps, for example).  It does,
+however, provide a system whereby an app can reference the MSVC projects of
+libraries such that, when the app is built:
+
+1. each library gets built for the appropriate CPU architecture(s) and WinRT
+   platform(s).
+2. each library's output, such as .dll files, get copied to the app's build 
+   output.
+
+To set this up for SDL/WinRT, you'll need to run through the following steps:
+
+1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
+   "Solution Explorer")
+2. right click on your app's solution.
+3. navigate to "Add", then to "Existing Project..."
+4. find SDL/WinRT's Visual C++ project file and open it.  Different project
+   files exist for different WinRT platforms.  All of them are in SDL's
+   source distribution, in the following directories:
+    * `VisualC-WinRT/UWP_VS2015/`        - for Windows 10 / UWP apps
+    * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
+    * `VisualC-WinRT/WinRT80_VS2012/`    - for Windows 8.0 apps
+    * `VisualC-WinRT/WinRT81_VS2013/`    - for Windows 8.1 apps
+5. once the project has been added, right-click on your app's project and
+   select, "References..."
+6. click on the button titled, "Add New Reference..."
+7. check the box next to SDL
+8. click OK to close the dialog
+9. SDL will now show up in the list of references.  Click OK to close that
+   dialog.
+
+Your project is now linked to SDL's project, insofar that when the app is
+built, SDL will be built as well, with its build output getting included with
+your app.
+
+
+### 4. Adjust Your App's Build Settings ###
+
+Some build settings need to be changed in your app's project.  This guide will
+outline the following:
+
+- making sure that the compiler knows where to find SDL's header files
+- **Optional for C++, but NECESSARY for compiling C code:** telling the
+  compiler not to use Microsoft's C++ extensions for WinRT development.
+- **Optional:** telling the compiler not generate errors due to missing
+  precompiled header files.
+
+To change these settings:
+
+1. right-click on the project
+2. choose "Properties"
+3. in the drop-down box next to "Configuration", choose, "All Configurations"
+4. in the drop-down box next to "Platform", choose, "All Platforms"
+5. in the left-hand list, expand the "C/C++" section
+6. select "General"
+7. edit the "Additional Include Directories" setting, and add a path to SDL's
+   "include" directory
+8. **Optional: to enable compilation of C code:** change the setting for
+   "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No".  If you're 
+   working with a completely C++ based project, this step can usually be 
+   omitted.
+9. **Optional: to disable precompiled headers (which can produce 
+   'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand 
+   list, select "Precompiled Headers", then change the setting for "Precompiled 
+   Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
+10. close the dialog, saving settings, by clicking the "OK" button
+
+
+### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
+
+A few files should be included directly in your app's MSVC project, specifically:
+1. a WinRT-appropriate main function (which is different than main() functions on
+   other platforms)
+2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
+   (if and when the app needs to do so).  *If this cursor resource is not
+   included, mouse-position reporting may fail if and when the cursor is
+   hidden, due to possible bugs/design-oddities in Windows itself.*
+
+To include these files for C/C++ projects:
+
+1. right-click on your project (again, in Visual C++'s Solution Explorer), 
+   navigate to "Add", then choose "Existing Item...".
+2. navigate to the directory containing SDL's source code, then into its
+   subdirectory, 'src/main/winrt/'.  Select, then add, the following files:
+   - `SDL_winrt_main_NonXAML.cpp`
+   - `SDL2-WinRTResources.rc`
+   - `SDL2-WinRTResource_BlankCursor.cur`
+3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
+   project), then click on "Properties...".
+4. in the drop-down box next to "Configuration", choose, "All Configurations"
+5. in the drop-down box next to "Platform", choose, "All Platforms"
+6. in the left-hand list, click on "C/C++"
+7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
+8. click the OK button.  This will close the dialog.
+
+**NOTE: C++/CX compilation is currently required in at least one file of your 
+app's project.  This is to make sure that Visual C++'s linker builds a 'Windows 
+Metadata' file (.winmd) for your app.  Not doing so can lead to build errors.**
+
+For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's
+main function, and generate SDL2-WinRTResources.res manually by using `rc` via
+the Developer Command Prompt and including it as a <Win32Resource> within the
+first <PropertyGroup> block in your Visual Studio project file.
+
+### 6. Add app code and assets ###
+
+At this point, you can add in SDL-specific source code.  Be sure to include a 
+C-style main function (ie: `int main(int argc, char *argv[])`).  From there you 
+should be able to create a single `SDL_Window` (WinRT apps can only have one 
+window, at present), as well as an `SDL_Renderer`.  Direct3D will be used to 
+draw content.  Events are received via SDL's usual event functions 
+(`SDL_PollEvent`, etc.)  If you have a set of existing source files and assets, 
+you can start adding them to the project now.  If not, or if you would like to 
+make sure that you're setup correctly, some short and simple sample code is 
+provided below.
+
+
+#### 6.A. ... when creating a new app ####
+
+If you are creating a new app (rather than porting an existing SDL-based app), 
+or if you would just like a simple app to test SDL/WinRT with before trying to 
+get existing code working, some working SDL/WinRT code is provided below.  To 
+set this up:
+
+1. right click on your app's project
+2. select Add, then New Item.  An "Add New Item" dialog will show up.
+3. from the left-hand list, choose "Visual C++"
+4. from the middle/main list, choose "C++ File (.cpp)"
+5. near the bottom of the dialog, next to "Name:", type in a name for your 
+source file, such as, "main.cpp".
+6. click on the Add button.  This will close the dialog, add the new file to 
+your project, and open the file in Visual C++'s text editor.
+7. Copy and paste the following code into the new file, then save it.
+
+```c
+#include <SDL.h>
+    
+int main(int argc, char **argv)
+{
+    SDL_DisplayMode mode;
+    SDL_Window * window = NULL;
+    SDL_Renderer * renderer = NULL;
+    SDL_Event evt;
+    SDL_bool keep_going = SDL_TRUE;
+  
+    if (SDL_Init(SDL_INIT_VIDEO) != 0) {
+        return 1;
+    } else if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
+        return 1;
+    } else if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
+        return 1;
+    }
+    
+    while (keep_going) {
+        while (SDL_PollEvent(&evt)) {
+            if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) {
+                keep_going = SDL_FALSE;
+            } 
+        }
+    
+        SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
+        SDL_RenderClear(renderer);
+        SDL_RenderPresent(renderer);
+    }
+
+    SDL_Quit();
+    return 0;
+}
+```
+
+#### 6.B. Adding code and assets ####
+
+If you have existing code and assets that you'd like to add, you should be able 
+to add them now.  The process for adding a set of files is as such.
+
+1. right click on the app's project
+2. select Add, then click on "New Item..."
+3. open any source, header, or asset files as appropriate.  Support for C and 
+C++ is available.
+
+Do note that WinRT only supports a subset of the APIs that are available to 
+Win32-based apps.  Many portions of the Win32 API and the C runtime are not 
+available.
+
+A list of unsupported C APIs can be found at 
+<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
+
+General information on using the C runtime in WinRT can be found at 
+<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
+
+A list of supported Win32 APIs for WinRT apps can be found at 
+<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>.  To note, 
+the list of supported Win32 APIs for Windows Phone 8.0 is different.  
+That list can be found at 
+<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
+
+
+### 7. Build and run your app ###
+
+Your app project should now be setup, and you should be ready to build your app.  
+To run it on the local machine, open the Debug menu and choose "Start 
+Debugging".  This will build your app, then run your app full-screen.  To switch 
+out of your app, press the Windows key.  Alternatively, you can choose to run 
+your app in a window.  To do this, before building and running your app, find 
+the drop-down menu in Visual C++'s toolbar that says, "Local Machine".  Expand 
+this by clicking on the arrow on the right side of the list, then click on 
+Simulator.  Once you do that, any time you build and run the app, the app will 
+launch in window, rather than full-screen.
+
+
+#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
+
+**These instructions do not include Windows Phone, despite Windows Phone
+typically running on ARM processors.**  They are specifically for devices
+that use the "Windows RT" operating system, which was a modified version of
+Windows 8.x that ran primarily on ARM-based tablet computers.
+
+To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
+
+- install Microsoft's "Remote Debugger" on the device.  Visual C++ installs and 
+  debugs ARM-based apps via IP networks.
+- change a few options on the development machine, both to make sure it builds 
+  for ARM (rather than x86 or x64), and to make sure it knows how to find the 
+  Windows RT device (on the network).
+
+Microsoft's Remote Debugger can be found at 
+<https://msdn.microsoft.com/en-us/library/hh441469.aspx>.  Please note 
+that separate versions of this debugger exist for different versions of Visual 
+C++, one each for MSVC 2015, 2013, and 2012.
+
+To setup Visual C++ to launch your app on an ARM device:
+
+1. make sure the Remote Debugger is running on your ARM device, and that it's on 
+   the same IP network as your development machine.
+2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32".  Click 
+   it, then change the value to "ARM".
+3. make sure Visual C++ knows the hostname or IP address of the ARM device.  To 
+   do this:
+    1. open the app project's properties
+    2. select "Debugging"
+    3. next to "Machine Name", enter the hostname or IP address of the ARM 
+       device
+    4. if, and only if, you've turned off authentication in the Remote Debugger,
+       then change the setting for "Require Authentication" to No
+    5. click "OK"
+4. build and run the app (from Visual C++).  The first time you do this, a 
+   prompt will show up on the ARM device, asking for a Microsoft Account.  You 
+   do, unfortunately, need to log in here, and will need to follow the 
+   subsequent registration steps in order to launch the app.  After you do so, 
+   if the app didn't already launch, try relaunching it again from within Visual 
+   C++.
+
+
+Troubleshooting
+---------------
+
+#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
+
+Try adding the following to your linker flags.  In MSVC, this can be done by
+right-clicking on the app project, navigating to Configuration Properties ->
+Linker -> Command Line, then adding them to the Additional Options
+section.
+
+* For Release builds / MSVC-Configurations, add:
+
+    /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
+
+* For Debug builds / MSVC-Configurations, add:
+
+    /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
+
+
+#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
+
+This may be caused by a bug in Windows itself, whereby hiding the mouse
+cursor can cause mouse-position reporting to fail.
+
+SDL provides a workaround for this, but it requires that an app links to a
+set of Win32-style cursor image-resource files.  A copy of suitable resource
+files can be found in `src/main/winrt/`.  Adding them to an app's Visual C++
+project file should be sufficient to get the app to use them.
+
+
+#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified."
+
+This can be caused for any one of a few reasons, which Visual Studio can
+report, but won't always do so in an up-front manner.
+
+To help determine why this error comes up:
+
+1. open a copy of Visual Studio without opening a project file.  This can be
+   accomplished via Windows' Start Menu, among other means.
+2. show Visual Studio's Output window.  This can be done by going to VS'
+   menu bar, then to View, and then to Output.
+3. try opening the SDL project file directly by going to VS' menu bar, then
+   to File, then to Open, then to Project/Solution.  When a File-Open dialog
+   appears, open the SDL project (such as the one in SDL's source code, in its
+   directory, VisualC-WinRT/UWP_VS2015/).
+4. after attempting to open SDL's Visual Studio project file, additional error
+   information will be output to the Output window.
+
+If Visual Studio reports (via its Output window) that the project:
+
+"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections:
+Microsoft.VisualStudio.ComponentGroup.UWP.VC"
+
+... then you will need to re-launch Visual Studio's installer, and make sure that
+the workflow for "Universal Windows Platform development" is checked, and that its
+optional component, "C++ Universal Windows Platform tools" is also checked.  While
+you are there, if you are planning on targeting UWP / Windows 10, also make sure
+that you check the optional component, "Windows 10 SDK (10.0.10240.0)".  After
+making sure these items are checked as-appropriate, install them.
+
+Once you install these components, try re-launching Visual Studio, and re-opening
+the SDL project file.  If you still get the error dialog, try using the Output
+window, again, seeing what Visual Studio says about it.
+
+
+#### Game controllers / joysticks aren't working!
+
+Windows only permits certain game controllers and joysticks to work within
+WinRT / UWP apps.  Even if a game controller or joystick works in a Win32
+app, that device is not guaranteed to work inside a WinRT / UWP app.
+
+According to Microsoft, "Xbox compatible controllers" should work inside
+UWP apps, potentially with more working in the future.  This includes, but
+may not be limited to, Microsoft-made Xbox controllers and USB adapters.
+(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop)
+
+

+ 65 - 65
sdl.mod/SDL/docs/README.md

@@ -1,65 +1,65 @@
-Simple DirectMedia Layer {#mainpage}
-========================
-
-                                  (SDL)
-
-                                Version 2.0
-
----
-http://www.libsdl.org/
-
-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.
-
-This library is distributed under the zlib license, which can be found
-in the file "LICENSE.txt".
-
-The best way to learn how to use SDL is to check out the header files in
-the "include" subdirectory and the programs in the "test" subdirectory.
-The header files and test programs are well commented and always up to date.
-
-More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/)
-
-- [Android](README-android.md)
-- [CMake](README-cmake.md)
-- [DirectFB](README-directfb.md)
-- [DynAPI](README-dynapi.md)
-- [Emscripten](README-emscripten.md)
-- [Gesture](README-gesture.md)
-- [Git](README-git.md)
-- [iOS](README-ios.md)
-- [Linux](README-linux.md)
-- [OS X](README-macosx.md)
-- [OS/2](README-os2.md)
-- [Native Client](README-nacl.md)
-- [Pandora](README-pandora.md)
-- [Supported Platforms](README-platforms.md)
-- [Porting information](README-porting.md)
-- [PSP](README-psp.md)
-- [Raspberry Pi](README-raspberrypi.md)
-- [Touch](README-touch.md)
-- [WinCE](README-wince.md)
-- [Windows](README-windows.md)
-- [WinRT](README-winrt.md)
-- [PSVita](README-vita.md)
-
-If you need help with the library, or just want to discuss SDL related
-issues, you can join the [SDL Discourse](https://discourse.libsdl.org/),
-which can be used as a web forum or a mailing list, at your preference.
-
-If you want to report bugs or contribute patches, please submit them to
-[our bug tracker](https://github.com/libsdl-org/SDL/issues)
-
-Enjoy!
-
-
-Sam Lantinga <mailto:[email protected]>
+Simple DirectMedia Layer {#mainpage}
+========================
+
+                                  (SDL)
+
+                                Version 2.0
+
+---
+http://www.libsdl.org/
+
+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.
+
+This library is distributed under the zlib license, which can be found
+in the file "LICENSE.txt".
+
+The best way to learn how to use SDL is to check out the header files in
+the "include" subdirectory and the programs in the "test" subdirectory.
+The header files and test programs are well commented and always up to date.
+
+More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/)
+
+- [Android](README-android.md)
+- [CMake](README-cmake.md)
+- [DirectFB](README-directfb.md)
+- [DynAPI](README-dynapi.md)
+- [Emscripten](README-emscripten.md)
+- [Gesture](README-gesture.md)
+- [Git](README-git.md)
+- [iOS](README-ios.md)
+- [Linux](README-linux.md)
+- [OS X](README-macosx.md)
+- [OS/2](README-os2.md)
+- [Native Client](README-nacl.md)
+- [Pandora](README-pandora.md)
+- [Supported Platforms](README-platforms.md)
+- [Porting information](README-porting.md)
+- [PSP](README-psp.md)
+- [Raspberry Pi](README-raspberrypi.md)
+- [Touch](README-touch.md)
+- [WinCE](README-wince.md)
+- [Windows](README-windows.md)
+- [WinRT](README-winrt.md)
+- [PSVita](README-vita.md)
+
+If you need help with the library, or just want to discuss SDL related
+issues, you can join the [SDL Discourse](https://discourse.libsdl.org/),
+which can be used as a web forum or a mailing list, at your preference.
+
+If you want to report bugs or contribute patches, please submit them to
+[our bug tracker](https://github.com/libsdl-org/SDL/issues)
+
+Enjoy!
+
+
+Sam Lantinga <mailto:[email protected]>

+ 1 - 1
sdl.mod/SDL/include/SDL.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2021 Sam Lantinga <[email protected]>
+  Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages

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